NEW WEAPON – DeidFrost has been added to the ability shrine. It also replaces the DeidFae magic weapon at the centre of Tinseltown
| Quality of Life |
Exploding skeletons Damage calculation has been changed to prevent instant kills and makes taking health upgrades more useful. ------------------------------------------------------------------------------------------------------------- 1.0 Explosion auto activation damage ( I.E The damage taken when you are too close ) is now 33% of your max health + the enemy’s base damage to you + 25. 1.1 This however means they will no longer do damage to surrounding skeletons 1.2 Explosion damage from purposeful activation, I.E Deliberate or Accidental headshots for an AOE clear remains the same. -------------------------------------------------------------------------------------------------------------
DeidHeart Entity base health has been reduced and the total damage per hit has been clamped. In essence making the early game easier using worse weapons and the late game more difficult as better weapons are less effective. ------------------------------------------------------------------------------------------------------------- 1.0 Max health reduced from 25,000 to 17,500 1.1 Damage taken clamped to 1000 per hit/shot 1.2 Damage Max Clamping increases 150dmg per Player Deid Rank 1.3 % Health gain per players Deid rank achieved has been decreased from 20% to 15% -------------------------------------------------------------------------------------------------------------
* Fixed an issue that could cause the game screen to get stuck when switching the planet shadow quality from medium to high * Fixed an issue that caused the bot opinion to reset after loading a savegame * Fixed an issue that caused spaceships that were in construction to be finished instantly after loading a savegame * Fixed an issue that could cause item reservations for drones to become invalid causing a bunch of weird issues like a lower actual production than expected (We couldn't fix this retroactively in existing savegames so you might have to destroy and rebuild your colony if you are affected, sorry!)
Update: The original version of this patch contained a bug that caused the game to freeze after s short time. This is fixed now. Make sure to restart Steam to trigger the update in case you are still experiencing this issue! Sorry!
This will be the last patch for this year. Merry Christmas and see you next year!
I've been part of the Hero Concept team, breathing life into the Mayhem universe for about four years. Initially, I was a painter who wanted to create 3D environments, but my journey in the industry began with coloring character animations for Mayhem Brawler. Back then, I had created backgrounds for the upcoming game, and now I'm one of the few individuals working on the backgrounds for Mayhem Brawler: Best of Both Worlds.
How It Started?
This was both exciting and frightening for me. Even though I had created small 3D models before, this time, I had to bring to life cities, shops, concert halls, and various concepts. After numerous brainstorming sessions, small experiments, and lengthy discussions about what we wanted to achieve, we started the practical aspect by preparing a template.
Unlike backgrounds in the previous game, we aimed to enhance the sense of depth with 3D environments while keeping characters in 2D. So, we can describe it as 2.5D. Achieving harmony between 3D backgrounds and 2D characters was about style and the camera angle. Therefore, we tilted the camera and characters by 10 degrees in the vertical plane to obtain a diagonal view.
Before
After
Capturing the Comic Book Style
We had an apparent reference for the style: the previous game. Therefore, it was evident from the beginning that we would present a story in a comic book style. After finding accurate references for each level and transforming them into 3D models, we adapted them to the style we defined in the texture part. Objects were generally in actual dimensions, but we also stylized some to capture a better essence. I can say that one of the most enjoyable parts of the job for me was texture painting.
To capture the comic book style during the texture stage, we progressed by layer upon layer. In the initial release of unfinished game visuals, we received feedback from players who were familiar with us. Parallel to the feedback we received, we also had our questions. In response, we returned to the sections we created and started the process of color correction again.
As we approached our desired look with more lines and scans, using an outline shader helped us establish a city in a comic book style. When the new visuals were released, they satisfied players who were following us and addressed the concerns we had received earlier.
Time Transition
Locations also change their new forms by experiencing a leap of 20 years in two different time periods. At this point, there were some crucial aspects we needed to pay attention to. From a purely technical perspective, there was a necessity for objects to share the same space in terms of mass, and consequently, the walking areas for characters had to be the same in both time periods. Aesthetically, despite a complete transformation after 20 years, we tried to leave behind some visible, familiar structures. This way, even though the player navigates in a completely different time when experiencing time jumps, they can still see familiar traces. Observing these time transitions can be pretty exciting.
Turn on the Lights!
Lighting the levels is like the polishing stage for us. It's one of the moments that makes me most impatient for each level. At this point, I'd like to note that my favorite scenes are the night ones. I must say I enjoy seeing the lights we've lit up there. If it's an outdoor environment, our job is more straightforward; we add lights and modes that suit the predetermined time frame for that level.
But indoors, due to the game being 2.5D, we've encountered unexpected issues. Since the characters were cardboard, meaning they had no thickness, they lost their shadows when it came to lighting. When the light was in front of them, it changed the direction of the cloud, causing an unnatural movement due to their 2D nature. Despite not wanting to compromise on the design, prioritizing lights that cast shadows was the ideal solution. We decided the remaining lights would only illuminate the environment without casting shadows. This way, we achieved a smoother point for the shadows cast by 2D characters on the ground.
In this Dev Diary, I've tried explaining how we created and scaled Mayhem City and prepared the scenes. We are thrilled with where we've come from and the feedback we've received. We eagerly look forward to finishing the rest of the game and sharing it with you all!
Also, join our Discord Server to hear first about the updates & share your suggestions with us!
I've been part of the Hero Concept team, breathing life into the Mayhem universe for about four years. Initially, I was a painter who wanted to create 3D environments, but my journey in the industry began with coloring character animations for Mayhem Brawler. Back then, I had created backgrounds for the upcoming game, and now I'm one of the few individuals working on the backgrounds for Mayhem Brawler: Best of Both Worlds.
How It Started?
This was both exciting and frightening for me. Even though I had created small 3D models before, this time, I had to bring to life cities, shops, concert halls, and various concepts. After numerous brainstorming sessions, small experiments, and lengthy discussions about what we wanted to achieve, we started the practical aspect by preparing a template.
Unlike backgrounds in the previous game, we aimed to enhance the sense of depth with 3D environments while keeping characters in 2D. So, we can describe it as 2.5D. Achieving harmony between 3D backgrounds and 2D characters was about style and the camera angle. Therefore, we tilted the camera and characters by 10 degrees in the vertical plane to obtain a diagonal view.
Before
After
Capturing the Comic Book Style
We had an apparent reference for the style: the previous game. Therefore, it was evident from the beginning that we would present a story in a comic book style. After finding accurate references for each level and transforming them into 3D models, we adapted them to the style we defined in the texture part. Objects were generally in actual dimensions, but we also stylized some to capture a better essence. I can say that one of the most enjoyable parts of the job for me was texture painting.
To capture the comic book style during the texture stage, we progressed by layer upon layer. In the initial release of unfinished game visuals, we received feedback from players who were familiar with us. Parallel to the feedback we received, we also had our questions. In response, we returned to the sections we created and started the process of color correction again.
As we approached our desired look with more lines and scans, using an outline shader helped us establish a city in a comic book style. When the new visuals were released, they satisfied players who were following us and addressed the concerns we had received earlier.
Time Transition
Locations also change their new forms by experiencing a leap of 20 years in two different time periods. At this point, there were some crucial aspects we needed to pay attention to. From a purely technical perspective, there was a necessity for objects to share the same space in terms of mass, and consequently, the walking areas for characters had to be the same in both time periods. Aesthetically, despite a complete transformation after 20 years, we tried to leave behind some visible, familiar structures. This way, even though the player navigates in a completely different time when experiencing time jumps, they can still see familiar traces. Observing these time transitions can be pretty exciting.
Turn on the Lights!
Lighting the levels is like the polishing stage for us. It's one of the moments that makes me most impatient for each level. At this point, I'd like to note that my favorite scenes are the night ones. I must say I enjoy seeing the lights we've lit up there. If it's an outdoor environment, our job is more straightforward; we add lights and modes that suit the predetermined time frame for that level.
But indoors, due to the game being 2.5D, we've encountered unexpected issues. Since the characters were cardboard, meaning they had no thickness, they lost their shadows when it came to lighting. When the light was in front of them, it changed the direction of the cloud, causing an unnatural movement due to their 2D nature. Despite not wanting to compromise on the design, prioritizing lights that cast shadows was the ideal solution. We decided the remaining lights would only illuminate the environment without casting shadows. This way, we achieved a smoother point for the shadows cast by 2D characters on the ground.
In this Dev Diary, I've tried explaining how we created and scaled Mayhem City and prepared the scenes. We are thrilled with where we've come from and the feedback we've received. We eagerly look forward to finishing the rest of the game and sharing it with you all!
Also, join our Discord Server to hear first about the updates & share your suggestions with us!
Weekly Update Hello, everyone, and a warm welcome to our festive, albeit not-so-weekly, update – arriving one month after our last touchpoint. First and foremost, we extend our heartfelt wishes for a joyful Christmas and a fantastic New Year to all of you during these celebratory times!
As is tradition, we're here to unwrap some of the latest and most exciting additions to Unitystation. Over the past month, our team has been working tirelessly, and we're eager to share a glimpse of our progress and the new features you can anticipate in the future. However, remember that this is just a highlight reel; there's a lot more that we couldn't squeeze into this update. For those of you craving the complete picture, our changelog page is just the place to visit.
So, without further ado, let's dive into the goodies that Santa has dropped off at Unitystation this Christmas! 🎅🚀🎄
Christmas is Coming Up So We Improved the Christmas Tree
Now, when you unwrap a gift from under the Unitystation Christmas tree, you could receive absolutely any item in the game. From something as coveted as a nuclear operative suit to something as simple (and maybe a bit disappointing) as an empty crisp packet. In the spirit of Christmas, you've got to hope you've been good this year so maybe you get something awesome!
Character Creator Improvements
For those who have navigated the character creation process in Unitystation, you're well aware of its quirks. The UI and backend, having evolved alongside the game, became a patchwork of new features shoehorned into a limited space, often leading to unexpected issues and a less-than-ideal user experience. But things are about to change, thanks to MaxIsJoe.
MaxIsJoe has embarked on a mission to revamp the character creator from the ground up. This isn't just a cosmetic facelift; we're talking about a comprehensive restructuring. The goal is to create a more intuitive, user-friendly interface while enhancing its functionality. This means better organization, smoother operation, and laying a solid foundation for future expansions.
Cyborg Sprites for Janitor, Engineering, and Medical
Now, each cyborg, whether they're specialized in janitorial, engineering, or medical tasks, has its own unique sprite. This means no more guessing about the capabilities of the cyborg speeding towards you. If you find yourself dying in space, at least you can take solace in the fact that if a Janitor cyborg is on its way, you'll be tidied up in no time!
New In-Game Gizmo System
In the world of game design, gizmos are visual tools used in development environments to aid in editing and debugging. They are not part of the game itself but are used by developers to visualize components and object transformations, like positions, orientations, and scales in the game world. This makes them invaluable for fine-tuning and ensuring everything in your game is just right.
The gizmo system here, created by Bood9001, helps to visualize the connection between objects such as APCs powering devices in the map, but most importantly, this paves the way for us to introduce the in-game mapping system so that the community can create their own maps in-game, without requiring any external editor like installing Unity Engine.
We will dive deeper into what that means for Unitystation later, so keep reading!
For most species, venturing into Lavaland has become a perilous endeavor, with the atmosphere being particularly detrimental to moths. However, lizards and ash walkers will find themselves more at home in this harsh environment. They are naturally adapted to these conditions, allowing them to roam more freely without the need for additional protective gear.
Miners, a staple of Lavaland exploration, will face new challenges. While they can still traverse the area without gas masks, they'll gradually accumulate toxins over time. This adds a layer of strategy and urgency to mining operations, pushing players to plan their expeditions carefully.
In terms of species-specific adjustments, lizards and ash walkers have received a balance update for consistency. Their body armor and trauma handling have been aligned, making their resilience more reflective of their natural abilities. This update ensures that their limbs function in sync with how their trauma is managed, making them better suited for Lavaland's hostile conditions.
Additionally, we've introduced unique lungs for moths and lizards, each with distinct functionalities. Lizard lungs are now immune to Lavaland's toxic air, giving them an edge in survival. On the other hand, moths find themselves extremely susceptible to these harsh conditions, adding a new layer of vulnerability for them.
This will drastically decrease build times for the game, but most importantly, allow people to add maps in runtime. In other words, people will be able to add maps to their server that were not part of the original build of the game, increasing the moddability of the game and customisation capabilities of server owners. It also means maps can be made and saved in-game, without requiring the installation of Unity Editor!
The system is mostly complete, and the focus has now shifted to improving the user interface. This will streamline how players interact with the new features, enhancing tools like the Variable Viewer and Tile Placer.
Stay tuned for further updates as we continue to refine this exciting new capability in Unitystation!
And that wraps up today's blog post! We hope you've enjoyed this sneak peek into the latest developments and are as excited as we are about what's coming to Unitystation.
Don't miss out on the chance to experience these updates firsthand – join us in our weekly playtest session happening very soon! For all the details, including times and how to get involved, head over to our Discord. If you're passionate about Unitystation and want to contribute to its growth and ongoing development, consider becoming a Patron. Your support plays a vital role in shaping the future of the game.
A huge thank you to everyone in our community – players, patrons, contributors, and friends. Your enthusiasm, support, and dedication are what keep us motivated and moving forward.
In the menus, pressing the B button or the B key will take you back one menu level. Slowed down sonic bomb animation. Made Defensa explosion more spectacular and slightly shortened it.
Fix one that is exactly the same, causing overlap and preventing clicking on jellyfish. It has been replaced with a new jellyfish. Adjust several areas where the click detection area is too small due to overlap. Fine tune some jellyfish that are misaligned with the scene to make them more in line with the scene. The logo of DLC has added more jellyfish. Replaced the icon of the 450 jellyfish counter. The default color of 450 jellyfish has been changed from dark green to light green.
Исправьте точно такой же, вызывая дублирование и предотвращая нажатие на медузу. Он был заменен новой медузой. Корректировка из - за дублирования приводит к нажатию на несколько областей, где область обнаружения слишком мала. Некоторые медузы, которые не совпадают со сценой, подстраиваются, чтобы сделать их более совместимыми со сценой. Знак DLC добавляет больше медуз. Замена значка счетчика медуз 450. Цвет по умолчанию для 450 медуз был изменен с темно - зеленого на светло - зеленый.
Réparer un exactement le même, provoquant un chevauchement et empêchant le clic sur la Méduse. Il a été remplacé par une nouvelle Méduse. Ajustez plusieurs zones où la zone de détection des clics est trop petite en raison du chevauchement. Peaufinez certaines méduses qui ne sont pas alignées avec la scène pour les rendre plus cohérentes avec la scène. Le logo du DLC ajoute plus de méduses. Remplace l'icône du compteur de méduses 450. La couleur par défaut des 450 méduses est passée du vert foncé au vert clair.
Fixieren Sie eine, die genau gleich ist, verursachen Sie Überlappungen und verhindern Sie, auf Quallen zu klicken. Es wurde durch eine neue Qualle ersetzt. Passen Sie mehrere Bereiche an, in denen der Klickerkennungsbereich aufgrund von Überlappungen zu klein ist. Feintune einige Quallen, die falsch auf die Szene ausgerichtet sind, um sie mehr in Einklang mit der Szene zu bringen. Das Logo von DLC hat weitere Quallen hinzugefügt. Ersetzt das Symbol des 450 Quallenzählers. Die Standardfarbe von 450-Quallen wurde von dunkelgrün auf hellgrün geändert.
완전히 같은 것을 복구하여 중첩을 초래하고 해파리 클릭을 방지합니다.그것은 이미 새 해파리로 대체되었다. 중첩으로 인해 검사 영역이 너무 작은 몇 개의 영역을 클릭합니다. 장면에 정렬되지 않은 일부 해파리는 장면과 더욱 일치하도록 미세조정한다. DLC 플래그에 해파리가 추가되었습니다. 450 해파리 카운터의 아이콘을 대체했습니다. 해파리 450마리의 기본 색상이 진한 녹색에서 연한 녹색으로 변경되었습니다.
Taborea, get ready for new offers! From 24.12 (00:01 AM CET) to 30.12 (11:59 PM CET), prized items you won’t want to miss will be available in the shop!
The following are just some of the items that are waiting for you: * Wanderer's Costume Package (Male) * Wanderer's Costume Package (Female) * Snowflake Mount (Permanent) * Little Frost Pet Egg (Permanent) Wishing you the best of fun, The RoM Team
Advent, Advent, the fourth candle's burning, which means it is already Christmas! Merry Christmas from the entire S&F team! Enjoy your time with your family and friends! Grab your CHRISTMAS GIFT by entering the displayed voucher up to and including Dec. 25 (CET)!