CASUAL TPS 『MICROVOLTS : Recharged』 Battle with your own figure!
Hello players, We have an announcement about scheduled maintenance.
※ There will be no server maintenance on January 2 Scheduled maintenance will be held every Tuesday, and the details will be announced on Monday or the day before. We hope this will not cause any inconvenience to your gaming experience.
This update fixes a user-reported bug when HQ placement cannot be done because there are no spaces within 3 hexes of a friendly unit that are not also in an enemy unit's ZOI. Under the rules, the HQ should be able to be placed within 3 hexes of either entry point 'A' or 'I', depending upon which player is active, and the HQ can be placed in an enemy ZOC without penalty. This update implements this rule correctly.
The update also embeds the printed rules within the game so that Steam won't get stuck on "Stopping..." if the user has opened the printed rules and then exited the game. For users who would like to review the printed rules outside of the game, we've made them available in the Community Hub as a Guide.
Prepare Uranus: Exploring Black Holes for Adults - Alienguy
Hello everyone! Finally the big update is ready! The game has become almost 2 times bigger and now it has: -New girls available for work. There are now a total of 6 of them in the game. -Continued story and new quests (118 quest log entries in total) -Many new scenes and animations!
For now, the new content is only available in English. There will be a Russian version soon, and a Chinese version in January. There are plans to make a Spanish version as well. The game isn't over yet. The next updates will be mainly about UI, sounds, game mechanics, animation and scene refinements.
Following our exploration of the Similarity Challenge in the previous devlog, we're now thrilled to delve into the next step after completing the challenge: Similarity Valuation. In this devlog, we'll closely examine what this feature encompasses, including the subsequent processes, its varying difficulty levels, and the mechanics of similarity calculation.
Once players have unlocked Project License B and above, they will receive an email from clients specifically tailored to Project Level B. This email introduces a unique challenge: creating a specific aquascape design requested by the client. As a player, your task is to precisely recreate the target design.
Similarity Valuation evaluates various aspects of your aquascape design. It considers the types of items used, their quantities, as well as their placement and terraforming on the aquatic landscape. This comprehensive assessment ensures that every detail aligns with the client's requirements.
We are currently in the testing phase, aiming to enhance the excitement and challenge for players. The difficulty level will vary based on the project's complexity. Early projects will be relatively easier, allowing players to familiarize themselves with the feature. As players progress to higher-level projects, the challenges will become more demanding, pushing your aquascaping skills to the limit.
Our goal is to create a captivating experience that tests your creativity, attention to detail, and ability to replicate intricate designs. The Similarity Valuation feature aims to immerse you in the world of aquascape design, offering a rewarding and challenging gameplay experience.
Stay tuned for further updates as we continue to fine-tune and optimize this feature. We value your feedback and look forward to hearing your thoughts on how we can make the Similarity Valuation even more engaging and enjoyable.
Also, don't forget to add Aquascape Simulator to your wishlist to stay updated with the latest news and updates. Thank you for being part of the Aquascape Simulator community, and we can't wait to see your incredible aquascape creations!
The maintenance has been completed at 8:25 AM PST. Thanks for your patience.
Mabinogi will have a scheduled maintenance on December 28th. During this time, the game will be unavailable. Maintenance is expected to begin at 7:00 AM PST and last approximately 3 hours.
Please note that the estimated length of time for each maintenance is subject to change without notification.
-Time-
Thursday, December 28th
Pacific (PST, UTC -8): 7:00 AM - 10:00 AM Eastern (EST, UTC -5): 10:00 AM - 1:00 PM Paris (CET, UTC +1): 4:00 PM - 7:00 PM
To address the following:
Weekly server upkeep.
It's your last opportunity to change your style for the new year! The Erinn Beauty Box 2023 Sale is ending.
The dubious physics in Broke Protocol has needed some love for quite a while, and now while Unity is updating its core physics API, I thought it’d be a good time to overhaul BP’s physics implementation as well. Everything from ragdolls, to gun handling, and even water buoyancy has been adjusted and tweaked for more predictable and better quality reactivity. There are some other important details to get into so let’s cover those too:
Unified Physics Overhaul
Until now, BP’s physics had been segmented among classes with different handling and reactions. Client-side destructibles lacked buoyancy, only entities were reactive to explosions, and drag was applied differently depending on type of object. But now, physics reactions are unified and handled the same across all classes of objects. Explosions, buoyancy, and drag is applied consistently and predictably across the board so players can plan and react better to any kind of explosive scenario.
Dismemberment and Ragdolls
I didn’t want to get too gory on this next feature, but I feel like it’s a requirement for all the War Modding that’s been developing lately (mostly by DwightSchrute and the talented WarForce team). Player models now have limb dismemberment after death. Body parts also have proper reactions as part of the unified physics system. Additionally, all entities can now continue to take damage after ‘death’ which for players results in additional dismemberment. And for vehicles, it can result in quicker or instantaneous explosions similar to the GTA series.
Weapon Updates
Weapons also receive a big overhaul in both modding and mechanics. Recoil is much better animated with a more standard re-centering pattern seen in traditional shooters like Counter-Strike, Rainbow Six, and others. Equipables can also have their Attach Bone property modded. This is used for Muzzle restraints on animals now but can be repurposed for all kinds of modding ideas. The EquipablePoser in BPResources will, as always, help placement for this.
UI Elements Modding
UI has seen major updates and fixes, especially for mobile and interactivity. UIs are no longer set active by default. Modders must call the new SvPlayer.VisualTreeAssetClone() with the UI top level element name to produce a UI and SvPlayer.VisualElementRemove() to remove part of the subtree. Note that any time a UI is cloned, all button clicked events must be re-established. So it might be more beneficial to hide/show complex UIs rather that Removing and Cloning each time from scratch. Layer and input fixes across PC and mobile have been added as well. Rockford is making beautiful interfaces with this for their relaunch soon, so keep an eye out.
Interior Cloning and Other Improvements
Tons of other fixes in the changelog below have been added, I’m especially thankful to TheUnishark for some of these improvements. A major update for interiors is the return of Cloning and Destroying entire interiors. Apartments now use dynamic interiors, and this will also be useful for missions in the future but it’s fully accessible in the SceneManager class for modding in the current API. PointLife might use this system again for their very cool Ganghouses implementation.
Here’s the full Physics Update changelog:
v1.39 Physics Update Changelog
Game Changes:
Interiors can be cloned and destroyed dynamically
New ragdoll dismemberment and physics
Gun mechanics and handling overhaul
Unified buoyancy, drag, and explosion physics for ragdolls destructibles, and entities
Allow negative health for extra entity destruction effects
Fixed MGFixed low firerate
Jump velocity is now moddable
Attach bone on Equipable items is now moddable
Moved credential checks to purely serverside (GameSource)
Player mantling physics fix
Footstep audio is synced to animation rates now
Cleaner InWater and Ground properties to replace Grounded property
Fixed embarking players into single seat furniture
Allow random spawns to be knocked out
Fixed some wheel physics sleep logic
Save entities CustomData in apartments (Thanks TheUnishark)
Improved godmode (Thanks TheUnishark)
Sprint is now toggled as long as an input button is held
Cleaned up Humanoid and Mob fbx files with cleaner animations and mesh fixes
Wait until grounded again before recovering from KnockedDown state
Many UI blocking/layer fixes for custom UIs on mobile and PC
Clone/Destroy Visual element nodes from UI API
Add account delete option from Register Menu
Rebuild vanilla BPA’s with latest updates
Can play destroy effect on any entity now
Added particle trails to Flare effects
Improved AI passenger behavior
Update to Unity 2023.3.0a18
API Changes:
Unity physics naming changes with related to velocity and drag (angular and linear)
ShEntity.Grounded replaced with InWater and Ground Properties