Arobynn: Below The Surface - Jace Of Shadows Gaming LLC
Floor Lvl 3 Released!
Lighting bug on Floor Lvl 2 is related to me using too many glow cubes in the level, but I kind of like it so I'm going to leave it as is :P
More good stuff will be coming soon! Until then as always if you catch any bugs or have any comments leave them here and I'll get to them eventually :D
Happy new year heroes! This patch we've got lots of little quality of life fixes I hope these bring more confort for both PC and Controller users!
Systems
Bigger font option
-Lumps the tooltip to the top left corner and makes it BIG -This setting is automaticaly set on Steam Decks, but can be turned on and off in the Pause Menu
Mouse and Keyboard controller options
-Re-added Mouse only -Re-added WASD + Arrows -New mode: Tank controls (WASD + Arrows or Mouse (left and right to rotate)) -You can change these on the Pause Menu (ESC)
PC Hotkeys
-Hotkeys will be shown when holding items, heroes, or tokens -Added a Hotkey to send items to the Bag (B)
Items
-Medusa's Interaction item now grants its secondary stats on the back -Siren's Interaction item now grants its secondary stats on the right
Bugs
-Another year, another attempt at correcting the Imp interaction not triggering on Turkish PCs! Let us know if we got this fixed this time!
INCREASED LEVEL CAP -Level cap has been increased from 100 to 500! -Levels will come slower beyond 100. -Levels beyond 100 will give you 1 extra start cred and 1 extra max power.
TWEAKS -Genocide Strike damage will now scale forever with the wave count, instead of capping at 50. -Vortex Bomb damage will now scale forever with the wave count, instead of capping at 50. -Vortex Bomb damage per wave scale slightly increased. -Max driller escape damage will increase by 5% per hyper creep level.
FIXES -Flank endless rate changed from 20% to 30%.
OTHER STUFF -Added toggle for post effects in visuals menu.
while our programmers focused on gameplay features, our artists added hundreds of new items to the game!! we’ll be showing you our progress on the live mode soon 🥰
I have been working on an online part for a very long time. I got a long way with the network code but I must admit that it will take far too much time to get it working right. I have now halted all development on the online part, however, there's still hope for Steam Remote Play Together but I am waiting for a plugin to be finished that can enable that feature.
Back in November, we held a Closed Alpha Test for Suicide Squad: Kill the Justice League where players agreed to a Non-Disclosure Agreement and got a chance to check out an early section of the game.
Now that there is more news out on the game and players are asking, we’re no longer enforcing a portion of the NDA and we’re allowing players to talk about their experience from the Closed Alpha Test. We've heard the community requests and want to give players an opportunity to discuss what it's like to explore Metropolis as Harley Quinn, Deadshot, Captain Boomerang, and King Shark.
To the amazing players who tested the game, please feel free to talk and write about your gameplay experience.
Keep in mind that all other terms of the NDA still apply, and players may not post imagery or videos from the Closed Alpha Test.
Welcome to our first weekly update for PolyZen Drive. We're committed to delivering regular, smaller updates to address bugs and add minor features while continuously enhancing the game. Many of the features added in these patches were suggested by our players on our Discord channel and Steam community page. Be sure to follow these platforms to stay updated on our roadmap.
Changelog:
Hungarian support!
* The game is now fully playable in Hungarian, thanks to our player JeGgeSs™ for translation assistance.
Windshield wipers!
* Windshield wipers have been added to all cars and can be enabled or disabled through the in-game options menu.
Enhanced photo mode
* The camera can now move up/down and zoom in/out in photo mode. * Time of day can be changed while in camera mode.
Enhanced cruise control
* Cruise control now includes the option to maintain the current speed.
Reduced likelihood of green haze/fog during morning weather
* Following community feedback, we've significantly decreased the chance of this weather event occurring.
That's all for this patch. Thank you for your continued interest in our game. Stay tuned for future updates. Join our discord server => PolyZen Drive Discord Server Subscribe to us on Youtube => Youtube Channel
Body Rotation: Natural body rotation is now built into all face trackers! By default, Warudo uses "Inverted" body rotation which is similar to Live2D models; you can also set body rotation type to "Normal", which rotates your body proportional to your head rotation.
If you would like to disable this, simply go to your face tracker and set "Body Rotation Type" to None.
Secondary Pose Tracking: You can now set up MediaPipe/Leap Motion/StretchSense as secondary pose tracking in the onboarding assistant! This allows you to easily combine full-body tracking with finger tracking.
BlendShape Sensitivity: You can now adjust global blendshape sensitivity in all face trackers.
Fix Window Size: You can now fix the window size in Menu -> Settings so that you don't accidentally drag the window borders during a stream!
Lip Sync: Added a volume threshold option so that lip sync is only triggered when you are talking; also no more delays / desynchronization!
iFacialMocap/MediaPipe now has proper "Is Tracked" status
Better error handling when loading a VRM 1.0 model
Blueprint related:
Added "Is Face Tracked" output to the Get MediaPipe Tracking Data node
Set Asset Transform / Position / Rotation nodes now have tweening support as well as a world/local option
All nodes with a "Transition Time" data input now have a "On Transition End" flow output
Issues fixed:
Lip sync requires constantly restarting the microphone
Interaction nodes (Throw Prop, Launch Liquid, etc.) does not use world position of source asset
Camera bounces when switching virtual camera in the director
VRM BlendShapeClip "Is Binary" flag is not read when importing VRM expressions
GIF stickers spawned from Spawn Sticker nodes do not loop