In January 2023, we started working on Farlands, and to show the development process, we also started uploading a series of videos for the Hispanic community showing what we were doing.
This year, all those videos are being localized and translated so that non-Spanish speaking communities can also see the entire process of the Farlands development.
If you're interested in taking a peek behind the curtains, you can find those videos (and every trailer we make), on the Farlands YouTube channel:
At the moment there are only two videos available explaining the initial ideas and how the development started. The rest of the videos will be uploaded at a rate of one video every 15 days until the localized version reaches the Hispanic version, after that, one video per month will be uploaded.
We hope you enjoy the series as much as the Hispanic community is enjoying it!
- Controller : display the Steam On-Screen-Keyboard when entering text when you play in Big Picture mode ; it should also likely appear if you play on the Steam Deck (please report if it works or not ! :-) ) - Animation : you can now disable the Crowd animation in Settings -> Video -> Advanced ; on less powerful PCs, it makes the game stutters a bit each time the crowd starts to applause
Changes :
- AI : now the CPU will volley much less frequently in the direction of his opponent standing near a lane line, except on difficult volleys - Modding : now the game doesn't pause anymore while in the Mod Management menu and getting out of focus, which should prevent failing download because you had swapped to another application while waiting for it to complete
Bug Fixes :
- AI : fixed a few situations in doubles where the CPU was not playing correctly according to his CPU partner - Animation : when being lobbed, the player animation could constantly switch between the smash and another strike - Modding : Modded sounds were not playing sometimes, more or less randomly - Modding : since the previous update, having both the face and eyebrow configuration was making the face customization disappear in some situations
GAME UPDATE 1.1.6 Hi everyone! These past few months we've been busy updating Midnight Girl, based mainly on feedback from you players. We've focused on these areas:
Bug Fixing Since the release, we've been busy fixing all the bugs reported by you players out there (Thanks for reporting, by the way! It really helps us improve the game)! We've also fixed a lot of rare bugs that only appear if you play the game in unexpected ways.
Saving 'Saving' allows you to exit the game and then continue from where you left off when starting up the game again. This functionality seems rather obvious, and has been heavily requested by players. It may seem like a trivial feature, but the task has proven extremely complex and time consuming to implement and test.
Graphics Improvement A lot of players have noticed that the graphics look a little blurry, especially on larger screens. We've therefore improved the quality of the graphics, so that they look more crisp. Basically, we've doubled the size of every sprite in the game, which makes a huge difference - especially on bigger screens.
Trimming We've trimmed the size of the game down to around 166 megabytes, which is approximately half the size of the previous version of the game. We've mainly worked on compressing the graphics, so that they now take up less (megabyte) space.
General improvements When testing the game, we always find a tiny graphics error here and there, a line of dialogue that could been improved or a sound that should have 10% more low-pass filter. We've fixed a ton of those, and while it doesn't necessarily change the game dramatically, it just makes the game 'feel' better.
- added a new recruit - added new alternates - added new synergy - made buttons on menu main more apparent that they're buttons - added tutorial text that explains mission unlocks - minor visual changes - fixed crash caused by alt aqua
I'm doing reverse rule 34 where I draw adult art and THEN add them into the game
Gacha Fever demo is finally released to #SteamNextFest, and from February 3th to 12th you'll be able to play our latest updated demo ! We are so happy !
A stream of a gameplay video commented by the dev team will be present on the Steam page
We've released a small patch to the demo fixing a couple of odd issues, and expanding the tutorial with more steps. Thank you to everyone who has provided feedback and reports!
Balance
Reduced oxygen candle holder conversion additional temperature from +500°K to +100°K, until the game has more temperature management options
Internal
Added more tutorial steps at the start of the game, covering oxygen candles and oxycans
Added option to force using the system cursor, rather than in-game cursor
Reduced default maximum FPS from 240 to 120 (can still be set using the --max-fps command-line option)
Added shaded background to explorer names
Added accessibility option to override all explorer diary entries with the default font
Game sounds should no longer play when the game is paused or escape menu is open
Fixes
Fixed all sorts of weird behaviours on certain system locales
Fixed a very rare crash when trying to render a user interface
Fixed explorers not stopping talking when they finish writing a diary entry
Imagine this scenario: your base has grown significantly large, resources are being mined from many different locations, and you wish there was a way for someone to automatically transport them all to one or several specific places. Sounds familiar?
One of our players has created an excellent algorithm that can be assigned to any number of your bots simultaneously, and they will operate collectively without interfering with each other. Each of these bots will focus on a specific resource but will be capable of collecting it from several different locations and delivering it to one of several storages, choosing the best one for that moment.
If you have any questions, feel free to post them in the comments! We're here to help!
Author: ouch67
Has the following features:
Easy to use, Only 3 registers need to be set in most cases.
Unlimited Pickup Points, also finds the point with the most items to take.
Unlimited Drop Off Points, also finds the point with the least items.
Enemy avoidance, will also ping enemy for quick identification.
Will collaborate with other bots running this script at each pickup or drop off point
No other hardware needed on the unit other than the behavior controller to function.
Will find and pickup matching items off the ground one per trip. This eventually clears the area while having a minimal impact on transport performance/efficiency.
Will not leave when storage is empty until it's batteries and health are full.
Active inventory monitoring allows for chaining multiple bots running this script together. (If a bot's inventory gets taken halfway on the journey back then it will turn around and go to a pick up point to get more items instead of heading back to the drop off point partially filled.)
Will not take any items other than what you specify. This means bots running on crystal fuel won't have their fuel reserves stolen.
How to use
P1 - Set the item you want this bot to transport.
If setting up a single pickup point, then Set the pickup register to a unit or building and give it a desired distance (value) to sit and wait if no resources found. If you give this a value of 0 or nothing a default value of 4 will be used.
If setting up multiple pickup points then set the pickup signal register to a ID of your choice and a value to be used as a filter. For instance picking the color Blue with a value of 5 will cause it to look for any bots/buildings with items matching the item register on the map with a signal of the color blue and the value of 5.
Repeat the last two steps for the drop off point/s. It's important to note that if you set a signal register/s then the other corresponding register/s do not need to be set as they will be overwritten anyway. But the script will read the value set to them for the distance offset to use while waiting.
If not transporting standard items (like say, Gas or Virus) then edit the behavior script and on the 3rd instruction you will see a box that says "Storage" click that and choose the type of storage the item you want to transport uses. (Currently there is no way to identify what storage type an item needs. So it must be done manually like this.)
Additional explanations
You have the ability to set any color in the 'Signal' field of a building or unit and specify the same color in P4 for the transport bot. This way, it will track all locations marked with this color and decide where to pick up items for delivery.
Similarly, you can set a color for storages and inform the bot about it in the P5 field.
Known issues
It's decision making is a little on the slow side... This is kinda on purpose as performance was a concern given the complexity of the script. There are areas in the script that that are locked/unlocked to improve performance but this was mainly done on data gathering loops. And I'm happy to report I have roughly 50-60 bots running this script without issue.
Item reservations can throw off the math in the script. This is just how the devs coded item reservations and I can't identify or fix that as it's hard coded in the game. So beware of your transports thinking there is space where there isn't...
When determining how many items a unit has it's total number of slots is not factored in to the equation. Meaning, if you have an 8 slot storage building half filled and a 24 slot storage building half filled it will drop items off the to 8 slot storage first as there are fewer overall items in it. This will persist until the 8 slot one is filled and then the 24 slot building will be filled. It's recommended but not required to keep the same number of slots across your signal register groups for this reason. This was done for performance reasons, as the extra calculations would cause quite a bit more processor usage otherwise.
A small bug with the new autoplay system introduced a bug that required the autoplay loop to be run for it to notice that no auto play should happen, Such as when a new game is started.