New Flying Enemy - Harpy Shaman now casts speed boost spell
Graphical Improvements:
New Tower UI Towers now all have little dude on them doing dude things Second Pass on Graphics for Goblin Airship Blur second pass Trees better shadows added volumetric fog changed smoothness bloom light rays clouds color changes new path color Camera rigidbody physics
Other:
3D cards for towers and buildings Demo End Screen Lots of bug fixes New final wave ????
Add the game to your Steam Wishlist (if it's still not in your Library)
Upvote and Share this post with everyone you know! :) Press "Share" button under this post and then "Share directly to my status", then write something and press "Post" button.
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We'll announce the results of this Raffle at Feb 19th! Good Luck!
We'd like to remind you guys, that we also want to gather the Trading Cards and New Levels for the game.
But the game development is now depends on you! ;)
Number of Sales, Your Activity on a game's page and in the Discussions, Number of game Launches, Time you spent in the game...
All that influences to how fast we'll get the Steam Trading Cards.
Thank you for your time! :)
We'll be very grateful if you'll share our game to your friends, write your opinion in the comments or leave a review in the review section, add the game to your wishlist, if you like our game!
Added encounter caravan based on caravan registration
Fixed minor bugs
■Adjusted UI The message input part for caravan registration has been changed.
■Added encounter caravan based on caravan registration Added caravans you will encounter along the journey, thank you for your application.
■Fixed minor bugs I have corrected the error in the title. Thank you for posting to the thread. I have adjusted the save processing. If you are worried, please save the current save file (mcdata.es3) separately before starting the game.
New vehicle: M24 "Chaffee"! American Light Cavalry armed with 75mm guns! - Improved mobility and stability when moving at high speeds for most vehicles, and adjusted difficulty markers - Further reduces memory requirements at low image quality - Reduced probability of Maus tank appearing - Increase the damage of T26E4 from 4 to 6 - Increased fire rate of Morris LRC - Fix the bug where "Panzer ace!" strategy effect will cause the explosive to also pass through the target without detonating
I'm excited to introduce you to an update that brings new mechanics to the game, namely electricity and automation. Now you have the opportunity to create a power grid and connect automatic machines to it. Also, the wooden bridge can now be repaired and access to the new area.
New buildings
Workbench 2 Used to create complex items.
Electric pole Serves for the spreading of the electrical network inside house.
Electric box Serves for the spreading of the electrical network.
Electric lamp It's the same as an electric pole, but it lights up.
Wind turbine Converts wind energy into electricity, serves as a power source for the power grid.
Electric furnace A more efficient furnace that runs on electricity.
Sawmill It is used for automatic sawing of wood.
New items
Copper ore Drops from copper boulders.
Copper ingot It is shipped from copper ore.
Copper wire It is used to create electrical structures and crafts.
Electric motor It is used to create electrical structures.
Game improvements
Removed shadow casting from dynamic light sources such as a floor lamp due to serious performance issues.
Removing buildings now returns all spent resources
Reworked the handling of the black area of the minimap to improve performance significantly.
Welcome, in this devlog, we're excited to present you with our latest enhancements and additions. We're introducing a comprehensive update filled with brand-new features and improvements.
Enhanced Vehicle Controls:
We've overhauled our vehicle mechanics from the ground up to make in-game transportation more enjoyable. Now, with smoother controls, you can freely navigate around the motel and explore every corner with ease.
Rainy Weather:
Introducing a new weather feature to the game – rainy days! Rain will add an even more immersive touch to the game atmosphere, providing your guests with a different experience. Grab your umbrella because now you can enhance the allure of your motel with the charm of rain.
New Bar Area:
We've elevated the entertainment level in your motel! A brand-new bar area has been added. Players can participate in drink contests, play card games, and create unforgettable moments in this space. Your guests now have more options for a delightful evening.
Updated Skill System:
Skill development is now more enjoyable than ever! We've revamped our skill system and introduced brand-new skills. Players will find even more enjoyment at each skill level, mastering motel management. Develop your skills and take your establishment to new heights.
Cleaning Mechanics:
Rooms can now get messy, and it's up to you to use your cleaning skills to restore them to their original state. Your success in maintaining cleanliness will increase guest satisfaction and make your establishment more appealing.
New Upgrade Options:
Thinking of expanding your motel business? We've got you covered! We now offer upgrade options for a spa, dining area, and other facilities. Turn your motel into an even more attractive destination for guests.
Having their primary directive overridden to 'Protect the Squirrels', infected TPAI have been actively invading all mission zones,
The AI virus payload appears to be delivered directly to the victim's Trans-posic core through the wearing of specially prepared hats...
[AI assisted promo art only]
The corrupting vibes create false memories, effectively adding in additional training data with biased images, stories and experiences involving loving kind and benevolent squirrels... this has had noticeably deranging effects.
Given a gun, and a new directive, it appears TPAI will fight to the death once again given 'a cause'...
Other factions are rumored to be developing their own AI viruses...
NEW & IMPROVED
NEW: SHOOTER ENEMY AI - 2 FACTIONS - Squirrelie and Brethren - brethren voice update coming soon!
NEW: bullet hit direction indicator
IMPROVED: Explodie orange squirrel grenade light proximity activates with countdown. The grenade drops if shot before exploding - then continues count.
[AI assisted concept art only]
PATCH HIGHLIGHTS
FIX: Moveable exploding barrel (all maps)
UI FIX: pick-up hand stuck active
TWEAK: Inter-dimensional Pick & Put (larger collision base)
ENEMY: TPAI AI added to all maps
MISSIONS: Destroy TPAI mission objectives
MAP: Old West lighting updated night with moon
MAP: The Derelict map night lighting and moon added
MISSIONS updates / tweaks (more with AI Enemy objectives soon)
[AI assisted concept art only]
SQUIRREL FIX: issue stop move before new move to stop tail wag / jank
BALANCE: Threat Levels no longer automatically increase on continue / wait for rescue
BALANCE: Smaller maps have fewer squirrels
TUTORIAL: updated Inter-dimensional Pick and Put (IPP) tech with crate stacking.
MAP UPDATE: Dessert Squirrel - massive changes to accommodate new enemy types
[AI assisted concept art only]
REVERSIONS
I'm working to drop the compass for objective direction and move to in hud overlay icons which can be enabled / disabled in settings. In the end the compass should just be a compass... plus it will solve some of my compass multiplayer replication issues as well - lol - but mainly I don't think players should have to look to the top of the screen - FOV markers will be patched in ASAP.
SPECIAL EVENT MAPS:
I've tweaked these maps and will leave them on while I update them further. These are asset maps but I'm making them 'squirrel friendly'. Now with shooter TPAI enemies I'm learning what balance / gameplay possibilities / map styles / environments work well together...
MAP & MISSIONS: Old West map + missions active
MAP & MISSION: The Derelict map + mission active
STATE OF MULTIPLAYER
Unfortunately multiplayer is still 'an ongoing nightmare' especially with all the new systems added in the last 12 months - but I am committed to fixing it before I am committed...!
"I used to be a soldier like you... until I took a squirrel to the brain..."
The game is now certifiable... and still I have so much more crazy to add - lol.
GLHF and I'll be seeing ya top-side! - Jono X: @SBGamesHive42
(Updates: I may be updating the experimental build off and on as I approach the main build, but the patch notes will not be reflected until the main build is complete. Just keep an eye on the version if you are playing on the experimental build.)
This is a special build because there are a lot of improvements being made and there is still more work to be done on the main build. Normally I do not make patch notes or announce the experimental builds because they have until now been used primarily for testing purposes and short lived prior to the update of the main build. However, I have lots more to do for the current build so this experimental build will stay out there separate from the main build for at least several more weeks while I continue preparing the next update. It is unlikely I will update this experimental build again prior to the next update being ready. I have not written guides for some of the new stuff yet. The plan is to continue work on the main build and then do some multiplayer testing.
Since this work in progress / experimental build is stable enough to play I will put it out there for anyone interested in the latest and greatest of updates. The main build may be more stable so I would recommend playing that unless you have a specific interest in testing out the build before it is done. If you do play on the experimental branch, make sure you use a separate save file just in case!
Changes
Added more nonsense messages
Added new multiplayer feature "Platform Areas" to better sync Nautikins moving nearby vessels
Added launch obstruction detection to build areas
Added new item steel cables
Disabled default unity player logging again
Improvements to platform movement
Improvements to platform collisions
Fixed bug with engine UI related to multiplayer
Fixed some culling problems with Ocean when in the air
Fixed a bug that could potentially cause an infinite loop and engine crash if the shark gets stuck in a weird spot somehow
Fixed a bug with jump animation
Fixed a bug with jumping between different vessels
Fixed a bug with jump timing
Fixed a bug with rotation on static platforms
Fixed a bug with revive timing
Fixed a potential problem with crates detecting vessels
Fixed a physics bug where crates could fly away when unsecured from a moving vessel rather than maintaining relative velocity
Fixed a potential problem with runway light rendering far away
Fixed a bug with swim animation when entering water with parachute after jumping
Fixed some multiplayer timing issues related to securing crates
Fixed a timing issue when spawning network parts related to subvessels
Fixed a bug with crane container pickup angle checks
Fixed a bug with crane container pickup where container can be ignored
Fixed a client sync issue with securing containers that prevented vessels from moving
Fixed a bug with ladder animations when loading related to multiplayer
Fixed a bug with first person camera while on ladders on turning boats
Fixed a bug related to saving Nautikin exit positions for seats when a vessel has just launched
Fixed a bug with crane colliding with vessels when unobserved
Fixed a bug with repair animation in multiplayer
Fixed a bug with parachute drag
Fixed a bug with character ability sync
Fixed a bug with redundant buoyancy on server for multiplayer
Fixed some sync issues with aircrafts physics
Fixed a potential sync issue with 3 or more players
Fixed a bug with climb animation underwater
Fixed some timing issues with animations
Fixed a bug that allowed grabbing ladders and getting stuck inside them
Fixed 2 bugs that prevented reliable jumping off ladders
Fixed bug with ladder movement
Fixed some audio issues when loading multiplayer
Fixed a bug with throttling down aircraft
Fixed a bug related to placing other parts on ladders
Fixed a bug that allowed getting on ladders by interacting with child parts
Fixed a bug where eyes can disappear when incapacitating another Nautikin in first person
Fixed some problems with touching items dropped on platforms
Fixed a bug with fire detection when using welder
Fixed a configuration issue with DinghyHull part
Fixed a bug with Nautikin colliders
Fixed some item highlight issues with ropes
Changed the way ocean updates with camera
Changed the way that Crates and Shipping containers sync
Changed the way vessels sync in multiplayer
Changed the way climbing ladders syncs in multiplayer
Changed the way seats sync in multiplayer
Changed Seat part seated animation
Changed how exiting a seat handles multiple vessels nearby
Tweaked debug display
Shark will now decrease wander area if confined
Shark can now wander away from where he spawned
Shark can now be killed with physical impacts and has a higher tolerance for pain
Nautikin mass is now linked to vessel when on platforms instead of a physical force
Unsecured containers now rotated better with moving parts
Overhauled platform movement
Improvements to getting stuck on tiny parts of boat
Vessel cameras will no longer be occluded by crates or Nautikins on the vessel
Nautikin impact damage now has additional checks for cranes
Code cleanup
Deliveries are no longer destroyed when vessel is physically destroyed
Vessels are now more stable when resting on other vessels in multiplayer (Helicopters on boats)
Seats are now considered platforms, similar to ladders.
Slight improvement to foot animation when on ladders
Nautikins now angle better to climb ladders with feet
Improvements to platform collisions
Improvements to character movement
Improved collision detection for terrain
Improved rope / cable rendering at high speeds
Ledge detection now respects characters current speed and angle limitations
Nautikins will now moved when pushed by cranes or other Nautikins
Cranes now save the orientation of the lift, not just the rotation of the controls
Improved performance of getting in / out of vessels
Nautikins can now push each other
Minor improvements to push mechanic
Nautikins can now push other Nautikins underwater
Improved underwater pushing animation
Improved collisions for vessels
Performance improvements for multiplayer physics
Structures no longer attempt to sync position information in multiplayer
Climbing ladders will now detect obstructing parts
Tweaked beach ball behavior on platforms
Drydock and Runway will now make some attempt to prevent spawning vessels inside each other (if you forget to remove a plane from the runway for example)
Fire extinguisher is now sold at runway too
Notes
Steel cables work similar to ropes but instead create a fixed connection allowing for greater stability between secured objects. The primary purpose of this is to secure helicopters to boat helipads when moving fast, or vessels to other vessels in general when they are resting on top of one another.
Steel cables can only be used to secure controllable objects to platforms or the map.
Things that work include Nautikins on boats, helicopters on boats, Nautikins on jets, jets on boats, boats to map, Nautikins to map, etc.
Things that do not work primarly due to the limitations of the engine and multiplayer in general are, securing 2 boats together that could be controlled by different players or securing 2 Nautikins together. Crates do not work because they can already be secured. If either of these objects is not the current platform of the other, the connection will be disabled because it won't synchronize in multiplayer properly and spaghettification will likely occur. This may work in the future if control can be delegated to a single location when steel cables are attached, but the fixed connection and multiplayer synchronization have contradictory goals atm. Having control of your vessel delayed to the server for steel cables is likely undesirable. This behavior could be enabled for single player but is disabled currently to maintain consistancy between singleplayer and multiplayer.
Steel cables cannot be attached to cranes or subvessels.
The build area obstruction detection on launch is particularly useful for placing vessels on top of other vessel at launch (this is more of a side effect, but it is neat for putting jets on boats).
This build is a little bit larger and took a while longer than normal due to some complex changes to multiplayer that would have otherwise made the game unstable without a longer testing period. There was also a lot of refactoring ahead of new content that otherwise did not warrant it's own build.
Testing various fixes for obscure problems with the ocean shader, it's not immediately apparent that these will be successful so they may reoccur in changes from build to build.
Been chasing a silent crash. Player logging was enabled in an earlier build to see if Unity logged anything to the default Player.log or this somehow prevented the crash (it did not so its off again). Its possible this crash was caused by bad shark behavior but only time will tell.
Because the format of crane rotation has changed, loaded cranes will default to not rotated until saved again. This prevents bad collisions during initialization.
Pushing Nautikins controlled by other players is a little janky movement wise due to the requirements of network position syncing.