Well, here it is! Finally, I've updated the game with all of the last pieces of music. There's about 15 minutes of new music, on top of the ~24 minutes that was there already, so I'm quite happy to have this in the game. Here's the full change log:
Added new music to the game, and updated all existing music to be mixed and mastered slightly better.
Moved a couple of pieces of music on the Rooftop around so that they triggered in slightly different places.
Fixed an issue where attempting to teleport from non-flat ground would often give you a message saving you needed more space around you, instead of telling you you can only teleport from flat ground.
I believe this is everything! I'm excited for everyone to hear the new music, and will hopefully be releasing a soundtrack soon. If you haven't bought the Sirena Expedition yet, I will be putting it on sale on the 26th of February, so you might want to wait until then to pick it up!
Thanks again to everyone who's bought and played the game so far! I'll post another update once the soundtrack is available, but otherwise, I think the game is (finally) done!
"Ignorance of the law is no excuse." "If you can't do the time, don't do the crime." We've all heard these sayings before, and they're totally true. With today's update, the long arm of the Eylinian law is cracking down on the most egregious of criminals: sleepers. All around the world, if you're caught trying to catch a few Z's at the local inn without paying, it's straight to the slammer for you, bub!
... If you get caught, that is. Dare you risk the free heals?
Now, this isn't to say that your first offense will be your last (you might be let off with a warning), but repeat offenders do run the risk of extended time behind bars. The penalty for a first incarceration is 1 minute, with each consequential offense afterward tacking on an additional 20 seconds to time spent. In addition to time spent, each offense will cost the offender an additional 1 GP to rest at the inn from thereon.
Do you still think it's worth it?
Thinly-veiled social commentary on the criminal justice system? Perhaps, but there is a way out: good behavior.
Now, whenever you commit a truly heroic act around Eylin, you will be rewarded with a decrease in inn costs for the surrounding/afflicted area. Bust a thief in Lefarnius? The cost goes down in Lefarnius. Save Vermolin from rampaging fiends? The cost goes down in Darunmus, Vermolin and the Fisherman's Outpost. Your good name can be restored*!
*Application to real life not withstanding. Tales from Zilmurik does not endorse criminal or vigilante actions of any kind regardless of circumstance. Abide by the laws of your land, player, and don't tell the court my video game inspired you to do it. If I get an email saying you said so, I'll be supremely disappointed.
Intruders and Protectors, the playtest for RBO is now finished!
Huge thanks to everyone who spent the last few weeks breaking into private property & stealing valuables and equal thanks to those of you who helped deal with and repel those menaces.
Your feedback, suggestions and insights have been incredibly helpful throughout this playtest and will be hugely important as we continue to develop the gameover the coming months!
Thank you SO MUCH to everyone who has playtested so far, and especially to those who have reported bugs and crashes. Whenever an issue arises, I'm working to fix it asap to make the playtest as air tight as possible. I hope you've all enjoyed the game so far. :) If you'd like to report any bugs please hop by the discord: https://discord.gg/BCcEJ2cVZ2
The "Procedural Wrecks" Update is now available for everyone!
This update is the last one before the 1.0 release! We wanted to increase once again the possibilities of exploring and finding great loot so we added a new Long Range Wreck Finder, allowing you to explore distant parts of your planet with unique biomes and procedurally generated wrecks.
In addition of useful and unique loot, you'll find in those wrecks new decorations elements, like a fireplace, light boxes, a hologram projector, a fountain, new tree seeds and other cool stuff!
In anticipation of the 1.0 release, we have polished a lot of things in the game. We greatly improved the controller support, performances and overall collisions in the world.
You'll notice some more changes on your planet with the addition of independent spawning of creatures that will depend on the creatures you placed in your farms and aquariums!
We will really soon give you more information about the content of the 1.0 version. We have a lot of cool things to share and we can't wait to show it to you!
Your save files will transfer seamlessly to the update. But if you want to try a fresh adventure, feel free to create a new game to fully experience this update!
Full Changelog - v0.9.025 - The Procedural Wrecks Update
New portals generators and procedural wrecks
A new "long range wreck detector" machine is available, allowing you to open portals to new locations of the map
Those locations have multiple variations. In it, you'll find one or more procedurally generated wrecks
Those wrecks contains rare and special loot that can be found only there
Each location requires quartz to open a portal, have differents rarity and difficulty levels
The more rare and difficult a portal is, the better the loot!
New Items
New Tree planter. Blueprint found in procedural wrecks
New Fireplace. Blueprint found in procedural wrecks
2 new frog eggs. Found in procedural wrecks
2 new tree seeds. Found in procedural wrecks
New Fuse : speed trade platform fuse. Rare item found in procedural wrecks
New Fountain. Blueprint buyable with terra tokens
New Hologram generator. Blueprint buyable with terra tokens
New Light Box constructible. Blueprint found in procedural wrecks
New golden effigie. Found in procedural wrecks
Flares allowing to illuminate a small area in dark places. New Blueprint to decode
New colored quartz required to open the rarer portals. Found only in procedural wrecks
World
Add creatures that will spawn in some places of the world depending on player farms (butterflies, fishes, frogs)
Add a new access between the starting zone and the waterfall zone that will appear after a certain terraformation level is reached
Optimizations
Greatly improve overall controller support
Improve collisions on a lot of big rocky elements
Performances
Upgrade the unity engine to increase stability & performances
Add new culling system to avoid rendering base elements that are behind big mountains
Add new LOD levels on Foundations, Plain Walls & Windows Walls
Today we're happy to release a new update, v1.6 which some new block shapes:
The new shapes include:
Sphere parts
Round corners
Tilted slab
New glass shapes
This updates also fixes some minor bugs.
Thanks again for your feedback, it will always be essential for us and if you didn't already join our Discord, feel free to come in and share your ideas and suggestions for the game!