I readied this patch yesterday, but wanted to wait until morning to push it as there is one kind of "dangerous" fix within it.
What happened?
Last year I hired a programmer to help improve some of the world generation code that takes up a lot of processing power while players are running around. Unfortunately a bit of timing got messed up where the Noise Manager, which handles biome math, was running its warm-up math before world save data had been properly loaded. This caused all game worlds to be treated as if all of their biome frequency settings were at 1.0 regardless of what players may have changed them to during world creation.
What's fixed?
This patch fixes that, so that the warm-up math is now being executed properly, after the world save data has been loaded. However, if you've been playing with a world save file that had altered biome frequency that were not loading properly, and now they will suddenly start loading properly, there will unfortunately be noticeable differences. If the world you've been playing in did not have altered biome frequencies there should be no change.
What will change?
When biome math changes distant mountains can suddenly turn into swamps, and vice versa. The problem arises when we talk about player placed objects, such as buildings and solaces. They save their position in 3D, which means they know how high or low they are compared to sea level. If suddenly the mountain you had built a base on becomes a swamp, you're going to have those buildings floating high in the sky above the swamp. There is a feature implemented long ago to attempt to repair this kind of behavior by marking all player building for a "height check" making them try to re-attach themselves to the ground when they next spawn, but this can cause problems if they end up on a steep hill for example.
What can I do?
1. If you want to play with a world save file you've been using with altered biome frequencies in spite of the changes but do encounter problems such as floating or sunken buildings, you can load into world, open the console (F1) and use the command /forceworldupdate, and then it will ask for confirmation which you would need to then type /y to.
2. If you want to play with a world save file you've been using with altered biome frequencies, as is, and just reset the biome frequencies to the default settings that the bug was causing them to be treated as, I've added the following console commands to alter biome frequencies within a loaded world save: /grassbiomefrequency /swampbiomefrequency /mountainbiomefrequency /desertbiomefrequency /oceanbiomefrequency These will let you reset your frequencies back to 1.0 if you encounter changes to a world you've been playing on and want to reset the settings to default. If you type any of the commands in once it will show you what the current setting is, and you can alter the current setting with for example: /grassbiomefrequency 1.0 Please do note that in most cases these commands should never be used =D Once a world is created and the biome math is properly set in motion, as mentioned above, mountains and forests and deserts can all be completely rearranged if the biome math changes. I only added these in to try and help correct any problems that players might run into due to the fixing of the bug.
Again, if you world save file did not have altered biome settings, you should notice no changes to world generation at all.
Having said all that to try and mitigate a headache or two in case anyone runs into this; I'm hoping to get some new stuff up on beta today, so this patch has been hotfixed directly to the default branch.
Thank you for the reports from everyone in Discord and on the bug tracker! Those are the main ways that I figure out when something has gone awry!
Happy Gaming!
v 1.0.4.36 2024.02.26 - Fixed the escape menu blocking input sometimes - Fixed hold to walk not properly applying to left and right movement - Fixed journal text growing small instead of large for some non-english languages - Fixed some enemy debuffs stacking improperly - Fixed most enemy debuffs actually buffing stats - Fixed world loading biome math triggering too early, overriding custom settings in many cases
You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.
Heya adventurer! Hold on to your gems because this week is going to be extremely action-packed! Get hyped for the launch of Lithia's 2nd Path and prepare your inventories for all the bells and whistles that's coming with it. And if you're ready for a chance to win K-Ching, stay tuned for more details regarding Lithia 2nd Path Community Events! And as always, don't forget to check out the wonderful things we have at the Item Mall this week.
Lithia's Second Path Updates
Let the healing begin! Out of the goodness of her heart and also to spread good in the Goddess' stead, Lithia's out here curing the whole of Elrios - not for free of course!
02/28/2024 – 03/26/2024 (23:59 PDT)
Get ready to fulfill Lithia's Contract! An event not only for Lithia but for the whole El Search Party! Get rewards from the chain quest every time you complete 1 quest a day! Get a special reward once the whole chain quest has been completed!
02/28/2024 – 03/12/2024 (23:59 PDT)
Don't forget about Lithia the Field Medic quests! It's a Lithia-exclusive event where she alone has to complete each quest from the chain! Each completion gives her tons of rewards too!
Magmelia Bloody Nightmare Event
02/28/2024 – 03/05/2024 (23:59 PDT)
Here's your chance to complete Bloody Nightmare! You must first gather Magmelia Fireworks Exchange Tickets which you can get from special Magmelia Fireworks IB Package at the Item Mall. Once you have enough tickets, you can exchange them for a set number Ice Burners which can range from 1 up to 100 IBs!
Item Mall Goodies
Back for the second time to offer you two beautifully crafted attire to elevate your styles are the Shining Change and Magical Bright Sets! It's your chance to get your hands on the Costumes, Accessories, Awakening, and Motions!
While the rest of the El Search Party will be having a second chance at Magical Bright, Lithia will also get her hands at the Heart El Magical Bright Set! This includes Motions, Accessories, and Skill Cut-Ins!
Hey everyone! I know I mentioned the other week that the update to proceed 0.6 would be a large content update, but I wanted to sneak this update in before I get to work on that. This update comes with two new difficulties, Easy and Purgatory. Purgatory is an ultra-hardcore mode where death by any player resets you back to Level 0. Easy mode is similar to Normal, but after everyone dies, your level progress is retained. So if you had done 3 objectives, those will persist after everyone dies.
The other standout features of this update are mid-game joining, UI overhauls, controller support, and Level 0 difficulty balances. Mid-game joining should significantly increase the number of joinable games, so solo players should always have a lobby to join if needed. (Note: players are put into spectate mode upon joining a match in progress and will need to wait until everyone dies or makes it to the next level)
As always, I’m extremely grateful for every single person that plays and enjoys BET. And for those who criticize it, I appreciate it, I will do better.
Changelist
Purgatory and Easy Difficulties Added
Mid-Game Joining Added
Added Full Controller Support
Numerous Changes on Level 0 to Reduce Difficulty
Numerous QOL Improvements for Spectate Screen
Settings UI Overhaul
Added FOV Slider
Balanced Some Sound Effect’s Volume
Increased Almond Water on Level 2
Fixed Some Sounds not Being Affected By Volume Settings
Changed Crouch to Toggle instead of Hold
Increased Crouch Speed
Level 37 Performance Optimization
Fixed Window Mode/Fullscreen Mode
Overhauled Lobby Search UI
Level 4 VRAM Reduction
Lowered Level 4 Almond Water
Reduced Voice Chat Latency
Numerous Fixes for Crashes
Fixed Smiler Jumpscare Latency on Clients
Improved Lobby Performance on High and Medium Settings
It took me a lil while but its here, an update for you!
I was super busy since posting this game, but coming back to update it was always in the back of my mind. Especially with all the supportive, messages, emails, and requests. As well as the dedicated lil discord community.
Here's what I achieved over the last while and also with the help of a passionate community member EQIS who tirelessly helped me finalize this update when I was burnt out. And who also helped motivate me by passionately modding this game by himself in his own time.
Additions:
Level Editor with Workshop support, offering endless community made maps!
Co-Op 2v2 Mode
Gun Game Mode
Search and Destroy Mode
Dedicated Search and Destroy Map
An overhauled effects system
Knife throw now does damage!
Improved Gore System
New Volumetric Weapon Pack
Selectable Inventory
And most importantly, bloody footprints!
New environment props
Fixes:
Fixed picking up in a certain way causing infinite ammo and god mode.
Fixed return to lobby errors.
I've been adding here and there to this game every few months when I got the motivation so I have lost track of everything that was tweaked and changed, there were a bunch more bug fixes that I didn't track and I may even have introduced quite a few more.
Overall it makes me super happy to see people still enjoying this game my 16 year old self made years ago, and I hope to offer you even more in the future.
To celebrate the birthdays of both beloved Halo Wars games, grab a free copy of the Halo Wars: Genesis graphic novel along with a slew of awesome artwork!
A small update for reported issues. Happy hunting!
Patch 0.10a Notes:
Mouse controls should no longer skip tutorials if left mouse is held down
Mouse controls should no longer skip the game over screen if the left mouse is held down
The Burden of Greed can now exceed 999 gems needed
Screenshake should correctly disable when turned off now
The Slime Lord Boss should no longer be able to be frozen while spawning
Note: A couple users have reported jittery fps issues. I do not know the source of this and can not replicate it. But one user was able to solve the issue by running the game from the game folder instead of through Steam.
Colony Ship: A Post-Earth Role Playing Game - Elhoim
- Fixed not being able to ask the mutant trader about the rifle after the first dialogue. - Fixed civilians walking in place when loading a save on the same map in the middle of combat. - Fixed Hargrave having two energy SMGs. - Fixed some lockpick checks in hydroponics giving less LP than intended. - Fixed minor issues with dialogues.