Welcome everyone, Captain Marek reporting for the 42nd edition of the Captain's Diary! I have lots of exciting information for you today, so let’s get started.
Update 2 release date
Many of you are eagerly awaiting the release date for Update 2, so let’s cut straight to the chase. It’s April 5th, 2024! We were initially aiming for an earlier date, but we wanted to make sure that the game is in a solid state for the release.
We plan to run a closed testing version of the game around a week before the release so if you want to be part of it, keep checking our Discord. And if you’d like to be notified about the release, subscribe to our mailing list!
The other project
The work on Update 2 took us longer than anticipated and one of the reasons was that we spent a lot of time working on this other game. And as you can imagine, developing another game takes a lot of time!
The other game is called Captain Cartographer, and you play as a… Just kidding, it’s the map editor for COI. You can lower your pitchforks for now; there are no other projects that we are working on except COI. I just wanted to emphasize that the map editor is comparable to a smaller game in terms of complexity.
Captain Cartographer, our new experience is coming out on the 5th of April!
Map editor
As mentioned in the previous paragraph, the editor is a large project, and there are a few reasons for it. First, we developed a new and future-proof map representation that is extensible and moddable. This ensures maps created by our community will remain functional for a long time, and future game updates won’t break them.
Second, COI maps are more complex than those in other games, as the terrain materials underground matter. Simple sculpting tools and texture brushes won’t work in our case; we had to develop new tools and techniques to provide an easy way of creating terrain features that are above and below ground.
Third, we wanted to make the map creation experience easy and intuitive, even for beginners and non-artists. Creating a nice-looking mountain range should not take hours, but rather just a few minutes.
Map editor showing a work-in-progress map with editable features and their configuration.
Map representation in COI
Maps in simulation games typically fall into two categories: Procedurally generated or manually created. Each approach has its own pros and cons. In general, procedurally generated maps can be configurable and large, offering greater replayability, with minimal manual effort.
On the other hand, procedural generation can struggle with creating something concrete or unique, which is where manually created maps shine. They offer more creative freedom, allowing for the creation of specific features that would be difficult to make procedurally.
Captain of Industry adopts a hybrid approach, which is quite unique. Our maps are manually assembled from procedurally created elements. How does this work? Here is an example: Imagine you’d like to create an island with a mountain range on one side and a forest on the other. Instead of sculpting the terrain and manually placing trees, you generate three procedural nodes: island, mountain, and forest. Then, you can configure each node to your liking and you are done!
A simple map created using three features: Plateau, mountain, and forest.
There are several more advantages to this hybrid approach. First, all operations are non-destructive and reversible. You can always move or modify a procedural node without losing previous work. Is the mountain too close to the forest? Move it! Too small? Make it bigger! Want another one? Copy-paste it! Plus, we implemented a familiar undo-redo feature for all operations!
The previous island, but with another duplicated mountain, which was also resized.
The second advantage is that creating visually impressive features, such as mountains or plateaus, is just a few clicks away. We provide numerous presets with the procedural parts already configured; all that’s left is to place them on the map to your liking. These procedural features can be further customized, which is considered more advanced.
An example of presets for some terrain features.
Another benefit is the efficiency of map data storage. The map is just a compact list of procedural nodes and their configurations, requiring significantly less data than the final generated map. To be more concrete, a final generated map can range from 20 MB to 500 MB in size, but the hybrid format typically remains under 1 MB. This allows us to embed the entire map in each save file without inflating its size. As a result, both we and map creators can update and refine existing maps without breaking saves that utilize them.
However, there are some disadvantages. Performing small manual edits, like raising or lowering terrain with a brush, is relatively tricky. This requires defining small features and adjusting their parameters to achieve what you need, which can be a bit tedious. This should improve over time as we learn what operations are missing and implement them (or mods!).
Procedural nodes configurability
Now that you understand maps are composed of manually placed procedural nodes, it's important to note just how extremely configurable each node is. I don’t use the term “extremely” lightly. There are three levels of configurability.
First level of configurability: This involves changing the shape, position, and basic parameters of map features. Many features, such as mountains, are defined by a polygon and its position, shape, and number of vertices can be easily changed via intuitive UI. For example, creating a mountain shaped like the letter 'U' is as simple as manipulating the polygon. You can also modify basic properties such as the terrain material for mountains and the type of trees for forests. Most of the parameters are documented in tooltips.
An example of forest node configuration. You can also see our new tree models!
Second level of configurability: At this stage, you delve into the parameters of the procedural model itself. This advanced technique allows you to modify properties like the slope of a mountain, scale of generated details, surface material, etc. This is meant for more experienced users who want precise control over the procedurally generated pieces. However, mastering this level requires spending some time to understand how the procedural model works and what each parameter does.
An example of advanced parameters that control the function defining a mountain shape. The white surface is a real-time preview of the mountain feature.
Third level of configurability: Now we reach the pinnacle of customization - the extreme part. Some nodes, like the ones that generate mountains, have a fully configurable procedural model. This means that the procedural functions and the way how they are connected to each other can be configured via our simplified pipeline language. It’s even possible to add new functions and transformations via mods! This is intended for expert users who are familiar with 2D noise functions and their composition.
A previously shown mountain with an added warp function that twists it into an interesting shape.
Map post-processing
A map includes not only a list of features, such as plateaus, mountains, and forests, but also elements known as post-processors. A post-processor transforms the generated map features in various ways. Good examples of post-processors include one that generates grass on rock surfaces that aren’t too steep, another that mixes two types of grass for better visuals, and a post-processor that automatically generates rocks and flowers on grass. These post-processors are as configurable as the map features themselves. For instance, the flower-seeding post-processor uses a configurable noise function to determine the appearance and distribution of flower patches – it’s all fully configurable!
Additionally, we have post-processors for localized terrain shaping operations, such as smoothing, ramp creation, and flattening. These operate within a configurable polygon area and perform exactly as their names suggest.
A ramp tool allows you to create a smooth ramp between different heights.
Erosion simulation
Another post-processor worth highlighting is the Erosion simulator. This is an entirely new post-processing step that simulates hydraulic erosion by modelling millions of virtual rain particles falling on the terrain, eroding it in a realistic way. I could write (and maybe I should, at some point) an entire blog post about this process, but for now, the short story is that it makes any map and, especially mountains and cliffs, look so much more natural and realistic. Check out the before/after animated gif below to see the difference. Notably, this entire process is also fully configurable for those willing to delve into the 20+ parameters. We also put a lot of effort into making this process parallelizable, utilizing all available CPU cores; otherwise, just the erosion simulation alone would take 30+ seconds to finish.
A comparison of a mountain before and after simulated hydraulic erosion.
Map sizes
In the map editor, you can select a map size from a recommended list or enter a completely custom size! The only limitation is that the maximum map area cannot exceed 17M tiles, and no single map dimension can be larger than 16k tiles. This allows for unique map shapes, such as 512x16k. It's worth noting that, up to now, the largest map size was around 4M tiles.
A “ribbon” map that is 512 tiles wide and 16k tiles long. As you can see, you can’t see from one side to the other :)
Other editor features
There are several other neat features in the map editor:
The ability to add one or more starting locations.
An x-ray tool that reveals material layers beneath the terrain surface.
The option to plant individual trees and place other props.
Configuration option for virtual resources, such as crude oil deposits.
Map generation that is fully parallelized, using all the cores your CPU can spare!
A screenshot from a tracing tool showing parallel map generation on a 6-core CPU (Intel i7-8750H).
Map editor demonstration live-stream
As you can see, the map editor is a beast. To showcase all its capabilities, we’re planning a live-stream demonstration covering everything described in this article and more! This event will scheduled closer to the release, and we’ll make a separate announcement.
COI hub in March
To enable our community to share and download all the maps they create, we are launching the CoI Hub website in March this year. We originally announced it in Captain’s Diary #39.
And that’s everything for today, mark your calendars for the 5th of April and see you soon! Captain Marek out.
Unleash the power of the elements, control your enemies, or summon ancient spirits to fight alongside you. Dive into the diverse world of magic in Dark Envoy with these three distinct Adept specializations!
Elementalist
The Elementalist in Dark Envoy is a traditional mage harnessing the combined power of the elements, to decimate enemy formations. With abilities like Meteor, allowing for massive AoE damage, the Elementalist is a force to be reckoned with. The Immolate skill, on the other hand, scales with the enemy's total HP, making it a perfect tool for dealing with bulky high-priority enemies and bosses.
Combat Medic
The Combat Medic is a sorcerer who wields the powers of both life and death. Their very presence serves as an inspiration, granting vitality to allies and enabling them to surpass their own limitations. Not only does this specialization possess abilities capable of dealing Chaos damage, making it unique among adept specializations, but it's also one of few classes capable of seizing control of an enemy's mind, turning them into an ally thanks to the skill "Mind Virus" .
Summoner
The Summoner is a druidic adept who utilizes their bond with spirits to summon them onto the battlefield. Beyond their summoning abilities, they possess the unique capability of transforming themselves into a powerful entity called the Colossus, serving as the last line of defense. Depending on your choice, your transformation can be more defensive, buffing allies around you, or offensive, with skills that allow you to pull enemies towards you.
The Elementalist, Combat Medic, and Summoner are just three of 12 specializations available in Dark Envoy. Each offers a unique playstyle and range of abilities for you to master.
What specialization do you think is the best? Is there any particular combo you use during the game? Let us know in the comments!The Dark Envoy team 🛡️✨
Version 1.11 is now the default Steam version! This version contains only few user-visible changes, with the bulk of the work focused on optimizing the game sim to extract as much performance as possible from 4+ core CPUs. There's also pax pathfind improvements and new features, like board and disembark -only line stops.
Major multithreading optimzations
In 1.11 the game simulation and the game UI can now run fully independent from each other. This boosts the game simulation speed by potentially a large margin, depending on how large your save is (and for users with less powerful GPUs, on how complex your on-screen buildup is). Since the game simulation was already massively parallel, this increases the CPU usage of the game. Faster sim = more CPU usage. If you prefer the game making less use of your CPU, in 1.11 it is also possible to limit this capability down to just 2 sim threads, with the corresponding sim performance hit.
New pax pathfind capabilities
Board only and disembark only line stops are now possible. Although not super realistic, it is useful to keep local pax from boarding long distance lines making multiple stops in a large city, for example. Or to make sure large capacity lines only empty their trains in some selected, less busy stations. Factorio or a human transit simulation? You decide!
Pax pathfinding can now consider a pax staying inside a train for more than 2 train runs. This limit has been in the game since 1.5 and it is now finally removed. The pax pathfinder can now plan a path leg which keeps the pax inside the train until the train starts a technical line or an already visited station appears (not just the boarding station), whichever comes first, over any amount of train runs, including an entire week worth of them.
"Figure 8" or "pretzel" shape lines are now better supported. These lines, in conjunction with single line stations, have had limited support in the pax pathfinder. In 1.11 the game is able to detect more cases of a transfer station, including cases of a line crossing over itself on the same station, or a common looking line having a single direction loop in one end (in this case, the station(s) just before the loop are marked as transfer). This means there are now some cases where pax can disembark in a station and pick a train of the same line, to avoid the loop part of a "figure 8" line for example.
Finally, it is now possible to restrict pax from boarding a train if they plan to ride it for a too short time. For example, if you have a long distance line making a couple of stops in a big city, and want to forbid local pax from using it like a subway between the two stations, you can set a minimum stay time in these stops. Pax will stop considering them as valid legs in their trips if the ride time is under your setting.
Multiplayer fixes
I've written this a bunch of times over the years already, but the new version contains major multiplayer fixes and optimizations. This time I'm confident enough that I've enabled up to 100x shared sim speed and made it the default setting, and feedback from the beta period has been positive. Give it a try if you are a multiplayer fan.
Better time zones
A new option in the company panel now allows to change into a new time zone mode: Approximate. This mode uses a real world time zone map, instead of the previous simplified rule of having one time zone every 15 degrees of longitude. It's still called "approximate" because in order to keep performance from diving, it is a rasterized map with a resolution of around 5km, so locations within a 5km border of a time zone might display the wrong one. Still it's a huge improvement over the previous system.
Custom accounting start of day time
It is now possible to change what time of day the game accounting considers as the start of day, relative to UTC 0. So for example, if your save is mostly built up in the USA east coast, you might want to consider changing accounting start time to -5h, so it tracks the USA Eastern time zone.
--- For a more detailed and technical look into what's in 1.11, check the devblogs:
If you encounter any problems with "Living in Spring", you can report them here. (Another is on the official website of Yukihara Creation) I will check them every day until 03/13, and every Saturday thereafter. And I will reply to messages written only in Japanese or English.
- Added the ability to equip cosmetics to a specific team in the same outfit. You can right-click cosmetics with mouse and use bumpers on controller to select to team - Added controller support to the appearance menu (equipping cosmetics) and to the title selection menu. - You can now use right joystick to rotate your character while editing your outfit - Added Steam rich presence. Below your active game on Steam, it'll now show your current status (Practicing, in match + score, in custom game, etc)
Pond progress
- Created a completely new layout for the pond - Added an air hockey puck and rink - Added goal lights to the goals - Added new practice areas - Updated the look and feel of existing areas on the pond
The pond is a free play area and is accessible through custom games and bot matches, it will be an open persistent server you can join at any time in a later update.
Cosmetics
- Completed the galaxy, lava, LED, holo and energy sets with a puck - Added a ton of pucks: Sushi, rainbow, gear, onion ring, cheese, coin, roller, gemstone, shuriken and waffle - Added an animal mask set (lion, elephant, pig, frog, monkey)
Fixes
- Fixed the player character slowly sinking into the ground when the game scene has been open for a long time - Switching arenas using console commands when coming from the pond now resets your spawn point correctly - Fixed several minor UI issues: 1px gap in the shop and top menu bar when on 1440p, hover state for pux balance - Fixed the "live" notification on the esports UI - Added a small cooldown on zooming when a replay ends to stop accidental zooms when trying to skip a replay - Fixed variants of the suspenders cosmetic clipping through the body
Other
- Upgraded our Slapshot Services infrastructure - Improved our internal maintenance process and automation for even faster maintenance windows - Improved controller support for popups, added controller support for equipping a cosmetic from an unlock popup
There's a minor bug where the preview in the variants UI does not always show the correct cosmetic when going to variants while you don't have that cosmetic equipped. This will be fixed in a ghost patch (no version change) later today.
We're bringing you the latest scoop from the Storage Hunter Simulator dev team! Here’s what’s new and what we have been working on: Spotlight Camera: Now, you can easily see who’s leading the bid with our new camera feature. Pawn Shop Displays: Sold an item? Watch it take pride of place on the pawn shop shelves. Pack & Stack: Master the art of organizing your loot in containers like boxes, trunks, and safes and many more!
Catch all these things in action in our latest video below:
Treasure Galore: Dive into a sea of new assets hidden across storage units. It's a treasure hunter's dream come true!
Sleek UI: Evaluating your finds just got a whole lot easier with our new interface.
Your Personal Ranch: Because even the most avid hunters need a cozy spot to kick back and relax.
How are you, minions? We hope everything is going well and that you have enough time for your favorite games (and for delivering Moriana new bodies… I mean, servants). We’re doing great, working hard to soon show you some new cool stuff regarding Be My Horde. Because we want to be transparent with you and show you some of the development process, let's make a small summary of what’s going on at the moment. We’re the Horde together, so we don’t want to keep any secrets from you.
DEMO
Starting with the small things, as you’ve probably already noticed, we decided to leave the demo available for longer. We see that there are still people willing to try it and share feedback with us, so hey, who are we to deny you this opportunity! We’re pleased that the number of Moriana worshippers is increasing. We’re even planning some bigger updates for the demo in the future to introduce new features and improvements, so stay tuned. We hope to share more info in March!
DEVLOG
We’re working on another video devlog as we speak. The first one was focused on Moriana herself and her design - what inspired us to create such a villainous, but at the same time intriguing, seductive necromancer lich? How has she changed during the development process? If you missed it, be sure to watch it below. We had to make such a video in the first place because Moriana was...encouraging us to do so. The vanishing of our families has nothing to do with it.
The next video will focus on the design aspects of the game, and we will take you on a journey even further into the past to show you the very beginnings of the project. Also, we will address the elephant in the room - why shouldn't people see Be My Horde as another Vampire Survivors clone? Hopefully, we will publish a new devlog in one to two weeks. Keep your eyes open and don’t miss it!
PAX EAST
If you asked us what the most exciting thing in the world is, we would say it's Moriana when she burns villages and raises her massive hordes. But the second place on the list is taken by gaming events, and we’re thrilled to attend one such event! On March 21st-24th, we will be present in Boston at PAX East! So, if you have a chance to be there, be sure to find our exhibition, have a small talk with us, and also try the updated Be My Horde demo.
BEHIND THE SCENES
{LINK REMOVED}
In the upcoming weeks, we hope to share more behind-the-scenes stuff to show you the development process. Of course, there’s no reason to make a Steam announcement for every screenshot, GIF, or clip. So we encourage you to follow us on X and Instagram, but foremost to {LINK REMOVED}join our Discord server, where we’re going to regularly show you what we’re working on. Besides, it’s also the best way to stay in contact with us.
That’s it for now. Stay tuned for the upcoming devlog and the demo update!
Bugfixes: - Fixed missing exp for lich boss - Beastmasters animal summon now have height tolerances of 99 - Fixed an issue where the event with rogue during the Siege Quest could be triggered several times in the following days if you didn't accept her plan immediately - Fixed a buggy tile on the Battlemap for the Siege Quest
Gameplay changes - Nerfed Critical Mastery. It now increases critical damage only by 30% - Final Boss will now participate in combat earlier if you get close enough - Skill "Untouchable Emperor" grants 4 Stacks of Untouchable instead of 3. - Final Boss 2nd Phase gains Missile Evasion - Bandit Leaders now gain Attack of Opportunity and Counter at higher level. - Overkill skill has been nerfed to only deal half of the excess damage to surrounding enemies. - Emperor's Champion "Cyclone"-Skill has been buffed to only cost 1AP, making it so that they can use it in addition to an attack.
Quality of Life: - Updated Main UI in the hub visually, - Added a button to clear all reports at once - "Rush" should no longer available if the adventurer can still move - Added a confirmation prompt when selecting a skill to teach