Multiplayer Platform Golf is now live on Steam! A heartfelt thanks to our demo players for their invaluable feedback and support. Your input has been instrumental, and I'm thrilled to present the full game experience.
The full game is launching with 8 courses. Here's a sneak peek at the 5 additional courses, in addition to the 3 from the demo.
Eagle's Ascent (Course 4): Only one hole, but you must surpass a series of platforms and ascend up to 800 feet to reach the hole!
The Green Giant (Course 5): A wild and unpredictable assortment of holes, with a large and mysterious figure awaiting you at the final hole.
Big Mini Golf (Course 6): An easy course, yet full of color and charm, guaranteed to put a smile on your face!
Jumping JamBoree Junction (Course 7): This course introduces the Dash Panel, the Bounce Pad, and the Falling Blocks to create some unique platforming and bouncy holes!
Toggle Terrain Tees (Course 8): Ready for a twist? This course uses on/off switches to turn the game into a physics puzzle platformer! Use both your brain and your dexterity to navigate your ball into the holes!
This is just the beginning! Multiplayer Platform Golf will receive continuous updates. I originally promised 10 courses so I will be adding 2 more unique courses in the next few weeks.
I'm also on track to introduce a level editor and Steam Workshop integration, unlocking a world of creativity for designing and sharing limitless golfing adventures. This could take up to an extra month or two.
I apologize for not delivering everything as promised at launch. Your patience is greatly appreciated. Prepare for an unparalleled golfing experience that's just getting started. Thank you for joining me on this incredible adventure with Multiplayer Platform Golf!
We're reaching out to all of you - the gunslingers, assassins, explorers, and seasoned adventurers who've braved the trails of Blood West. We want to hear from you about what made the game tick for you!
So, if you've got a spare minute, we'd sure appreciate it if you could take a quick survey to share your thoughts. Your input is like gold to us - together we can shape the future update into something truly special.
Let's work together to make Blood West even more exciting and unforgettable than ever before!
Thanks for being part of the Blood West community!
In 2 hours, you'll be able to attend Nacon Connect 2024, our annual publisher conference bringing fresh insights on various games and unannounced projects. Test Drive Unlimited Solar Crown will be present, offering new information and visuals to discover.
Let's meet tonight at 07:00 PM CET (19:00 Paris time) / 10:00 AM PST on Twitch or Youtube. to know more.
Prepare for an immersive combat experience where damage goes beyond mere numbers found in other games. Instead, precise real-world values and an authentic ballistics model determine each weapon's damage, autonomously calculating outcomes based on this data. It's all about mastering the art of the perfect shot and understanding its impact on the human body.
MASTER YOUR MARKSMANSHIP SKILLS
Understanding terminal ballistics is vital. Dive into a meticulously crafted system that strikes a balance between hardcore realism and accessible gameplay, offering a gradual learning curve that is easy to understand yet challenging to truly master. Each projectile's impact and effectiveness are determined by various factors, including energy, velocity, and penetration capabilities, and how these factors influence the damage potential of different types of ammunition.
Various types of ammunition are at your disposal, each with unique characteristics and real-life properties derived from the materials comprising their jacket and core. SP (Soft Point) rounds are engineered to expand upon impact, proving effective against unarmored adversaries. FMJ (Full Metal Jacket) ammunition excels in penetrating targets efficiently. AP (Armor-Piercing) rounds specialize in breaching. armored defenses. Finally, HP (Hollow Point) bullets are crafted to expand upon entry, inflicting greater damage and striking a balance between penetration and impact.
The projectile simulation includes a variety of detailed aspects: Firstly, it accounts for jacket damage and detachment. Secondly, it simulates core deformation, known as mushrooming, as well as disintegration. Thirdly, considering the bullet's rotation, it incorporates the ricochet and projectile destabilization physics. Finally, it includes a physical simulation within the human body, calculating both temporary and permanent cavities in soft tissues and their impact.
PENETRATIVE CAPABILITIES OF DIFFERENT AMMUNITION TYPES
When comparing soft lead core ammunition (FMJ) to tungsten core ammunition (AP), you'll observe that while soft lead may struggle to penetrate a double-layered metal fence, tungsten core rounds effortlessly pierce through multiple barriers. The simulation considers factors like kinetic energy density, angle of obliquity, deformation, and the differences between full and partial penetration
TEMPORARY CAVITIES
Beyond the projectile’s trajectory, it’s the impact that counts. Upon striking a target, a bullet's transferred energy fluctuates depending on its specifications and the composition of the obstacle. This involves accounting for factors such as the bullet's rotation, deformation, tumbling, and alterations in behavior after penetrating a barrier. For instance, firing through a wooden wall may diminish penetration while increasing blunt force trauma.
RICOCHET
Ricochets demonstrate the sophistication of the physics model. Upon impact with a solid surface at an angle, the model accounts for both the characteristics of the projectile and those of the obstacle. For example, a soft material like wood results in a wider ricochet angle and lower velocity compared to a hard material like steel.
Moreover, the model can replicate the behavior of projectiles hitting water (as shown in the Terminal Ballistics Demonstration). This occurs when a particular impact angle is consistently maintained. If this angle is exceeded, the object doesn't bounce off the surface but instead enters the water.
CONTROL THE RECOIL
Mastering recoil control is complex and influenced by various factors including the muzzle velocity, the weight of your firearm and its ammunition. With each shot fired, your weapon's weight decreases, thus changing how the recoil feels. For instance, there can be up to a 10% difference in recoil control with an AR15, depending on whether you are shooting with a full magazine or the last bullet.
Additionally, the movement of the bolt mechanism within the firearm contributes to its realism. When firing, the bolt moves backward, intensifying the felt recoil and causing the firearm to move in your hands. However, as the bolt returns to its original position, it stabilizes the firearm to some extent. This doesn’t happen with simpler bolt-action rifles without this automatic functionality.
As a Special Forces Operative, your training helps you manage recoil during shooting, but this adjustment varies with each shot, making each experience unique. Additionally, your stamina level is crucial. If you've been running or jumping, your stability will be compromised, and prolonged aiming can also cause your aim to waver. Keep an eye on your overall energy and arm strength to maintain peak performance and deadeye accuracy!
KNOW YOUR BODY
Having a thorough understanding of your body is essential. Your PMC operative has a detailed human anatomy with organs, bones, and structures, accurately portraying injury-based cavities caused by projectiles. Addressing injuries with gamified treatments offers logical consequences, extending beyond simple cause-and-effect when wounded.
The behavior of a bullet upon hitting armor varies dynamically, depending on the ammunition's properties, especially its penetration capability. This leads to diverse outcomes: a bullet might ricochet harmlessly off the armor, penetrate it to cause significant damage, or pierce through only to be stopped by the back plate. Each scenario is meticulously calculated, reflecting the complex realities of ballistics and armor interaction, ranging from severe internal trauma to more superficial wounds.
Severe injuries like bleeding and damage to your organs affect your character's body and mind, making it harder for you to perform well in combat. Various things can happen during action, and each situation requires careful handling. It is essential to know that even a minor injury can lead to more significant issues, such as limited movement, worsened aim, and impaired hearing, especially in a heated combat zone. Sometimes, you inadvertently make noise, potentially revealing your location to enemies. In more severe cases, these injuries can cause blood loss, which may affect your vision or even lead to a coma, from which only other friendly PMCs can save you. Understanding and managing these risks is critical to performing well in Gray Zone Warfare.
As with almost all construction games, Memoriapolis is not exempt from resource management, particularly food management. However, our aim was never to make Mémoriapolis a resource management game, even though resources have an important role to play in the overall gameplay loop.
However, building a city also means meeting the needs of its inhabitants, and at the top of the list of needs is adequate food. Generally speaking, we wanted resource management to be simply an underlying mechanism for maintaining the city's balance and not a central loop in its development.
On the other hand, it was important for us to address an issue that is too often ignored: how to properly manage the surface area needed to feed a large population.
The fields are organised around the city.
If you've already played the game, you'll have noticed that surface area management is a key issue and that you have to make organisational choices that will affect the development of your city and the way it uses the surface area available to it. Pomerium in Antiquity and attrition in the Middle Ages are systems that limit and frame your development choices. As a result, knowing where and when to place farms will very quickly become a crucial issue.
When you build a farm, you choose how many fields it will be made up of. These will be organised within the farm's action area, which, depending on its level, will guarantee a fixed quantity of food production. These fields are big. Very large. The size of a neighbourhood. So they consume a large area at your disposal and block the development of your neighbourhoods.
Well, not really.
This is another of our original points, and one that ties in with the title of the game itself. Cities are made of memory. Each of your decisions will have a lasting impact on the city, and it's not impossible that your very first road will one day become a central boulevard during the Age of Enlightenment! By the same token, fields are likely to become residential areas.
When you close down a farm or destroy its building, the fields will become wasteland which, if they are within the catchment area of a building, will become housing estates.
Once the farm is destroyed, the fields become wasteland.
So you'll regularly have to push agricultural production outside your town, while your old fields become new districts. We think that this system will make it possible to create realistically shaped towns in which the organisation of buildings 'remembers' their history.
With new buildings, wasteland becomes housing land.
My first born son was born this week on Feb 23! He is an absolute joy. I still managed to get a bunch of fixes in this week, despite the mayhem of fatherhood. Let's get to it!
Filter Inserters
Inserters and cargo drones can now have filters, just like connectors. This change was clearly needed for a long time, and will make 2-item logistics bays particularly useful.
In addition, I have added another control and keybind to globally stop inserters from moving. This will let you stop them to select them easier (or remove/copy/cut them).
Mobile Station QOL
While driving mobile stations, you'll now be able to use inventory actions as normal. This means you can use control+click to quickly pickup items from things like ancient treasures and otherwise normally transfer items between inventories. While driving, since E functions as the rotate button, you will need to press shift+E to open your Inventory/Craft panel. These keybinds are all customizable.
I've also added a button to clear the queue at a landing zone. Every hauler at that landing zone will go to the next stop in their list. This should let you clear up blockages and debug your queues easier. This is really just a stop gap though. In an upcoming patch I'll be adding more visualizations at the landing zones to be able to see and zoom to specific haulers that are assigned to that landing zone.
Oracles
The Oracle is the place to go for personal ship upgrades. I've added a new upgrade to increase player craft speed for 2 lumen orbs. I plan on continually adding things to the shop, so please let me know in the discord if you have any ideas!
There's a bunch more stuff, so make sure to read the full patch notes below:
0.17.0.24 Patch Notes
Map Generation
Massively improved the performance of map generation
Reduced resolution of biomes, so we check every 10x10 tiles instead of every 1x1 tiles to set biome (this also has the effect of fewer overly tiny biomes)
Fog of war color should now more accurately reflect biome
NOTE: Existing saves will have their biomes regenerated, but not terrain items. Biomes may therefore not really reflect the terrain that was generated originally. Should have no real impact on gameplay though.
Oracles
Added new shop item: Player Craft Speed Increase. Costs 2, 12 levels, for a 5% upgrade.
Mobile Stations
Players can now use inventory and selection actions as normal while driving a mobile station, which should make them much more easy to use
Added a clear queue button to landing zones which will increment the stop index of every hauler in queue and put them in the undocking state to unclog them.
When deleting command cores, hauler stops will also be deleted from the hauler that command core is pointing at (which also fixed a bug where haulers stay in queues even when they don't have a command core)
Reduced the size the logistics bay collider so players don't run into it while flying near it when its part of a flying mobile station
Inserters
Added the ability to set inventory filters on cargo drones and inserters
Added a control and keybind to globally stop/start inserter movement
Players can now control+click inserters and cargo drones to take their cargo
Map View
Power transmission beams will now show on the map
Modding
Fixed an issue preventing mods with assets from loading from the steam workshop
Added the SpaghettiAPI to FFCore, which will be continually expanded. Currently it gives modders direct access to the currently selected and hovered entities, as well as a hook to update portal positions on the map
Bug Fixes
Fixed several regressions in the inserter code
Fixed a rendering issue with greenhouses on connectors
We thank the passionate Tomb Raider community for your continued support, shares, and feedback on Tomb Raider I-III Remastered. We’re overjoyed and overwhelmed with the response from the community.
We currently are working on the first update, which we anticipate will launch in the next few weeks. We appreciate your patience as we want to ensure that the quality is meeting the needs and expectations of our community.
In regards to the Epic Games Store build and related stories…
A development build with incomplete assets has been available for download on the Epic Games Store.
Content in that Epic Games Store build contained some work-in-progress materials that do not represent our final quality expectations. We have corrected the build to match the live Steam version.