Todays update includes a change to production and updates on some of the content we've worked on since we came back from vacation at the end of January.
Episode 2 release change
We decided to delay Episode 2 to release alongside Episode 3 to keep production quality high.
We will however release the levels in the beta branch as they are completed starting with the completion of E2M6 so those of you who have been looking forward to Episode 2 can have an early preview.
The reason for delaying Episode 2 is due to the nature of being a small team and the dynamic demands that come with having only 1 person who creates all the art in the game. Workflow and overall quality are much higher when we can streamline processes to avoid shifting our focus unnecessarily (e.g. working on levels, then changing disciplines to character development, then gameplay logic/scripting, then to weapons, then back to levels) as there is often a prolonged lapse of time between these changes which disrupts workflow and affects the flow and satisfaction of the gameplay.
We want to be as transparent about our plan as possible, so going forward this is our plan for the order of completing things in the game:
Finish the environment art for all 3 episodes
Finish up the remaining enemies, models, textures, vfx etc
Finish enemy animations
Finish weapon animations and vfx
Polish level scripting/events with finished AI
balance the game, near final optimisation
Release Episode 2 and 3 as a big update, get feedback and tweak, bug fixes etc
Retail release.
Molding Expectations
Retchid is a game we love making, more than any other game any team member has worked on (between everyone on the team we've worked on over 20 games over 25 years).
We wanted to make a game that doesn't hold your hand, promotes and rewards exploring via interesting non-linear level design, as well as an interpretive story where it's up to the player to figure out what's going on in the game. Going forward this will basically be From Beneath Software's style.
No waypoints, no map, no NPCs telling you how to solve puzzles before you get to the puzzle, non-linear worlds, challenging combat, no quick saving (you save by using a terminal at any time like Dead Space/Resident Evil) so you can save scum your way through the game.
We are passionate about our games and we make them because we love them - and we want to translate our passion into new and exciting games for people like us. That drives us and makes us happy.
Art Update
Levels E2M4 and E2M5 have a somewhat shared mining theme, E2M4 being the mining complex that houses things like employee living, admin, repair bays, and E2M5 being the actual mines. We'll show these levels a bit later.
The props that were made for these levels are a bucket loader and a dump truck, along with a remote controlled heavy jack hammer and various smaller props like a generator and some hand tools.
The idea is that they are AI/remote controlled, although there has been rumors of some of the loaders going a bit haywire due to the extreme coldness on Titan.
Level Design
In February the environment art began for E2M6 - Lazarus Labs. It was built specifically to research and learn about the ancient Morsgoroth Temple at the back of the Labs (E2M7).
Only a handful of top employees know about the Labs which has a secret entrance via the mines in E2M5.
E2M6 is one of the bigger levels with a non-linear flow throughout the level, you can access various areas from different routes. 1/3 of the level is completely optional and is somewhat of a secret.
E2M3, E2M6, and E3M3 were the first levels we built to a somewhat final stage a few years ago. They basically set the standard for what we wanted to do the with the gameplay, level design, and aesthetics for the entire game.
Thanks for reading, stay tuned for our next development update.
It’s official, the Factory Efficiency Update is scheduled to release this Thursday, March 7th!
So, let’s dive into what’s coming in v0.3. On Thursday, you’ll get more in depth Patch Notes with the full details.
So, what can you expect in v0.3 of Techtonica?
Vertical Belts
Manual Belt Hubs
Stack Filter Inserters
Quick Copy
Replacer Tool
Storage Limiting
Korean Language support, 화이팅!
Loads more, as covered in the video and our upcoming Patch Notes.
Have questions? Want to chat about the update with devs and the community? Looking for a place with other spaghetti aficionados? Join our Discord at https://discord.gg/techtonica.
The tournament follows Swiss Tournament rules: you can find the full list of rules here.
The first round will commence on Thursday, 14th March 2024. No further entries can be accepted after the tournament has begun.
The tournament will last 3 rounds, 11 days each. Games are paired, so each matchup will be played both ways. All you need to do is sign up, then the system will pair you with opponents and create your PBEM games. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.
Round Info:
Round 1 - Mode: Strategic Command - Map: Fire Caste Outpost (New T'au themed map) - Army Size 2000
Round 2 - Mode: Strategic Command - Map: Aisle of Tithes - Army Size 2000
Round 3 - Mode: Strategic Command - Map: Fortress of Redemption - Army Size 2000
This is another bug fixing patch as we prepare our 0.4 builds for our beta branches.
Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.
We continue to investigate crashes for a subset of players related to the animated councilor portraits. If you are getting frequent crashes when selecting a councilor or opening the councilor screen, please toggle the Settings-Graphics "Use Councilor and Leader Videos" to off.
A - Fix For a notification leader video playing when video setting is turned off; this was causing a crash on Proton/Steam Deck - Attempt at missile target crash fix #1387 - 4119 - fix crash when resolving some fleet notifications - Another attempt fix for rare crash in combat coming from OnArmorHit - 4118 - fix crash when viewing fleet screen due to unusual trajectory data - fix for crash when last station is destroyed while construction ui is opened and trying to build a ship - 4106 - fixed crash when assaulting and capturing an enemy hab with ships under construction while viewing the hab. - 4102 - fix for ship duplication issue & fix for crash when a fleet is deleted before resolving notification which merges deleted fleet - 4103: Prevented NREs when a trajectory lacks a destination, which happens if the trajectory ends with lithobreaking or goes interstellar. - 4104 - Fix a crash when an invalid fleet is assigned as pending to an AI goal and not previously cleaned up properly. - put in some nullchecks in UI for orbitStates when looking at fleets with complex trajectories to fix a reported crash - null check to deal with a race condition when a hab dies and ship's targeting it try to clear their targeting data - null checks and warnings for ship vector thrusters - 4041- fix visual bug when refitting an entire fleet that you are viewing. It is possible this is associated with a crash that was reported that we couldn't reproduce.
B - fixed an issue where setting formation focus Left or Right would be reversed when on the defending side - Event fixes -- jeez Ben, I guess it's back to cruddy patch notes from you - fixed visual bug where captured enemy hab still shows models under construction until rezooming on hab again - fixed bug when trying to cancel ship construction after re-entering construction screen - fix armies firing while at sea at armies in region they just departed - Event Fixes for Revolt - Nation must be extant to be a valid target for Breakdown in Civil Order - Fixed a bug where trajectories that require too much DV could report "Code Path Not Implemented" instead of telling you to use larger propellant tanks. - fix one-sided rivalries with breakaway parent occurring when allying with a breakaway, now properly two sided - address 4061, mark update of alien hate meter when contact initiated with any faction aliens are willing to trade with (instead of veryProAlien), update it again if any trade processed with changes. Also fix it when capturing an alien hab. - claims-granting projects with requiredNation setting will now have a chance to trigger when that nation is created (meaning you'll roll monthly chances for it to be available to research). If this had been the last requirement for a project to trigger, it was only triggering on save repair code during a load. - Autoresolve combat does not result in TISpaceShipState.PostCombat() being called, preventing some repair functions from triggering. Issue #4066 - fix broken dataNames for two events - fix missing publicity settings on wet bulb event - FactionGoal_Fleet.LookingForFleet : Deleted or empty assignedFleet now counts as not existing for the purposes of this property. - InvasionCombatValue() : Formula did not account for number of armies per module. This resulted in the system requesting too many assault carriers. - FactionGoal_InvadeEarth : use scaled default desired combat value. Previously, it was using its own formula that was overestimating the amount of force needed. This should tone down invasion aggression to intended levels. - AssignIdleFleetsToGoals() : Don't add a new invasion goal if you can join an existing one. - AssignIdleFleetsToGoals() : Creating too many SurveilEarth goals bugfix. - 4089 - adjusted incorrect refit costs when changing only drive or power plant - Bugfix #3994: Fixed inconsistencies in whether we knew that an enemy fleet was going to transfer. These were causing Code_Path_Not_Found errors in the Master Transfer Planner. - 4097 - fixed ship construction having incorrect times due to cached resource value - fix some wonky calculations in climate change math. again ... this climate change will be the death of me. It was leading to NAN errors in extreme cases, usually with a certain mega nation. - loosened requirements for using torch trajectory math in outer solar system, it was defaulting to impulse trajectories incorrectly on lower-thrust ships and giving the AI fits about travel time. - Quite a bit more AI work to get the AI sending assault carriers to Earth consistently. Fix issues with escorts and loosen some rules about how these fleets are built. - make sure AI puts enough thrust on army carriers and a few other noncombatants. - #4034: When intercepting another fleet, we need to be able to pay the DV costs of the rest of its transfer, as we'll be following it by default. But, we don't always know if a destination fleet has a transfer. Namely, enemy fleets aren't kind enough to tell us that they'll be launching in the future. The code to determine if we know if a target fleet has a transfer was inconsistent when the target fleet is launching at the same instant as we are calculating an intercept. This could cause us to think we have a valid transfer, and then have it fail due to lack of DV momentarily later. That's now been corrected. - Further fix for #3982: On abort, if we're past the arrival date of the trajectory, and the trajectory has a destination orbit, we arrive at said orbit instead of generating a new orbit from first principles (which is appropriate for adhoc orbits). - 4035, 3863 - fix for projects completing twice in rare situations, leading to doubled benefits - 4012 - fixed bug allowing ships to be split from an ongoing repair&resupply operation - 4039 - councilor video setting toggle now applies to leader videos - Fix error that was halving the reported pursuit distance in precombat chases. This affects balance and high-DV ships will have a sqrt(2) easier time escaping. - 3933 - refits no longer charge refuel cost for propellant tanks being removed in the refit - fix typo in pherocyte resistance effect, will fix three projects that weren't providing defenses when they should have been (one Initiative-only) - fix for good vs sneaky councilors being swapped
C - fix a few typos, clarify one of the solar kits best use text - fixed a bunch of prematurely cut lines for voice English-Arabic-1 - Loc Fixes for Infiltrated - fix bad eccentricity value of 325 Heidelberga. Props to the player who actually noticed it was wrong. - fix for visible skybox seams - fix for construction sparks not being correctly positioned to ship - fix for finder opening over large UIs when the selected asset is unselected - fixed typo in event_infiltrated_Influence_1 - codex will note defend interests partially works on Enthrall Elites when EE is available in the codex, and not later - required power plant info will use "molten" consistently instead of mixing the terms molten and liquid interchangeably
Modding - adding empty dummy function to use as a safe entry point for UMM DoorstopProxy
Content - new event illustrations
AI - Change default mothership role to short-range.
We're thrilled to announce a grand Launch Party for the full release of Zoria: Age of Shattering!
Mark your calendars for March 7th, 2024, as we kick off the celebration at 7 PM CET. The party will be live-streamed on both Steam and Twitch, ensuring that no one misses out on the fun.
We are excited to bring you an evening filled with engaging activities, a showcase of the game, and of course, some exciting giveaways and contests. You'll have the chance to win game keys, and we've also partnered up with DeepCool for some in-kind prizes!
What's more, it's going to be a fantastic opportunity to chat with us live. We'll be there to answer any questions you might have about the game, its development, or anything else you're curious about.
Let's celebrate the launch of Zoria: Age of Shattering together!
See you there 😊 Tiny Trinket Games
Follow us on Twitter and join our Discord if you haven't already 😉 ─────────────────────────────────────────────
Path Tracing mode is now only accessible on RTX 4000 series and above. This decision stems from the fact that this mode demands too much from any other cards lacking frame generation capabilities.
Importantly, activating Path Tracing mode now automatically enables Frame Generation and DLSS Performance for upscaling. This integration is the only viable method to efficiently run this mode, as operating without it is not feasible.
RTXDI has been removed from the options and is now exclusively integrated with Path Tracing mode.
The shadow selection option has been removed to prevent performance issues associated with using anything other than Virtual Shadow Maps.
Ultra settings for shadows and Lumen are optimized to be less resource-intensive.
Furthermore, I have eliminated certain options such as Lumen Trace and Lumen High Poly Trace, which were deemed unnecessary and could cause potential issues.
These adjustments are designed to enhance overall performance and ensure a more fluid gameplay experience. I value your feedback and am committed to making continuous improvements based on your input.
Thank you everyone for pointing out bugs. We are paying close attention to every comment. In this version, we fixed Steam's achievements, ship fights, and other bugs.
Version 2.3.6 (1) The protagonist can now choose military commander skills to learn; (2) The number of monster generals in each group of Hell is reduced to 2; (3) Add generals' skills, Guan Yu: Attack an enemy general with a fixed hit, ignoring attack distance and physical damage reduction; (4) Add generals' skills, Diao Chan: When attacked, charm will be cast, and the general will lose combat effectiveness and cannot use general skills; (5) Add generals' skills, Guo Jia: Dead unit on the field will cause 8%-12% of the enemy's life value as damage, and it will be invalid when the enemy's life value is less than 40%;