More bug fixes and lots of little things cleaned up in this patch.
New Feature: -- Added troubleshooting tool to start-screen ---- Shift + C + Escape -> brings up a dialog to clear player preferences
Balance Changes: -- Defense Drone: ---- Ability renamed: Dot Mines ---- Ability now casts instantly ---- Mine projectiles move faster -- Worker: ---- Build Transmuter: Energy cost: 20 -> 25 -- Invasion: ---- Now applies to transporter units, gives drop-unit command ---- No longer applies to units on hold-position
Bug Fixes: -- Harvest Mode: now ends properly, and displays destroyed core counts -- Units no longer get stuck outside attack range -- Workers no longer restart mining when reclicked -- Launch projectile abilities: ---- Fighter, Defense Drone, Mojo Tower ---- These abilities will now fire when out of range -- Amulet: Null Blocks ---- Does a better job spreading out the blockers
Other Changes: -- Unit destruction effect adjusted ---- Explode a bit earlier ---- Sounds have been adjusted, including variations based on the size of the unit -- On Resource-Cost tooltip, names of resources are now displayed -- Adjusted the info-graphic tutorials -- Upgrades are now shown [in brackets] in selected unit tooltips
* This is gameplay patch, so this version is not able to run replays from any previous 0-1-6 build.
The current playtest will come to an end on Sunday evening, and I thought it would be interesting to give you an update on how it's going and what players are saying.
First of all, from a quantitative point of view alone, it's much better than the first one! Almost twice as many players tested Mémoriapolis as in the previous playtest. More players, more feedback, and a much higher average playing time.
In short, the team is very happy with this session!
Very happy, but focused on what remains to be done. The feedback can be divided into three main categories: crashes, zoom and new fields.
CRASHES
There are still a lot of them. We are fully aware of this and the team will be concentrating on correcting them over the coming months. Some have already been corrected on our internal version, while others will be more complicated to remove. We know that this is a major challenge if we want to build a community around the game, and enable players to trust us with future developments.
THE FIELDS
The proposal not to be able to destroy them was based on our desire to confront players with their choices. Especially as they could become neighbourhoods once the farm had been destroyed.
But it didn't work. ːsteamsadː
The team is currently testing a version with fields that can easily be destroyed according to the town's organisational needs. This has forced us to remove the possibility of fields becoming neighbourhoods initially. This option may come back later.
[When and how much will it cost to destroy a field?
THE ZOOM
I think this is by far the biggest demand: to be able to lower the camera.
What you have to understand is that the buildings that players put up are modelled by a talented person who has done some very fine work that could really do with being seen more closely. The houses, on the other hand, are procedurally generated and their 3D models are much more basic.
To meet this demand, we need to greatly improve these models, which is not impossible, but costly in terms of time and resources.
Once again, the person in charge of shaders is working on this, and we hope to be able to meet your expectations for the next version of the playtest, which should arrive at the end of April.
Improved 3D models + objects on roofs and facades.
I'd like to take this opportunity to thank the players for the quality of their feedback and the kindness they've shown in their messages.
Even the most critical ones were always accompanied by a message of encouragement and that's invaluable for the whole team. So a big thank you to you all! ːsteamthumbsupː
It's been an absolute joy watching so many players enjoy Lightyear Frontier! We've listened to your feedback and thanks to the help of our awesome community, we've been able to track down some sneaky bugs that managed to make their way into the Frontier.
New Features
Added option to toggle PIP-3R ambient dialogue
Added ability to configure control mappings in the settings menu
Changes
Updated cost for the "Inventory Capacity I" upgrade
Added LODs to skeletal meshes for optimization
Slightly increased speed at which mechs attach to the Upgrade Dock
Improved replication of mech movement
Updated mech part icons
Removed the end of Early Access splash screen
Bigger storage capacity for all storage constructs
Decreased occurrence of all PIP-3R ambient dialogue
Raised the position of in-world player name tags to decrease model overlap
Removed "Controls" window accessible from pause menu (superseded by new "Input Mappings" tab in settings menu)
Reduced the scale of the Beach Chair
Bug fixes
Iterated on the collision of a decorative plant
Fixed a small issue in Lola's texture
Fixed the Color Refiner hologram bug
Fixed various crashes
Fixed issue where you could get stuck on the "Checking for rewards..." popup
Fixed issue where upgrading your Mech as a Client could take more resources than intended
Fixed issue where you could get stuck on the Vault puzzle after partially completing it and then saving and loading the game
Fixed issue where a treasure in Edge Cliffs and Stepstone Peak would fall through the ground
This will only be solved on new save files, the progress was still tracked for players who had unrooted the treasure
Fixed the Assembler menu executing the "Craft Max" command shortly after being opened under certain conditions
Added text support for Devanagari, Bengali, and Basic Greek
Tool Wheel now updates properly if open while picking up additional ammo
Decreased the threshold for registered gamepad stick inputs in radial menus
The new and exciting Ra's Chess Discord channel for Age of Cards is now active! Our Ra's Chess community is a fantastic place for strategy enthusiasts. Join this channel for discussions about the game, strategy sharing, tournaments, and much more!
Feel free to join this vibrant community by using the invitation link above. Showcase your strategic prowess in the captivating world of Ra's Chess and interact with fellow gamers.
Performance Optimization: Some players have reported that version 0.7 of the game is slower compared to version 0.6. Since we are using a new version of Unity, the optimization process is indeed different from before. In response, we have made optimizations to the scene's performance. If you experienced lag before, we kindly ask you to try again after updating. Please let us know below this announcement if this optimization has been effective. Thank you for your support!
In addition, this version includes the following optimizations:
1. Modified the AI of the Armored Rhinobeetle, so now the Light Impulse can break its shield and stun it. 2. Removed the shield of the Fire-Spewing Rhinobeetle, allowing players to defeat it from the front. 3. Adjusted the spawn density of enemies in the underground challenge of the Flower Sea Plains to avoid situations where a large number of Armored Rhinobeetles and Fire-Spewing Rhinobeetles gather together. 4. It is now possible to quickly open the map. Press the "M" key on the keyboard or press the right joystick on the controller to open the map. 5. Adjusted some dialogue boxes to auto select the confirm button, enhancing player interaction. 6. Fixed an issue where the King Boss would display running logs at its feet. 7. Optimized the target acquisition mechanism for Ice Element Skill, although it is still not perfect. There are still issues with target acquisition for certain armored monsters, which we will further address in future updates.
Also, it has been noticed that some players using game controllers have reported joystick rebounding issues. This can be resolved by adjusting the joystick sensitivity in the settings.
This update is very special. As we've mentioned on other occasions, the transition from Construct 3 to Unity is imminent, bringing with it all the enhancements and new content that entails. Hack and Slime will be bigger than ever; with new characters, menus, abilities, and millions of equipment pieces.
Unfortunately, this poses an inconvenience for our more experienced players: the saved game system is not compatible. Hack and Slime will have too much added content to support save file porting between different engines. We need to be clear about this, as we have in the past: saved games will be lost.
Additionally, during the initial weeks, there won't be a functional saving system. We'll maintain a pre-alpha version for testing on the main Steam branch. We need to do it this way to achieve massive testing from our players and rapidly address any issues that may arise.
We understand that this may not sound very promising, but trust us, the best is yet to come. Hack and Slime will be a huge game before you know it, and you'll be able to spend hundreds of hours farming and defeating endless hordes of monsters.
That's why we're asking for your collaboration and feedback on the Bullwaresoft Discord, to improve Hack and Slime and make it the best Hack and Slash possible: