The railway adventure sprawls across to more platforms! Strategise, build your railway empire and conquer new horizons right from your Mac devices with our new update.
To all our Mac players who have been eagerly awaiting this moment: thank you for your patience and feedback and for sticking with us as we fine-tuned and optimised the game to ensure the best possible experience for you.
Our multiplayer fun is now bigger and better than ever before – connect with friends, family and fellow enthusiasts across different devices. Enjoy the game on your Mac, and challenge opponents playing on Windows, iOS or Android with cross-play (and the list is growing soon!).
Additional anthro partner support, VR tutorial guide, and other minor features.
CHANGELOG
[desktop/vr] ADDED - Added a new kneeling pose to the anthro/anthro sitting interaction at the dining room table, with some oral and hand actions.
CHANGED - The anthro/anthro sitting interaction is now available on the beds in the house as well. - A few character model and bone-weight tweaks to fix some issues, and changed the Fox and Kobold eye style to match the other anthro characters. - Tweaked some Simple-mode fluid settings for better appearance.
FIXED - Fixed some minor animation issues in a few poses. - Fixed some errors that could pop up when loading custom skins.
KNOWN ISSUES - Characters' fingers can sometimes not respond to inputs or curl when they are supposed to - changing that character's species should fix the problem.
[vr] ADDED - Added a brief VR-mode tutorial guide for new users, accessible through the pause menu. - Restored the "Rotate Play Area" action while in an interaction.
CHANGED - Adjusted some collider settings on characters' holes for better feel / responsiveness when fingering or using dildos. - The mirror object is now rectangular instead of having rounded corners, for a better view in it while lying down.
FIXED - Fixed some scenarios that were allowing you to drop your anthro partner through the floor, and fixed some issues with the partner not getting reset to the correct position if they did happen to fall through. - Fixed a bug where your partner would get bored and exit a pose/interaction in some scenarios, even if you were near them such as in the servicing pose. - Fixed some animation issues with the player that could happen after exiting the belly riding interactions.
[importer] CHANGED - Updated the example scenes for feral and anthro to be more complete with feature examples. You may want to delete the old Example scenes from your project before updating to this version to clean up the old files.
Apologies for the quietness on my front, but I've been putting together and testing a rather big update for all you villeins! This update not only features bug fixes but also some requested quality of life changes and changes to existing mechanics so give it a read!
Update to lists UI, henceforth lists should update more dynamically, meaning no more weirdness with characters appearing on some lists and not others or inventory items being selectable and then not or filters disappearing. This may not sound significant but it was a big chunk of work and the impact should be very material.
Using the same trick that I used on the furniture list and job list, the full social screen of the character sheet should now always appear on screen, no more having to move your character to confirm a selection. I'm not able to test this myself as I have standard screen sizes so if you have a weird screen size and it starts working for you, let me know.
Reworked the ploughing system. Ploughing should take longer now and account for the new skill system rather than the pre demo system. I've also reworked the UI and removed a few bugs that people had reported. Purchasing help is also more powerful now to incentivise dropping a few pennies here and there.
Whenever the game generates an entire family (IE at game start or after a family gets wiped out), the game now has a massive preference for larger families with all families consisting of at least a husband and wife. This should help with population density as the game progresses but if people still run into issues around marriage I may look to alternatives.
Consumable items now decay 1/3rd as fast. This may be an over correction on the balance of food items but giving players less than a month to conserve meats or fruits wasn't satisfying balance so foodstuffs have a bit more longevity now.
Changes to the character sheet should stop it dominating the UI and blocking other buttons. This is a pretty big change though so keep an eye out for any errors regarding character sheet placement.
The character inventory no longer has a warning prompt for accepting changes. It was annoying to click through every time you wanted to change your equipped items and it became redundant after the first time you read the warning.
The market now displays the current durability of an item in text when the item is hovered over. The text is really small in order to fit in the UI as it's not part of the original design so this may be changed.
The market should now accurately display the new carrying weight after a trade is made.
I think there are probably more changes that I've forgotten about so if you see anything else let other players know in the comments below.
-Fixed certain weather/TOD combinations causing near pitch black shadows -Fixed attachments being lost when swapping on a gun currently equipped -Fixed mouse sensitivity sliders going to 0 -Fixed invisible wall at final scientists during Unknown Origins quest -Fixed a bug that caused quest rewards to have poor condition -Fixed certain items having no physics when dropped and just floating in the air -Fixed ironsight for Catcher 41 not disabling when equipping sight -Fixed several minor background errors that could cause issues for some users -Fixed weapon audio not being affected by settings sliders -Fixed user settings not loading correctly when game starts -Fixed several static NPC's not being affected by audio settings
-Brightened up NVG’s -Improved holo sight position on Catcher 41 -Cleaned up several up aspects for 32:9 aspect ratios (Cannot confirm full support for this aspect ratio just yet this is just some cleaning up of obvious issues at this resolution)
The first half of my time was spent on the new Negotiation System which works with the Story Generator to deliver Year 2+ challenges.
The second half was because I added Beavers one afternoon for fun. One thing really led to another with those Beavers.
With this being such a large update, I will link the related "Progress Update" announcements for deeper details on the changes.
Those progress updates explain my thought processes and why/how the changes came about. I will need to stick to a higher-level overview here, or I will run out of text space. (it has happened before :)
Update 14 covers versions 0.457->0.479 from the Testing Branch. (Note: anyone can join the testing branch under Clanfolk/Properties/Betas, and it is updated multiple times a week)
New Stuff
The Negotiation System
Patience - How long a Negotiation lasts
Authority - How "in the right" the Negotiator is feeling
Courage - How brave the Negotiator is feeling
Persuasion - Skill at lowering opponent's Authority
Intimidation - Skill at lowering opponent Courage
Brawling - When all else fails (Player Initiated Only)
Nature
Beavers
Swimming
New Better Shoreline System
Natural River Generation
Bridges
Piers that can be built on!
New Natural Terraformer (much nicer maps)
Riverbank Seeding (the rivers have life growing along their edges)
Undergrowth System (makes the forests, grasses, and rocks feel a lot more "there")
Clouds
Lightning
For those who want more detail, let's dive right in!
The Negotiation System!
A Negotiation is a Live Event that progresses over time. The Negotiation will continue until an Outcome is picked or Patience runs out.
New Outcomes become available based on Courage and Authority thresholds being met.
The Negotiator can modify the Opponent's Courage and Authority by steering the conversation with their Persuasion or Intimidation skills. Depending on the strength of this steering, Patience will lower more quickly.
Environmental factors such as a grand meeting hall or having a backup at the ready will also change Courage and Authority over time, making other Outcomes available.
If an Outcome is not picked before Patience is exhausted, the Opponent will win the negotiation and be granted their original demand.
If Patience is about to run out, and the Player is unwilling to lose the Negotiation, the Player can choose to trigger a Brawl as a last chance to scare off the opponent.
The Brawl is only ever triggered by the Player faction. Brawls exist to not tie the player's hands when a Negotiation has failed. There is a cost to Brawling. Relations will suffer greatly, and permanent (But nonfatal) injuries may also occur. It is important to think carefully before abandoning Reason in favor of a Headbutt.
Currently, there is one Story Event Chain:The Outcast Mother. Some new events have been added to this chain and one of these will lead to a Negotiation. Many more story event chains will be added in the future, and the current Outcast Mother chain should be seen as an example.
So, as mentioned above, this all started with adding some Beavers one afternoon after wrapping up the Outcast Mother story event.
There is a very detailed step by step process listed in the next two Progress Updates, and I suggest giving those a read if you are wondering exactly how Beavers lead to Rivers to Bridges to a New Terraformer all the way to Lightning. They should both be somewhat entertaining :)
Here is a much higher-level description of the changes.
Beavers
It turns out that Beavers were quite common in 1300s Scotland, and Europe in general. The Beavers were hunted for their pelts as well as their castor sacs which used for medieval medical purposes and just about anything else you can imagine, even beekeeping.
Beavers will build Lodges in lakes, and their presence will cause reeds to be replanted along the shoreline. Beavers don't currently gnaw down trees, but that will also likely come.
Swimming
Beavers looked really odd walking on water, so Swimming was added. Now, all humans and wildlife will swim and wade into the water from the shoreline.
New Better Shoreline System
To make Swimming work, it required a rethink of how the Shoreline worked. I needed the Idea of depth to allow me to figure out how much of the Beaver to draw. Snapping the Beaver from walking on the ground to being in the water looked terrible, so we needed a gradual transition.
This new wading transition looks good about 90% of the time, but will sometimes seem a bit odd. Just remember that a real beaver is bendy, so if the wading seems weird, well that is just the beaver bending :)
Natural River Generation
A long time Clanfolk player mentioned to me that Beavers were kind of lame without Rivers, so I groaned audibly and decided to give Rivers a quick try.
I *never* thought that Rivers would look right with square tiles. I expected straight lines and stair cases, but surprisingly, in the end (and a lot of iterations) they turned out really well!
Rivers will now connect Lakes and thin out as they travel through bogs. They wind around mountains and seek simulated natural low spots in the terrain. The rivers will also widen in areas and create crossings in others. There should be quite a bit of variety to the shape and paths of the rivers for each map.
The Rivers also slice the map up into zones quite well, requiring the player to think more about homestead placement. 100% love for the rivers now.
Bridges
So now that we had rivers dividing the land into zones, we needed to be able to cross those rivers.
Bridges had to happen next. Bridges broke most of the rules I had created to keep the tile-based construction sane, but in the end, I got a road to span the water.
In running a few visual tests, it became apparent, even to me, that people were also going to want cover these bridges with roofs (yet another rule broken. roofs over water? inconceivable!)
Then my son started chanting "Lake House" and showed me jazz hands, annnnd I decided to make bridge tiles provide full build support.
This led to:
Piers that can be built on!
Now we can also have decks over water and piers to go fishing off of.
It is even possible to build walls and fences on bridges, so creating sealed animal pens that border lakes is now a reality.
Bridges also have span distances similar to roofs. Completely paving over lakes is not possible, but if there is a small island in a lake, it can provide support for a nice Lake House!
With how nice the Rivers and Bridges were looking, I felt empowered to try one more experiment.
New Natural Terraformer (much nicer maps)
The Terraformer wasn't exactly producing natural-looking results by randomly blasting trees and plants here and there. I had also seen some very nice pictures of hand-seeded forests. The new tech for river placement was also begging to be applied to forest seeding, so one more experiment couldn't hurt!
The end result was almost instant, beautiful forests. There were dense patches, little forest paths, and larger open areas on the map for building. The new forests looked natural and had some personality. So I decided to apply the Forest Seeding Algorithm to grasses and even rocks and the result was also a dramatic improvement.
We now had proper-looking forests, with paths, grass fields, open areas, and dense rocky areas, all placed naturally. The map was starting to look very convincing.
So, next, I decided to show this new tech off on Discord, and people were excited. One of the users also mentioned how the Rivers were empty on the edges. They were right! Rivers have life along their banks.
Tinker Tinker...
Riverbank Seeding (the rivers have life growing along their edges)
Riverbanks now generate trees or grasses or even sometimes rocky sections along their shoreline. This new plant life also extends around Lakes and Bogs tying everything together.
Back to Discord to show off the new Riverside a bit, and another pretty critical insight from that same player. The Trees were pretty bare underneath, and they just kind of popped out of the green grass. They said this in a lot nicer way, but my brain translated it to that.
I could not unsee it now.
Undergrowth System
There is a new Undergrowth layer that grows and shrinks over time as the Trees grow or are removed.
So if a forest is chopped down, expect to see the grass plains slowly take over the old forested area.
Also if a new forest grows, the undergrowth will slowly return along with the ferns and bluebells. It is quite gradual, but will happen even in older saves.
At first I just applied this new system to Forests, but have since also given Grasses and Rocks their own form of undergrowth.
It turns out Bluebells grow in Forests and are also tied with Thistle as the national flower of Scotland. There are some very nice pictures on Bluebell Forests in Scotland, and I suggest searching for them.
At this point we were getting pretty close to Update 14, and I knew there was not time for a new Story Element Chain, so I decided to try applying that River tech to one more thing that had been on my mind for a looooong time.
Clouds
The Rivers and Natural Terraformer both sample a heightmap texture (think of a black and white picture of a bunch of clouds) to determine where to place tiles, buuuut You know what a cloud heightmap also look like? Clouds!
I decided to try panning that texture across the map in relation to the wind speed. The first few attempts were ugly, but it was pretty obvious that it was going to work. After enough tinkering with the shaders, there were light clouds on Sunny days that wandered across the landscape as well as "light holes" on very cloudy days that showed breaks in the clouds.
I think it is obvious to everyone what has to come next...
Lightning
Lightning was originally to be a Friday afternoon task (like the Beavers.) But it turns out lightning is actually quite complicated lighting wise. I wanted to deliver on the experience of a Thunderstom slowly rolling past the homestead.
Thunderstorms do not happen very often, but you can expect at least a couple within a game year. They tend to be more likely with heavy rain, but can come at any time, even in the Summer.
You will know when one is coming by the sound. There is a set of sound for strikes off map and ones on map. The flashes will also become more intense as the lightning approaches.
Lightning will cause fires so beware. Currently I have it in "merciful" mode and it will not set roofs on fire, but there will be a toggle for that in the future. Lightning will set fields on fire though.
There are many more upgrades and changes in Update 14, but that covers the largest additions.
Please take a look at the Progress Updates linked above, or the Change Logs listed below for further info.
The Big List Of Everything
For those interested in detailed change logs, following this link and starting at V0.457 will give you a listing of all the changes since Update 13
"Chef Chen" is thrilled to announce its participation in the "Dubai GameExpo Summit" from May 1st to 2nd! Mark your calendars and join us for an exciting celebration of gaming and culinary delights. Limited Time Sale 4/23 - 4/30
We've added the first pass of Condo customization in the form of physics! By using the new Matter Manipulator (equippable with 'Q' by default) you can move your furniture around. Or even smash it around! I'm not your dad! 🥸
The Matter Manipulator is still far from finished, and currently offers barely any control over the furniture. We'll be working to improve it to gmod-physics-gun level of control in due time. ⚒️
⚠️Your Condo is saved after changes, so if you ruin your Condo, it's currently not very easy to fix it! ⚠️By default, friends aren't allowed to manipulate your Condo, but you can change that in the new Safety settings tab!
New Moving Parkour Panic Platforms!
Get ready to re-learn Parkour Panic, because moving platforms will throw your muscle memory in the bin! It's still possible to avoid moving platforms, however a skilled player would be wise to make use of them. High risk, high reward! 🫡
New Safety Settings Tab
For your safety, we've added the Safety tab to your settings! Here you can access settings that will allow you to automatically fully hide chats by & names from strangers, but also the setting to allow your friends to manipulate your Condo or not! Great for streamers! 🎥
Improved Scorebar Visibility
In certain games it was really hard to find yourself on the leaderboard, *cough* Summit Scramble *cough*. 😅
Howdy! Kerrigan here, and I've got a couple of new community Behavior scripts from our Discord that I managed to snag! Thanks, guys, for continuing to share your original ideas for bot configurations. I really enjoy following your creativity.
If you're new to Desynced and not sure what I'm talking about, I recommend starting with the two episodes where I explained in detail how to interact with Behaviors and blueprints:
For this script to work, you'll need any building or bot with any Drone Port. For simplicity in this tutorial, I'll describe the configuration I tested this script with myself.
So, you will need:
2S Building
Drone Port x2
Behavior Controller
Transfer Drone Package x4
Automatically figures out which drone package it needs to request to get the desired drone.
Requests drone packages up to the maximum number of drone slots, depending on how many free inventory slots there are.
This behavior only works with one type of drone at a time; it cannot mix and match drones.
Once all the drone slots are full, the behavior will automatically stop.
How to make it work:
P1 (drone type) to the desired type (under Unit types tab, not the drone package)
As described in the title, are you tired of hoarding items that you no longer use or need? Don't you mind losing them because you're at a stage where you're swimming in resources?
This behavior is for you. Any item/component that is deposited within the structure's inventory will be dropped at the desired location (must be within 1 meter) and destroyed.
You will need:
Any building with M and I sockets. For example, 2x1 (2M)
Laser Turret (or any other turret)
Behavior Controller
Portable Transporter
How to set up:
P1 - specify the Drop Point
P2 - link to the target of the turret
The English text is already well-written. I made slight adjustments for clarity and consistency, such as using semicolons in lists where clauses are complete sentences.
Great news! The demo version of our exciting adventure game "Prince Adventures" is now available for you on Steam! Immerse yourself in the magical world of the Magical Oasis and, together with Prince William, begin your journey in the fight against the evil that has overtaken these magical lands.
We look forward to your feedback and thoughts on the game. Your support and advice will help us improve the project and make it even better.
Join us on an adventure and help us restore harmony to the magical world! Try the demo today and let us know what you think!