Breaking News: "Buzzer Beater's New Matching System Update has made its way!"
Today marks a game-changing moment in Freestyle 2 history as we introduce the long-awaited Auto Matchmaking function to the BZ Channel!
Say goodbye to the days of waiting around for a match, because now, you can dive straight into the action with 1-2 person room matching and individual lobby matching.
Let's check out the exciting new update this April 24, 2024!
[1] You can enter by clicking "Match Start" on the Lobby
→ To join a match, simply click "Match Start" in the lobby interface and wait for the game to find your match before getting ready to play.
Preview:
[2] Set up a Private Team
→ You can create private rooms and match parties through the 'Set Up Private Teams' button. → In the case of party matching, it can only be done through the 'Invite Friends' or 'Follow' function. → If you set it to 'private team', you can create a room and then proceed with party matching. → When creating a trio, the position setting drop box is activated. → When creating one or two people, the position setting drop box is disabled, and the position setting is fixed according to the role group of the room creation character.
Preview:
[3] Closed Slot Option
→ You can use the player count dropdown box to change the maximum room capacity. → If the matchmaking player count is 1 or 2, The role groups for teammates are automatically set based on your character's position. → If you start the game with 1-2 team member's slots, the match will swich to Auto matchmaking.
Preview:
Note: During auto matching, team composition will be formed within the available role combinations."
Combinations by Role Group for Auto Matchmaking:
[4] Combinations by Role Group for Auto Matchmaking
If the matchmaking waiting time exceeds [100] seconds, the exploration of secondary combinations will be conducted.
The secondary role combinations cannot be changed.
Automatic team composition is not possible for roles other than the specified combinations.
[5] Matchmaking Match Booster
→ If [5] seconds have passed since starting the auto matching, the 'Match Booster' button will be generated. → Activating the 'Match Booster' expands the matchmaking search range, allowing for faster matching, but it may result in teaming up or matching with higher-ranked users.
Preview:
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Step onto the court and experience the thrill of precision matchmaking like never before. Let's make every match count!
Thank you once again for your patience and support.
Dive into the mystical world of "The Light of the Darkness: Origins" during our exclusive Steam Next Fest livestream. Watch as our game director takes the helm, guiding you through an immersive playthrough that showcases our game's unique physics-based flying mechanics and captivating dark fantasy universe.
Engage directly with the creators in real-time as they demonstrate the game's core mechanics, discuss the intricate design choices, and reveal insider secrets about the game’s development. Whether you're a long-time fan or a newcomer, this livestream is your chance to see the game's latest features before anyone else, ask questions, and get a behind-the-scenes look at what makes "The Light of the Darkness: Origins" a truly unique gaming experience.
Join us to discover the richly crafted world, master complex challenges, and hear firsthand about our exciting upcoming features planned for Early Access and official launch. Don’t miss this opportunity to connect with the developers and gain deeper insights into a game that blends dark fantasy with breathtaking adventures!
We've release a number of hotfixes intended to address some of the reported issues after the release of version 0.32. You can find all the details in the changelog below:
v0.32.5
(July/23, 2024)
Game Engine
This release implements more security improvements. Please update as soon as possible
Fixed a bug that some users might suffer while the Ctrl-F framerate panel is displayed
v0.32.4
(July/11, 2024)
Game Engine
Fixed a crash when using the native Linux port
v0.32.3
(July/10, 2024)
Vehicles
ETK I-Series
Added Gambler 500 configuration with new parts, new rim variation, lift, roof cage, front bumper, patent pending piano mount, and a new skin, it is based off of the vlog in the real-life Gambler 500 series
Updated lights
Props
Added configurations with weight and value info displayed on UI to all props. This is also needed for automated documentation
Levels
West Coast, USA
Fixed missing road/curbs mesh at fuel station near player garage
Fixed canal water
Adjusted tunnel light bleed
Fixed waypoints and enhanced AI flow in different areas
Updated Shuffleboard logistics computer screen
Fixed different decalroads layering issues and materials
Fixed different normal errors on some meshes
Fixed some mesh collisions
Deleted some materials duplicates
Italy
Fixed texture stretch on sidewalk
Deleted old test mesh
Common
Updated some old files version
Scenarios
Fixed Senseless Destruction Crawl scenario not working due to player vehicle breaking suspension on spawn
Input & FFB
Added input mapping for Turtle Beach Velocity-one Race
Game Engine
This release implements security improvements. Please update as soon as possible
Mod Manager: Fixed Lua exception when zip file isn’t done transferring to mod folder
v0.32.2
(May/23, 2024)
Vehicles
Autobello Piccolina
Fixed wrong model years on Baja Extreme configuration
Fixed incorrectly placed right mirror origin
Bruckell Bastion
Fixed wrong cargobox strap deform groups on rear seats
Bruckell LeGran
Fixed trunk opening/closing issues with some spoilers
Civetta Scintilla
Fixed seat cargo load box syntax error
ETK 800-Series
Improved stability of widebody doors to match the normal doors
ETK I-Series
Improved stability of mirrors
Gavril D-Series
Added log straps
Fixed issues with logs clipping with bed when high log diameter set
Gavril T-Series
Added lights to headache rack
Removed the ability to remove interior completely
Fixed mixer controls not working when default ignition state in settings is Off
Fixed duplicate stock ECU
Hirochi Aurata
Added cargo load box support
Hirochi SBR4
Added seat cargo boxes
Ibishu BX-Series
Added remaining parts to derby configs
Fixed duplicate flexbodies in sport intake
Fixed dynamic decals not working on aftermarket parts
Fixed brake booster position on LHD/RHD dashboards
Fixed some issues in the engine bay
Implemented improvements for arcade mode shift point
Implemented cooling improvements
Fixed steering breaking too easily with some 14x8 wheels
Fixed typo in rear bumper trim
Ibishu Hopper
Fixed headlight flares position
Added seat cargo boxes
Ibishu Pigeon/Wigeon
Made steering wheel prop move equal amount left/right (note, physical steering itself is now not symmetrical, car will turn more to one side than the other)
Soliad Lansdale
Fixed wrong lettering on 3.8 SE AWD (A) configuration
Fixed simple traffic variant deforming itself on normal driving, causing it to stop randomly in traffic
Common
Off-road lights
Fixed some offroad roof light props being inverted
Simplified traffic cars
Fixed duplicate triangles on some cars
Trailers
Converted all trailers to use the new landing gear system from log trailer
Fixed missing weight info in UI
Fixed inverted landing gear control key bindings
Container Trailer
Stiffened 40ft bogie
Flatbed trailer
Fixed console warnings on short trailer with steel coil
Fixed rear 20t steel coil spinning when loaded on some configurations
Reduced bogie autocoupling radius to prevent damage related to another issue
Fixed wrong light prop positions on 32ft variant
Log Trailer
Reduced maximum allowed log length to prevent issues with clipping and breaking straps
Tanker Trailer
Fixed wrong kingpin height on long variant
Fixed default config not existing
Props
Logs prop
Fixed literally unplayable ™ typo
Levels
Johnson Valley
Fixed duplicated materials
Fixed console warnings
Jungle Rock Island
Fixed console warnings
Common
Fixed several bugs on materials and meshes
Fixed some decals position
Fixed a number of floating objects
Missions
Updated prefab for AI Race mission: Wild West Trails
Added Finish and Outro camera path elements in the Missions editor for AI Races
Virtual Reality
Fixed a crash to desktop when using a Varjo VR headset with the native OpenXR support. In addition, if you experience a gray screen when using SteamVR, please update to the latest version of Varjo software
AI & Traffic
Made further improvements to the respawn logic
World Editor
Interface: replaced a few icons of the ScriptAI tool for more user-friendly ones
Flowgraph Editor
Play ScriptAI Recording node: Fixed ScriptAI data not loading if the input string contains an extension
Game Engine
Resource Checker: Fixed issues with false positives when file extension was missing from texture path
Jbeam
Fixed component merging
Added ability to use components inside calculations (documentation)
Added ability to use vec3, quat and concat functions inside calculations (documentation)
Improved expression error handling and error messages
v0.32.1
(Apr/24, 2024)
Vehicles
Bruckell Bastion
Fixed trunk not opening with Nomi wing
Gavril D-Series
Added log loads
Gavril H-Series
Fixed wrong rear load slot name on extended variant
Added log loads
Gavril T-Series
Fixed cement mixer halogen light deformmaterial
Hirochi Sunburst
Revised steering geometry to avoid over centering effect when reversing at full lock
Ibishu BX-Series
Added “Drag” skin
Updated “Drag (A)” config
Added “Old Paint” skin
Added “The Malodorous (M)” config
Added bash bars and other derby parts
Fixed wrong shifter on street tuned config
Moved horn slot to dashboard to fix sound location conflict with shifter
Fixed typo in radio blanking plate name
Fixed no texture odometer on traffic variants
Fixed coupe taillights having no collision triangles
Fixed non-centered brake discs with drift suspension
Fixed literally unplayable ™ bumper trim
Trailers
Frameless Dump Trailer
Fixed typo in Dump Body Hydraulics part name
Log Trailer
Fixed typo in short trailer config description
Props
Logs Prop
Lowered minimum length allowed in Tuning menu
Common
Fixed some typos in description of BX-series
Added explanation to drift config description about how the mirrored livery is intentional, reflecting (hah) the IRL japanese/drifting culture trend, rather than being a bug
Levels
West Coast, USA
Fixed collision issue in Logistic garage buidling
Fixed collision on railway bridge
Fixed glass material
East Coast, USA
Fixed tree eating car
Small Island
Fixed spiky terrain
Common
Fixed annotations on all maps
UI
Fixed an issue that prevented Steam username to be displayed on license plates
Fixed mission markers showing sometimes even when the setting was disabled
Increased the size of left panel in Garage
Improved Options layout to support long titles from localisation
Vehicle selector counter now respects Aux checkbox
In old vehicle configuration Tuning, Live updates option now saves its state
Icon color and size handling improvements
New Vehicle Configuration UI
Improved numerical order in dropdowns of Parts selector
Implemented filtering on Save&Load when entering a name
Fixed an error when switches being interactive when disabled
Tuning now respects "hideInUI" parameter
Live update option now saves its state in Parts selector and Tuning
Parts selector UI improved
Save&Load thumbnail checkbox now functional
Dropdown built-in search now shows "not found" message
Tuning now has everything sorted
Cameras
Crash Camera
Fixed camera getting triggered by pooled inactive traffic vehicles
Lowered cooldown between two triggers of the crash camera
Fixed issue where changing the camera reset the cooldown
Fixed broken interaction when recovering vehicle while the crash cam is active
Early Preview: Career Mode
Fixed several minor localization issues
Fixed tutorial out of bounds check not working properly in some cases
You can now “give back” trailers when delivering them
Improved delivery screens “locked” messages
Fixed milestones breaking the game in some cases
Improved Progress and Milestone pages visuals
Career Branches Landing UI facelift
Made branch skill cards look more clickable with mouse pointer
Milestones screen adjustments
Career Progress landing adjustments
Focus and hover styles update for the career Branch Progress Landing
Traffic
Fixed wrong calculation for minimum respawn distance
Small performance improvements
Audio
Changed muffling values of new i4 1600 and 2000 to 0.33 from 0.25, and re-balanced volumes between the different RPM loops.
Reward Period: Please be advised that users will receive their rewards once they login during 2024-05-22 00:00 ~ 2024-05-29 00:00 (PDT).
- This event is applicable to all users who have used Gkash - Event Gkash and gifts does not apply - During the event period, the single user who spends the most Gkash will be granted the Emperor's Privilege! - The user who ascends to the Emperor's position will acquire special rewards and receive Homage from other users - All user can receive a Sub Att. reward by paying Homage to the Emperor user.
Note: Homage is limited to once daily
Here are the special rewards along with the number of players who will be awarded them.
Check out the important items below!
Golden Dragon Jacket (M/F)
Yellow Dragon Jacket (M/F)
Black Dragon Jacket (M/F)
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Don't miss out on this opportunity to reign supreme. Let the games begin, and may the most regal player emerge victorious!
It's time to introduce to you our first playable god... Roiann The Blightcaster!
Play as Roiann at WASD
The Deadly Path is going to be showcased at WASD (Truman Brewery, London) from Thursday the 25th - Saturday the 27th of April with Roiann front and center as our first playable deity.
Come to booth T1.2 to get your hands the game and meet the team.
Following the success of local co-op in Doom & Destiny Worlds, we're thrilled to announce that we're now diving into the development of ONLINE co-op for our latest bombastic adventure: Nerd Survivors!
Get ready for an even more preposterous chaotic action with your friends*
For a deeper dive into the game and shooting mechanics of our VR FPS, today we decided to compile a guide to the game’s arsenal. We included in it the information on all types of weapons that can be used in the main campaign and in the Arena Mode, which will appear along with the future update of the game.
Arcade Machine
Players have the option to unlock various weapons using the Arcade Machine in Sugar Mess - Let’s Play Jolly Battle. The weapons can be acquired in any order using the coins earned by completing levels. The amount of accumulated coins depends on the player's performance.
We used creative and imaginative terminology for in-game weapons to maintain an age-appropriate and non-violent gaming experience.
Main Campaign Weapons
The main campaign features three types of guns:
Ice Cream Gun - is a semiautomatic handgun that fires with ice cream one round every time the trigger is pulled. Long range, medium damage.
Pros: speed and mobility. Issued free of charge at the start of the game.
Fanged Ice Cream Gun - This skin will be available after the player completes all the campaign levels on 2 difficulties.
Blender Gun - is a carabin-type gun that fires continuously when the trigger is held down. It can be used one-handed (but suffers heavy recoil that way). Stable shooting requires grabbing it with both hands. You can fire it in full auto mode by holding the trigger button. The projectiles fly using a ballistic trajectory, each dealing minor damage.
Pros: large magazine, effective against crowds of enemies.
Fanged Blender Gun - This skin will be available after the player completes all the campaign levels on 2 difficulties.
Toaster Gun - is a hybrid gun that shoots a spread of several pellets that are actually chocolate crumbs. It can be used both two-handed and one-handed (but suffers increased cooldown that way). Fires pellets in a cone.
Pros: heavy damage, deals damage with each individual pellet. Effective against bosses.
Fanged Toaster Gun - this skin will be available after the player completes all the campaign levels on 2 difficulties.
Killing enemies earns weapon XP. The XP amount depends on the type of enemy. Reaching a set amount of XP takes the weapon to a new level. The weapons have three potential levels / upgrades. Each weapon level increases its damage, rate of fire, and magazine capacity.
We've covered the basics of Sugar Mess - Let’s Play Jolly Battle's weaponry, offering insights into the game's diverse arsenal. Stay tuned for Part II, where we'll unveil more guns and skins for the Arena multiplayer co-op mode, enhancing your gaming experience!
Join our Discordand discuss the game, ask questions, and participate in our weekly activities!
Note: If you are loading an old save, your machines will need to be turned on as the game now saves on/off states of machines and they will defaults to off on first load with this system Hi All
I’m really happy to set the Automation and Rig Piloting update live today.
We’ve had 50 odd updates since launch (including the experimental branch), some very big, some smaller. This is one of the bigger, if not the biggest, so I’ve tagged it a major update.
I’ve been taking all your feedback from in game (via pressing F1) and have been updating these aspects of the game to make it a more versatile factory game and to improve the rig piloting experience.
Overall, you now have more flying and refuelling options, more automation options and the ability to automate the output of your factories by selling from your rig using the AutoSeller.
These updates have been tested over on the experimental branch for some time, and I really want to thank everyone who has been helping with that process! I couldn’t be improving or fixing the game without your dedication and assistance testing, especially with these very complex factory systems operating over 3D spaces.
There’s too much to summarise in text, so I’ve listed the primary changes since 0.387 below (minus some of the many interim details along the way).
During Early Access, my plan has always been to build from the “ground up”, so much of the time I’ve been fixing any remaining issues and problems with the existing games since launch, and in this case, helping the features reach their potential.
The coming updates are going to build and extend on some other aspects of the game, and I’m pretty excited to move on to those, so I hope you stick around to see what’s next!
Finally, big thanks to those of you who chose to leave the game positive reviews on Steam. It really helps small indie devs like us (there are 2 of us making this). Overall it’s going to help us continue to improve this game and maybe keep making games in the future too.
Al.
Automation
-Added a functional Order Number slider to machines. Eg. set Biotanks etc to make X number of algae, and no more, via a slider. Or leave at max for endless production (which was formerly how they always worked). Note, if you set an order number for a machine, it will only take the cubits is needs for the order when sent to it. Anything excess will overflow. This gives more leeway and control for automation. -Added machine overflow. If a machine receives an item or cubit it doesn't need for the current craft target, it overflows it out the front. This means you can chain together factory things more easily. -Numerous improvements to conveyor behaviours across 3D layouts. -Show "stop after" slider on factory machines. This is a new slider visible when you open a machine. It allows you set a target amount of items to craft for any factory style machine. If you do this and it has completed it's target, any input it receives will be fed forward as throughput, and spat out as an overflow. In this way you may be able to set up more complex chains of machines and set targets ad hoc, especially if you use conveyors to loop back ingredients onto machine(s). If you leave this slider untouched the machines behave as normal. -Machines now output any items or ingredients that are input into them, that they do not currently need for the recipe you have them set to, if you have set or they have carried out a target/"stop after" order. In this way it opens up way more possibilities for chaining together machines with disparate recipes or that require something from another machine. You might find conveyor pads are not needed as much in production. -Conveyors act on items should you wish to automate storing output from fabricator -Factory uses 120 u/s power (not 80 u/s). -Assembler does not make sensor 2 (this was a mistake, only factories do now) -Autofiller and drone pad does not pick up or move active drones, only act on inactive (dropped) drones. -Shrink trash more to prevent erroneous pick up from adjacent conveyor pads for large items -Autostorage will not pick up own item. -Autostorage won't pick up items being Trash-tored. -Trash-tor wont pick up items being conveyed during a (typically) vertical exterior corner transition (or for 1 second after dropped by conveyor). -Incubators do not fill all slots with one item, they will stop taking more when they reach any max stack and overflow it instead. This means they will leave space for the second ingredient if it comes. -Trash-tor beams now also act as conveyors so you can string them together as per popular demand. -Trash-tor beam will not immediately operate on output items from incubator or atomiser or fabricator, allowing time to be conveyed or stored.
New tech
-Added new AutoSeller machines box. This is like an AutoStorage, but insta-sells any stock item it receives on input (or if you put items in manual and press Process button). Note it can only receive sellable stock items. -Added Even Splitter conveyor type - takes one item and sends it left, takes the next one and sends it right, repeats. -Added corner splitters. Popular request, send items around corners on one cell. -Added Fuel Silo. You can now fuel thrusters from a fuel silo at one point. Fuel is shared across thrusters. As a point of note, fuel is also automatically shared between all thrusters by default. But the fuel silo allows you to place it anywhere and refuel from that location easily too, for example next to your rig control unit or storage areas, rather than climbing out back to the thrusters. -Added New Thrusters 1, 2 and 3 with increasing force, fuel will go to most powerful first -Added New AutoStorage 1, 2 and 3 with increasing size -Added merger conveyors! Added 3 new conveyor types that allow you to convey forward while also merging streams from the left, right or both sides
Rig Piloting
-Added mass to floor and machines. This mass is shown in the object structure tool tip. Cubes are 1 tn, floor is 0.2 tn, machines are 0.5 tn. Existing Rigs may now need more powerful thrusters as a result to move! It just made sense for everything to have a mass.
New graphics and load options
-new options in Options > Graphics -FPS limiter in graphics options. If you toggle of v-sync, you can set many manual fps you wish up to 300 fps. This is for those who disable v-sync but find their cards running the game a 300 fps or more, causing the fans to kick in when not needed. Now you have full control over your fps. -Enabled windowed mode toggle. You could always toggle from window to full screen by pressing alt-enter. Now you can do it in the graphics options using this check box. -Improved load game drop down folder expansion design. All save are now in their own "folder" in game. The top most item is just the world name, when you expand it, it then lists the possible saves, including a clear label for the latest, then autosaves and back ups below. This should fix those rare cases where users misunderstood the save system or failed to grok the autosave and manual save backup history.
Gui
-Hotbar indicator outline so visible when looking at sun -Number of items picked up are correctly denoted in HUD when picking up a stack -Added new rig pilot crosshair HUD to show rig mass, number thrusters active and thruster fuel
Misc
-Updated mining drill collider, so do not get stuck on invisible collider on some mining drills -Updated conveyor T splitter textures to more clearly show they only split off left or right and have no left right throughput. -When standing on the seam between floors, gravity behaves as expected -Only show jump warnings on first map. This was really just causing player to remain on one sector too long. TFor the best experience you need to keep moving forward to experience more of the possibility space in the proc gen environments, and to avoid running out resources and starving. -Fix hatch trash saving. If you pop a hatch and save/load, this will be preserved (exact positions on mining asteroid exteriors may alter but numbers will be conserved). Exact positions will be preserved inside ships. -improved level of detail pop-in for mining trash -Farming not agriculture in labelling quadrant -Do not show crop water bar on load if fully grown -Update assembler description to remove sensor 2. -Standardise output rotation of items to prevent occasional clipping for larger items -Do not spawn ship interiors on ship LPM boundaries by applying small sphere check at spawn point, preventing occasional invisible walls in ship interiors -Drone masts can only be placed on asteroids (use drone pads on your rig), now have warning on placement -Increased turret range -When dropping items via dragging item off the inventory to the side of the screen, you can now split and drop, take account of whether splitting or halving stacks in amount dropped -Using Drop button in inventory rather than dragging an item to drop it resets the source inventory cell, removing element labels correctly -Reduced price drops on item sale -Many other minor bug fixes along the way