Today we’re releasing next in line of updates for Aquatico. Backbone of this update is new pack of optimizations. Since last one was added, we’ve identified few new avenues that can help in further increasing the performance of the game. Mainly, switch between ocean floor level and upper dome level wasn’t properly managed, plus upper dome level now has majority of the same optimizatons present with models on the ocean floor level.
Improvements include some level of distance tweaks, corrections to shadow drawing, and a lot of optimizations to raw 3D models of buildings, corals and fish. All combined it will help with frame rate, especially in later stages of the game, and while using dome level camera view.
Besides that, this update also includes numerous bugfixes and the addition of three different keyboard layouts, something that was frequently asked for by the players.
CHANGELOG
ADDED: Selection between QWERTY, AZERTY and QWERTZ keyboard layouts
OPTIMIZED: Lots of 3D models of buildings, corals, fish and other ingame objects
IMPROVED: Overall game performance while using dome level camera view
FIXED: Label on production bonus bar now has correctly added global bonus included
FIXED: Shadows on numerous 3D models are now enabled/disabled at correct LODs
Hopefully v1601.0 helps all of you and makes for a better playthrough experience!
Neues FU20: Lethargie für Viech und Vogel: Verursacht verzögert. Es gibt es als zusätzliche Belohnung fürs nicht erwischen lassen von Goblins in der Höhle auf dem Tannenplateau.
Neues FU21: Geheule für Viech: Lässt Gegner einschlafen. Es ersetzt die 150 Gold bei Huber Sepps Unkraut zupfen für 26 Unkräuter. 2 Skillpunkte erhält man bei 24 statt 26 Unkräuter.
Viech oder Vogel verlernen Fähigkeiten beim Verbesserer nicht mehr, wenn die neue Fähigkeit auf alle Gegner gerichtet ist, sodass die normalerweise günstigeren Fähigkeiten für einen Gegner noch verfügbar sind.
Texte beim Eigenheim und Bett ausbauen verschnellert.
Zustandsinformationen hier und da vereinheitlicht.
Balance
Franz lernt Reden auf Level 22.
Franz lernt Gesunde Ernährung auf Level 20 statt 21.
Franz lernt Fluch auf Level 24 statt 23.
Stark, Flink, Geschickt und Fokussiert wirken 6 statt 5 Runden.
Geschwächt, Unbeholfen, Verzögert und Dummheit wirken 5 statt 4 Runden.
Rage wirkt 4 statt 3 Runden.
Attacke und ATTACKE!! wirken 5 statt 4 Runden.
Um die Lavendelblüten für das Wespennest zu pflücken, sind 100 statt 110 Intelligenz notwendig.
Die Truhe für die Befreiung der Weide auf dem Wespennest sind 2 Gegengift mit einem mittleren Behälter ausgetauscht.
Punkt in Babyskillbaum bringt 7 statt 10 Intelligenz.
Punkt in Streberskillbaum bringt 7 statt 10 Agilität.
Viech kann Konfuziusschall nicht mehr erlernen.
Fehlerbehebung
Gruppe von Wespen auf der Wespenweide umstrukturiert, sodass sie in der richtigen Reihenfolge gewählt werden können.
Es ist nicht mehr möglich auf dem geheimen Himmel in den Himmel zu laufen.
Grafikfehler von Dach in Hafendorf behoben.
Der Verbesserer öffnet das Fähigkeits-Verbesserungs-Menü nur dann, wenn es auch Fähigkeiten zum Verbessern gibt.
We're happy to announce that Mannequin will launch in Early Access on Steam later this summer! We're excited to open our social stealth game up to PC players for the first time as we make another important step towards full launch later in 2024.
Can't wait for the PC version? Mannequin is also now live on App Lab on Meta Quest 2, 3, and Pro. You can grab that version here: ftg.gg/mannequin
Check out our Early Access launch trailer right here:
Make sure to use the code 50MQ-52A893 to get the game for $10 this launch weekend. This offer ends May 6, so be quick!
The PC VR version will feature all the same maps as the Quest build. More details about what to expect in this version will be revealed in the near future. Stay tuned!
Until then, see you online and remember... pose and oppose!
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Changes ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 【Common】 ??? Press D on the character select screen...? Pressing the D button on the character select screen...? Throwing shortcut button (A+B) changes to a special move during a match. Not available in Arcade Mode.
Jump When back-jump after dash-jump, Fixed a bug that increased stiffness when back-jump after dash-jump.
Recovery Altitude can be adjusted by up/down input.
Damage State Graphics are now blacked out when down and unable to pursue The time to get up is now displayed above the character.
Jump landing Fixed a bug in the air status.
Guard gauge Removed time recovery Changed to recover when combo time is more than 4 seconds.
Replay Maximum number of replays to be saved (max. 35 files, deleted from old replays)
Network Input delay can be changed from 1 or 2. Changed data display position to upper left. (Because it was difficult to see the gauge on the 2P side) Fixed a problem that caused synchronization errors when switching scenes.
[CHARACTER CHANGES] ------------- ↓Cornell ------------- HP 1000 > 980
Sliding Remove Special Move Cancel on single hit
Duel Kick Add ↓+D version
------------- ↑Helios ------------- Jump A Add continuous hit cancel on air hit or block
EX Special Moves Add Super Cancel (except for Photon Blaster) Added EX Special Move > EX Special Move cancel route Photon Charge Decrease charge speed in first half of motion Increase charge speed in second half of motion Changed to disable when Photon Blaster is still on screen
Photon Assault (D version) Changed to a multi-stage move Wall bounce distance increased
Aerial Photon Assault (D version) Can be cancelled with an EX Special Move after landing and before the attack
Photon Crash (D version) Invincibility time and large counter hit detection removed Cannot be blocked in mid-air Reduced bite detection Changed to a multi-stage move
Photon Blade Increased advantage frames for upward hits with the sword
------------- ↓ bouncer ------------- Jump B Increased fall speed after the second hit in the air
Jump C Hardness of landing increased (+1) Fixed a bug that if Jump C is performed during a 2-step jump, Fixed a bug that prevented the next jump from being a 2-step jump. Fixed a bug that when performing a Jump C during a high jump, the next jump would not have the high jump attribute, Fixed a bug that caused the high jump attribute to be saved on the next jump. Increased movement distance when lever is pressed. Increased damage (150 > 160) Reduced added damage (50 > 20) Increased gauge recovery (170 > 180)
Quake Changed to lower > upper Bounce Down removed
C Knee Butt Large counter hit judgment added until the end of the movement
Heat My Soul When the gauge is used during reinforcement, Reinforcement time is reduced depending on the technique. Changed to display reinforcement time as a bar.
------------- ↑Ein ------------- Jump A Add continuous hit cancel on air hit or guard
Jump C Extended attack judgment
Set up Increase advantage frames on hit or guard (Hit 28 > 32, Guard 28 > 30) Changed so that it moves off-screen when fired.
------------- ↓dan ------------- Standing C Reduce duration to 4 > 3 Reduced inner attack judgments
Shooting (common D) Guard gauge reduction (60 > 40 on the ground, 120 > 100 in the air)
We've been working on improvements to raid mechanics, as some of you at later stages of the game were getting multiple raids a day, resulting in slowed down progression. Additionally, a common bug with cauldron has been fixed and many other improvements were introduced. Thank you for your support!
Made raid threat not increase same day of the raid, increase by half the next day.
Made killing bandits only contribute to main settlement's raid threat instead of closest outpost; threat for outposts is still generated by their value.
Modified animal respawning and migration logic; now it should be easier to find them.
Fixed Granite missing from order list in Pit.
Added remapping Tech Tree button (default U).
Rebalanced some of the prices in village trading; this change will come into effect on the next in-game day. Larger rebalance is planned.
Fixed Canvas not being visible in storage rules of stockpiles.
Fixed Cauldron locking recipes when using raw food of different spoilage time.
Increased Wolf Fang drop rate to be in line with other trophies.
Temporarily removed laundry meshes from Weaver Hut to prevent workers getting stuck.
Fixed crash related to villagers harvesting resources for constructions in neutral villages.