QuickStart Guide link in UI now flashes yellow for first time users.
Calibrate Floor Button:
New Button in advanced settings for quick floor setting without need to stand up.
Virtual Desktop Jitter (temporary) Workaround: There is an issue that arises sometimes when using Virtual Desktop where Standable's DeltaTime is somehow messed up. This can slightly or severely affect Standable's tracker velocity math (depending on unknown variables).
To temporarily mitigate the issues while I search for the root cause, I've added a new section `Virtual Desktop` in advanced settings with two new settings:
Auto Detect VD Issues:
This attempts to detect the incorrect deltatimes and auto disables the tracker velocity math.
Disable Velocity Math:
This will manually disable the velocity math (use if auto detect doesn't help). "Auto Detect VD Issues" must be disabled for this to make any difference.
Again, this is a workaround and a full fix is being looked into.
Dr. Frankenstein jokes aside, we're super excited to announce the release of our first Electrical System!
Strayed Update 0.1.4.0 focuses on the addition of a basic electrical system for all Strayers. At last, we will no longer live like cavemen within walls as we explore the power of electricity and the light it brings to our homes.
Have a look at the new tools/items meant to bring some sparks flying across the islands!
Wiring Tool
As the name implies - it's a tool for setting up wires. Like real life, wires are essential for connecting electrical components. At the moment, you can set up a maximum of 15 meters per wire, with a maximum of 10 segments (bends / turns) per end-to-end connection.
Battery
The source of all Strayed electricity - the battery. This is what you'll be using to store electricity in for usage. Be careful though, batteries have a limited capacity (1000W) and output (10W) - you might find your whole electrical system broken, scratching your head so much only to find out that you don't have enough power!
Solar Panel
So how do you power your system? Introducing - the Solar Panel! With right placement, you can use this to charge your batteries and/or power your whole electrical system. Outputs a maximum of 5W, and scales depending on time of day. Remember - it needs to be powered by the sun.
Switch
With the limited capacity and output of both the Solar Panels and the Batteries, you'd want to control the flow of electricity. Nothing does it better than a switch! Simple, you turn it on, or off - vice versa. Of course, we're not forcing you to use a switch - but isn't the Strayer life better if you can control stuff?
Electricity Splitter
Now, onto more creative stuff! Another way of controlling the flow of electricity - the Electrical Splitter! Planning to split power outputs to other components to make the most efficient use of it? This is the perfect component for you!
Electricity Combiner
The other creative "sibling" of the Electricity Splitter - the Electricity Combiner does exactly the opposite. Do you have multiple sources of power you want to combine for MOAR POWAH? This component does it!
Ceiling Light
How else would you feel the power of electricity than creating light? The Ceiling Light provides dark places in your home (or wherever you put it) with illumination! Just make sure you power it with the components discussed above, otherwise, you'll end up with paperweight. By the way - it eats 2W and connects with a passthrough to other components.
Remember, each electrical component has "in" and "out" ports. Wire connections can be made between in and out ports to get the flow of electricity going.
That's it for the electrical components and system for now - but we'll surely release more soon!
Other Features, Fixes & Changes
Besides the basic electrical system, we've made changes and fixes in the 0.1.4.0 update. Here's a short list for you:
Features:
Sleeping Bag limit
Fixes:
Hands getting stuck on bow after respawning
Left-handed M16 attachments not visualizing
Blueprint climbing exploit
Items not stacking when hot swapping in/out of a container
Stack splitting in containers not working
Fixed resource containers not loading back properly after server startups
Crossbow being able to shoot through walls in some cases
Join the Strayed Community!
If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
This patch in particular is pretty huge, to say the least; while the game still needs content to be finalized in some parts, we think the overall experience should feel a lot better with all these additions/fixes/changes.
Also, once you've played the patch, please consider giving us a rating; good, bad, neutral, whatever you'd like. We just like getting ratings and feedback :)
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HOW TO REFRESH/UPDATE TO THE NEW PATCH:
In the steam client, right click on the game in your library list, select properties from the dropdown list, then in the Local files tab select Verify integrity of game cache.
If everything verifies correctly then you should have the latest patched release on the Steam servers.
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FIXED CUTSCENES:
Extensively fixed and reworked back-end setup for the Snowball interactions and Filadelfo V scene in P1M2 of the Celodst Resupply, so that it finally, once and for all, absolutely works as intended with multiple safe-guards to prevent it from breaking, and it should be much more clearer what to do there now, as well
Fixed Shadow Vie "instructions for ADMN Spawner boss" scene not playing if you had found her in every prior location in the level
Fixed all variants after beating the ADMN Spawner where Talia didn't do the correct animations after absorbing his powers
Fixed entire scene not working with Takeshi Hayuata scene in P5M6 of the Uncharted Wildwoods
Fixed incorrect variant playing with Shadow Vie scene in P3M3 of the Volcanic Mines
Fixed a potential softlock with Spartacus's area in P1M5 of the Celodst Resupply
Fixed choices not working with Faye scene in P1M3 of the Celodst Resupply
Fixed cutscenes not being triggered properly that checked how many Fragments you'd recovered in The End
Fixed wrong visuals showing with Wraith scene in P1M4 of the Celodst Resupply
Fixed multiple issues (wrong name showing, flag missing) with Spartacus scene in P1M5 of the Celodst Resupply
Fixed multiple issues (incorrect text, incorrect variant) with ????? scene in the Pre-Boss area of the Volcanic Mines
Fixed a failure to activate ????? scene in the Pre-Boss area of the Celodst Resupply
Fixed softlock and visual issues with Carasto Volman scene in P3M1 of the Celodst Resupply
Fixed incorrect line with Databank #140 in P3M4 of the Celodst Resupply
Fixed map clipping glitch Map 38 in The End
Fixed respawn point for returning from the double machine event with Faye in P6M2 of the Gratification Factory
Fixed multiple issues (Ideal amounts given/subtracted, visual issues) with Agent Kaz scene in P6M1 of the Gratification Factory
Fixed incorrect gravity-based variant with Glum Grunt scene in P4M4 of the Gratification Factory
Fixed ability for players to accidentally skip opening lines of a variant of the Technician Grunt scene in P4M2 of the Gratification Factory
Fixed Gravity Switch not being usable in P4M3 of the Gratification Factory
Fixed the duration of the flash effect during Faye and Sedsogren's scene in P1M4 of the Volcanic Mines
Fixed the opening of the Gratification Factory leading to a wrong cutscene variant if the player hadn't talked to Filadelfo V previously
Fixed a failure to activate a variant with Demolicus in E1 of the Celodst Resupply
Fixed numerous bugs with Lucy Tsukikaze and Jon Struger's interactions in P3M2 of the Celodst Resupply
Fixed a different bug with Jon Struger in P3M2 of the Celodst Resupply regarding interactions with a databank that would force the cutscene to end abruptly
Fixed visual issue with Faye SFW scene in P2M2 of the Celodst Resupply
Fixed missing audio for Variants 22-26 for the ADMN Spawner Victory Scene
Players can now hold their elemental shot's attack charge through being hit and using utility abilities both; only being stunned, in a cutscene, or dropped to 0 health will cause you to break your held charge
The "Ideals" menu has been reworked to also show your current "Sexuality" stats (low, medium, or high), as well as removing Sexuality from being calculated in as your "current highest/lowest" Ideal since it's rarely checked for that specifically in cutscenes (or in the True Endings)
Fixed incorrect number of Fragments being checked for True Endings or Bad Ending
The titles of Achievements and the level names themselves in the Achievements menu, are both hidden until the player has reached that specific level
Fixed special NPCs so that they now correctly show pink "!" above their head if a H-scene is possible with them at all
The "vine rope" Achievement has been swapped out for a new one: dealing 300 damage in one shot
Fixed the visual bug in The End if you're caught by all 4 enemy types in the Normal Brane
Lowered and raised the volume of a few songs for a better experience in and out of cutscenes
Adjusted cutscene activation hitboxes for characters from The End so they would be able to be triggered properly despite characters floating above the ground
Fixed the Uncharted Wildwoods end-path bug where you would be sent back a room if you went down the same path more than once
Muted the ambient audio from the Cube enemy (Normal Brane variant) in The End during cutscenes
Fixed the databanks in the Uncharted Wildwoods that incorrectly showed green text
Ending #14 now properly shows if achieved
Fixed "goto" functionality across all cutscenes, to prevent false cutscene triggers from being activated
Prevented NPCs in The End and the Uncharted Wildwoods from sliding around when hit with the Electromagnetic Jump Ability
Added in the "fast variant" for the ADMN Spawner's music if he reaches above 50% maximum speed
ADDED CUTSCENES IN THE VOLCANIC MINES:
Cain the Distained (H-scene)
ADDED CUTSCENES IN THE UNCHARTED WILDWOODS:
Questioning Clean interactions (multiple)
Intro to the Uncharted Wildwoods
Return to Save Pad (multiple)
Other Clean interactions (multiple)
Clyurint Quilaknut
Erltavire Darkmoon
Darkmoon Device (multiple)
Faye & Tuman Ortpin (H-scene)
ADDED CUTSCENES IN THE END:
Intro to The End (with Vie)
Intro to The End, Alternate Version (with Yulia Lel & Daniel)
All achievements should be working except for the following two:
Beat an enemy by bouncing your shots off of an ice wall (Celodst Resupply)
Hear the truth about the Rebels from the Genius Spiderbot (Gratification Factory)
MAP CHANGES / OTHER CUTSCENE CHANGES:
Heavily edited most of the maps in The End, including adding multiple new entrances/exits to multiple maps to allow for easier movement around the level and for gathering fragments
Added placeholder dialogue for the Vie fight and surrounding events to clarify the context of it, while we finish the finalized dialogue with fixed continuity issues
Added placeholder dialogue for the Earth Boss fight and surrounding events to clarify the context of it, while we finish the finalized dialogue with fixed continuity issues
Added placeholder "faux ending" for those who complete the extremely difficult secret set of jumps in the last map of The End; in the next patch, this will be more fleshed out
Adjusted Ideal types and amount gained/lost for Jon Struger's scene in P3M2 of the Celodst Resupply
Changed functionality of "pit" scene in P2M3 of the Gratification Factory, now works for the "softlock" achievement; there are other softlock triggers throughout the level, too
Redesigned P4M6 of the Uncharted Wildwoods to require a different movement trick to get to the upper area
Fixed a small variety of map issues across all maps
We’re thrilled to announce that the Titan Forge demo will be available to the public next week! Prepare to step into a world where colossal mechs roam, snowy planets beckon, and exploration awaits.
Key Features: 1. Colossal Mechs These towering machines hold the key to survival. Uncover their mysteries and harness their power as you pilot them through hostile terrain. Switch seamlessly between first-person precision and third-person tactical awareness for intense gunplay.
2. PvPvE Battles Engage in thrilling battles against other players and AI enemies. Adapt your strategies to survive relentless waves of foes.
3. Wave-Based Survival Test your combat skills and teamwork as you fend off wave after wave of adversaries. Will you emerge victorious?
4. Melee Combat Get up close and personal! Sometimes a well-placed punch is all you need.
5. Flying Mechanics Take to the skies! Explore from above, discover hidden secrets, and engage in aerial combat.
6. Base Building Create your sanctuary. Mine resources, construct your base, and fortify defenses. Customize your home in this ever-evolving world.
Multiplayer Launch: For the first month, team up with fellow pilots in multiplayer mode. Form alliances, explore together, and conquer the wilderness.
Single Player: After the initial multiplayer phase, we’ll introduce a single-player experience. Players will need to buy the full game to continue the Journey.
Stay tuned for the demo release, and remember: survival isn’t just about firepower—it’s about adaptability, resourcefulness, and the bonds you forge with your fellow pilots.
Hello everyone, Courtney from Caldera here with our May Playtest patch notes.
We have had a crazy few months between events and grant writing, but we are excited to finally be launching the latest version of The Rabbit Haul, exclusively for our Discord members to try. Below are all the updates we have made since our previous playtest in March 2024.
Game Changes
Towers now instantly heal after the night phase ends.
New inventory bar UI.
Updates to the start screen artwork.
New health bar UI.
New Lose Condition
You no longer instantly lose when your haul reaches 0 crops.
You lose when your haul is depleted AND raccoons have escaped with the stolen crops.
You will also lose when your health bar reaches 0hp - remember to keep some crops on hand, just in case!
When an enemy carrying a crop dies, it will drop what they were holding on the ground, and magnet back to your haul when you get close to the crops.
Raccoons stealing a crop are given a large speed boost as they try to escape. (The higher the wave, the faster they run away)
New Tower: Wild Rose
The Wild Rose tower slows down enemies that walk through it and has a chance of causing a damage-over-time (DoT) effect called "Thorn"
Thorn at level 1 will deal 1 damage and stun the enemy for 0.1 seconds every 1.5 seconds, for 3 total seconds.
By placing a Wild Rose beside another Wild Rose, both towers will get a buff to their slow and Thorn effects. This does not work with diagonal placement.
Wild Rose towers have 4 main stages - stage 4 requires purchasing it in addition to the regular watering.
Stage 1: No Abilities.
Stage 2: 30% chance to apply Thorn and 100% chance to slow passing enemies.
Stage 3: 40% chance to apply Thorn and 100% chance to slow passing enemies.
Stage 4: 100% chance to apply Thorn and 100% chance to slow passing enemies.
New Sound Effects
Touch-me-Not Attack
Racoons attack
Rabbit taking damage
Rabbit eating
Rabbit heal
Tower Upgrade
Bug Fixes
Fixed the Touch-me-Not panel descriptions
Player can no longer attack faster than the attack animation
Fixed the stickering of sprites in inventory
Fixed an issue where sometimes, carrots would fall through the ground
Fixed the Raccoon Boss hitbox
Balancing Changes
Added a 13th wave
Removed slow effect from Touch-me-Not towers
Buffed the Ice Wand (20 >>> 30 damage per attack)
This playtest included a lot of major and minor updates to the game, and as this weekend's playtest continues, we look forward to hearing more feedback and suggestions on how to make The Rabbit Haul the best it can be!
If you would like to join our playtests, you can head on over to our Discord, linked on the Steam page.