fixed production cycles not being deterministic, causing production cycles to have varying, usually longer then intended durations changed default production cycle duration to 3 days when building is fully staffed by employees without Factory skill and 2 days if Factory skill is maxed out fixed Happiness Bonus reducing resource amount taken during production halved Production Lenght Multiplier on Non Bio to Bio seeds and saplings production (if fully manned with no Factory skill, it will take 6 days to complete cycle) Production Buildings storage is now treated as if it has Cold Storage uprade updated building sprites increased Expiration Date on every Resource to 30 days if given Resource has less then it removed requirement, reduced price and cost for "Bank offer" training (Loans and Lease) fixed Dates having DD.MM.YYYY format instead of MM/DD/YYYY in several places if "Fahrenheit" option is selected fixed second production line not being shown in Production Manager removed Plant Factory from blocked building list for second player in "Organic business" Multiplayer Scenario fixed Plant not changing on second field if Field Modal with first was not fully closed
[undocumented changes from 0.8.20240526.324]: fixed issue with when Produced Resource is not found, causing animal production breaking (mainly affecting Turkey) fixed animal count being greater then maximum space for animals in buying/selling/moving view if new animal is born fixed trees not being hidden when Layers are active (follow up to grass) disabled beig visible outline on trees, causing weird glitchy effect added more variety for seedling and saplings in Tree Planter and Transplanter (Bush seedling, Cactus seedling, Coconut seedling, Tree seedling) updated localization
The previously announced client changes are now on the test client, and we’d like to invite all of you to check it out and help us iron out the quirks. All features and most optimization work mentioned here is limited to the modern (default) renderer, as that’s where we focus our efforts with most of the improvements.
New terrain renderer
The terrain renderer was completely rewritten, mainly in order to make it use significantly less graphics card memory and to allow us to add more features there easily. You should encounter less pop-in as terrain gets less detailed in the distance, as that’s handled in a way that should do it further away from you, and with some transition animations
Terrain tile textures have been remastered to double the resolution, and we have added dynamic mesh tessellation, which adds small geometric details on every tile near you. This is currently limited to the high Terrain Detail setting, but so far, it didn’t seem to affect performance that much, for how large of a visual improvement it is.
For future improvements, this will also allow us to make distant terrain more detailed quite easily, but it isn’t in scope for the initial release.
Eye adaptation
Right now, the level of light that’s received by the player’s eyes remains a sum of the light in the scene, similar to having a real world camera set to a constant exposure, so at some point if the lighting is too intensive, it completely washes out the details as the intensity of the colors to be rendered goes beyond what your monitor can show you.
In situations where there’s a lot of light in the scene, white objects get washed out completely and turn into a white, blinding blob. You’ve definitely seen this happen with snow, marble items and other bright colored objects, as those will reflect most light.
Test client has a new feature that automatically adjusts the exposure, it's always enabled on the modern renderer. In simple terms, this reduces the overall brightness of the scene if it detects too much light, and increases it slightly if it’s too dark, just as your eyes do. This has a bottom limit so you will still need lamps and lanterns at night or in caves.
Lighting and environment reflections
Shaders that apply lighting to the world have been changed to use some more modern formulas, to a bit more closely resemble reality. It's now much closer to how most newer games do lighting.
This mostly affected metallic objects, which will now show more complex specular highlights and reflect the environment around them. Those reflections include only terrain and the sky, to avoid impacting the client performance negatively, but that’s enough for things to actually start looking like metal.
Intensity of reflections may have to be tweaked on a case by case basis, as retrofitting such changes to existing assets means it won’t look immediately perfect on everything. Expect some things looking too shiny, or too dull - please report it on the forum (here) so we’ll know to tweak it.
World Lighting changes
You may have noticed sunlight still affecting the world during the Wurm night, hitting the objects from odd angles without casting any shadows, often giving everything around you a yellow hue at certain times of night.
This was fixed, and in the phantom sunlight’s place, moons now emit light and cast shadows just like the sun does.
Multiple moons cannot cast shadows simultaneously, as that would be very bad for performance, so the game decides which of the currently visible moons is active based on their size and how high up in the sky they currently are.
MacOS compatibility
Modern renderer will now finally be available on MacOS, along with all of the improvements mentioned here. So far, there’s only one feature that isn’t working the same as on other systems, and might not make it there any time soon - MacOS cannot use an OpenGL version higher than 4.1, and that blocks us from being able to enable our rendering depth precision improvements.
That normally reduces or even completely removes Z-fighting in the distance, the issue where objects flicker as if unsure which one should be rendered first, due to computers not being great with large floating point numbers.
We’re unclear at this point about the performance of the modern renderer on newer Mac devices - it shouldn’t differ much from Windows, but older Macbooks with weaker GPUs may struggle. I was only able to test it on a 2015 Macbook Pro so far, but it’s a rather slow machine by today's standards so the performance was poor as well.
I’d like to hear from any of you that play on Macs about the performance and whether you encounter any graphical glitches or crashes.
General performance
Other than the terrain changes improving the performance, the client update includes many smaller optimizations that should lead to overall better performance, and even less VRAM (graphics card memory) being used. We hope that allows you to either run the game with better settings, or just to run more clients at once without having to resort to the legacy renderer.
Our ambient occlusion effect, generally a very demanding setting, should now have improved performance everywhere, but especially when combined with a high display resolution, where it used to kill the framerate the most.
Testing feedback
All of the changes mentioned above are now on the test server, and will soon also arrive on live servers. If you get a chance to test it, please let us know here if you encounter any issues, client crashes or poor performance compared to the regular client. The screenshots here are only a limited overview of the changes. When you post feedback, please base it on what you encounter on the test client.
With any issues, the console.log file generated during the same client session is key to us working on fixing those. That means you have to copy it over before running the client the next time. You can find it in your Wurm data directory, named console.Username.log
Don't only post the error part of the log, if you find one in there, as the log file also contains your client settings which are usually needed for us to reproduce the issue to be able to fix it sooner.
There are certain things that won’t make it to the launch of this client update, but will follow soon as a part of smaller updates.
Java runtime upgrade - we aren’t able to proceed with this until we get a new code signing certificate, to sign an updated version of the launcher with, which we have had some issues with acquiring as the process for that has become more complicated in the last couple of years. We are in the middle of getting that certificate, but it may still take some time as a lot of verification is involved.
Lamp shadows - this is something we’ve shown off a few months ago. Lamps and other small light sources will finally cast shadows, rather than lighting up areas behind obstacles like walls, however it needs more optimization work to limit the performance impact in scenarios where there are a lot of light sources around a small area.
AI combat system The AI combat system is working now and it looks EPIC. There still couple of nuances that need to be done and adjusted for a proper battle but the core system and battle brain for the AI is implemented finally
Attack Animations We will have to find the best suited attack animations for the LMB combo , We made it better but still did not find the best fit YET. Only after continuous testing .
Viking shields Had to design ourselves and recreate all viking shields to have unique ones after seeing repeating designs in multiple games. We plan to apply this approach to all assets in future builds to make everything uniquely identifiable with Battle Charge
Battlefield Zone Battlefield Zone Implemented: We've added a battlefield boundary to the game. If you stray from the combat area, you'll receive a 10-second warning to return or face execution for cowardice
UI screens Started adding UI screens. the hard part is that the screens have evolved during years of development and concept creation. We have to make sure it is consistent and user friendly before we refactor for the full game.
HUD In game UI elements are shaping up and we will need to make these data driven when the first game loop is done
Capsule Art Evolving our logo and Capsule art . after working with different artists A/B testings still brought us back to our own design. We will evolve this.
Mitosis Birthday event has begun! You may already start collecting cakes to complete the following achievements: - Daily Birthday Chest: Collect 30 cakes to get a Sapphire Chest. - Birthday Event 10% Discount: 200 cakes to obtain 10% discount off one equipment or evo! - Birthday Event 20% Discount: 400 cakes to obtain 20% discount off one equipment or evo! - Birthday Event 30% Discount: 600 cakes to obtain 30% discount off one equipment or evo! - 1500 Coins: 500 cakes to obtain 1500 coins. - Mega Laboratory Upgrade: 3000 cakes to obtain tripled crafts from the Laboratory for 5 days. - Birthday Gift: Collect 3000 cakes to obtain a powerful jewel.
For premium users: - Purchase or renew your Premium to obtain 50x Superior Portal Glue and a special equipment gift!
During the event, more gift new gifts will be bestowed and some special equipment will randomly be added. The event will end on June 30th.
We're excited to announce that we've made some significant updates to our Steam store page for Antisuns! Our goal with these changes is to give you a clearer and more engaging understanding of what our game is all about.
What’s New?
Enhanced Capsule Art
Our capsule art has been updated to be clearer and more cohesive. It features a diverse squad of four characters in space suits, each with a distinct helmet, moving in a controlled, tactical manner, on the enemy spaceship. The background shows a hole in the wall that was caused by a previous shot from our own ship. In the background, you can see our ship having fired another missile, which is flying towards us. Don't worry, surely the shot was not aimed at our own team, but at some tactical target ahead of us?
Refreshed Screenshots
Our updated screenshots now showcase the game in greater detail, highlighting key features and gameplay elements:
- Planning an Attack: The new screenshot demonstrates a situation in which you've selected one of the characters and are planning an attack on an enemy. The red line indicates targeting, and the visual cues (desaturation, red outline, skull symbol) show that the enemy is guaranteed to be eliminated with this shot.
- Movement Planning: This has been enhanced to show more clearly some well-known conventions of turn-based tactics games: The yellow outline shows the maximum distance the character can reach, the blue "slithering snakes" show the area where you would be able to move and still perform another action.
- Ship-to-Ship Combat: This screenshot shows the exteriors of the ships engaged in combat, because both "cameras" are fully zoomed out. You would typically see one or both interiors and your team members moving around.
- Galactic View: Navigate through sectors, search for resources, and recruit crew members.
- Roguelike Restart: This shows some elements of the "roguelike loop" with the option to start a new run after having travelled back in time.
### What’s Next?
We are hard at work on a gameplay trailer and a playable demo, which will be added to the store page next. These will provide even deeper insights into the unique gameplay experience of Antisuns.
Thank you for your continued support and enthusiasm. Stay tuned for more updates, and feel free to reach out with any questions or feedback.
Best, Nicolai
P. S. If you want to have some looks behind the scenes, and be among the first to receive playable versions of Antisuns, be sure to sign up for notifications here: https://forms.gle/sdLySdYXaznPwaH36
P. P. S. We've started our first forays into internationalization, by machine-creating some translations of the text on the store page. For now we have French, German, Japanese, Russian, Simplified Chinese, Spanish, and Turkish. We plan to translate the in-game text into these languages (and others).
I am excited to bring you a major update for our game! This update includes over 50 changes designed to enhance your gaming experience. Here's a quick overview of what's new:
Lobby and Keyboard Support: I've listened to your feedback and have added support for keyboard inputs and a new lobby system for an even more streamlined experience. The lobby will automatically detect the type of gamepad connected and adjust each players input accordingly.
Achievements and Unlocks: Your skills will now be rewarded with a variety of achievements that unlock new content in the game. I can't wait for you to discover them!
Change of Input Modes Ingame: You can now switch gamepad input modes during gameplay using the d-pad. This feature allows for more flexibility and customization of your controls.
Centralized Shops: I've moved the shops to the center of the map to create more action and excitement.
Streamlined and Optimized UI: I've revamped our user interface to be more intuitive and visually appealing. Navigation is now smoother than ever.
Improved Statistics and Medals: You'll notice modifications in the way I track statistics and award medals. These changes aim to recognize your accomplishments more accurately.
FPS Capped: I've capped the FPS to ensure better performance and a smoother game experience across all devices. The game will automatically cap the fps to your monitors refresh rate at the start of the game.
Vulkan as Daytime: In a twist to our environment settings, we now have "Vulkan" as a new daytime setting. Enjoy the game from a fresh perspective!
Balancing Changes: I’ve made some key changes to the game's balance to make it even more fun and competitive.
Better resolutions support The UI should now work better on resolutions other than 16:9 and 16:10
On top of that I added dozens of minor changes and bugfixes.
What's next?
The next update is due in July. Until then I'll focus on more testing and marketing the game. There are still some little bugs, that need to be fixed. Also I'm very excited to what ideas the testers come up. The majority of this updates changes were inspired by your feedback. Thank you for that.
What do we have here? And this is a new update for our game. We climbed into the anomaly and came out with an update for you. Well, let's go? Of course we went.
And here’s what we updated:
The radiation zone on the artifact has been removed (there were two of them, which is why the damage was high);
Fixed permanently hanging "press E" message;
Corrected the text of the dialogue;
Fixed a bug when an enemy could appear on a tree;
Added text that will appear after a certain amount of time played;
Fixed fog;
The time for the final text to disappear has been increased (I saw your videos where you didn’t have time to read it, read it now! );
Fixed a bug with some buildings that you could pass through;
Fixed cars that hung a little in the air;
Added a surprise in one building;
New trees have been added.
We read your feedback, watch your videos and screenshots. Thank you for purchasing our game and leaving feedback. We continue to update the game and add content in preparation for the full release. We'll try to add more content and jokes in the next update.
We are happy to announce that Star Stuff is so enjoyable on Steam Deck. While we are still in the queue for official Steam Deck Compatibility verification, our team and dedicated testers have put the game through the wringer on this wonderful device. We're delighted to report that Star Stuff works really nicely on Steam Deck, performing even better than we ever imagined. Maybe it has something to do with all that time we spent making our controller support feel its best. : )
So, WISHLIST Star Stuff, and prepare yourself for a very enjoyable Steam Deck experience!
We’re blasting off JUNE 7th!
Thank you for always listening and always supporting.