Dynamic Flag Model: The flag now changes colors based on the current health level.
Green: Health above 80%
Yellow: Health below 50%
Red: Health below 20%
Enhanced UI:
Updated font on most widgets for a cleaner look.
Removed unnecessary text to declutter the interface.
New Spawn Location:
Adjusted spawn points to prevent players from memorizing spawn locations.
Temporary Changes: Power boxes have been temporarily disabled as I am not satisfied with their current functionality. Plans are underway to improve and make them more interesting. They are expected to return in the next patch
Scenery patch 13 is now live with the following changes:
Editors
Fixed occasional LOD generation crash when pressing F5 in editor
Fixed possible crash when tree min cluster size is greater or equal to max cluster size
Fixed possible crash when editing grids in route editor
Fixed chain "set first node as parent" option to work properly when some of the nodes already have parents
Fixed autogen turnout fastenings and sleepers to refresh automatically after making changes without having to press F5
Changed "clone and move node" option in route editor to also clone all scenery items like chains and zones associated with the node or its children
Made empty nodes visible in the route editor scenery mode
Added "copy to clipboard" option for entity IDs in editors
Changed sound file names in the train editor to be single-line fields because having a line break in the file name can cause a crash
Traffic
Fixed possible pathfinding related crash during simulation
Fixed pathfinding bug that might cause the found path to be too short for the train
Fixed bug that might cause a stop to register even if the train is not correctly within the stopping area
Fixed AI trains to not end their run before the departure time of the last stop. Otherwise they might disappear even if another train is meant to join them
Fixed driving AI to not be overly cautious when coupling onto another train in some cases
Improved signaller AI by making it return signals to danger more quickly after the train has passed
Improved signaller AI by making it clear enough signals to ensure clear distants where possible
Visuals
Fixed potential problem with custom materials not loading properly
Fixed broken rails at some locations like near Kempsford Lower Level on the Westfords route
Fixed broken fences around buildings between Haveford West and New Mimms on the Westfords route
Fixed autogen turnout fastenings for custom track types to display properly
Fixed broken switch animations for track sections with turn greater than 90 degrees
Fixed problem with autogen turnout fastenings being off-centre
Fixed regular and autogen sleeper wooden material properties to match
Changed track irregularity parameters to fade out near nodes to ensure continuous rails
Disabled instanced shadow rendering for transparent materials because they were incorrectly appearing as solid objects
Fixed vertex normals for some models
Fixed GWR backing arm texture
Fixed excessive shine on the backs of speed limit signs
Updated loading screen background images
Miscellaneous
Fixed possible scenery rendering crash during simulation
Fixed performance issue with the rendering of some custom models
Fixed "seconds since midnight" animation variable for trains
What's next?
The next major update will be the gameplay update, to be released by the end of the year, along with smaller patches as required.
I think we might be veering upon the end of thinking of updates in terms of "fixes" and can soon start thinking in terms of "quality of life improvements."
Full changelog for 1.0.6:
1.0.6
- Cooking a recipe that is also a resource (like orange juice, potato salad etc) will now let you pick it up as an item if you choose the "eat by yourself" option - Fixed dummies in captain quarters resetting after ship upgrade - Default random seeds now don't always start with 0 (weird oversight on my part there) - Fixed possible crash in Second's story - Fixed story objectives potentially being too close to planets - Fixed crew members requesting to visit planets in locked quadrants - Fixed an egg and a fruit sometimes spawning on the same tile on wild planets
Hello, Squads! This is the Seal: WHAT the FUN Dev Team.
First, we would like to thank you for enjoying the EARLY ACCESS of Seal: WHAT the FUN. Our Squad’s valuable feedback has been very helpful to our team in improving the game!
We would like to give a brief explanation of what to expect before the June update. ------------------------------------------------------------------------------------------------------------
1. Demo Release
We are releasing a Seal: WHAT the FUN Demo for users who want to try out the FUN!
Seal: WHAT the FUN
Seal: WHAT the FUN Demo
Game Play
All Rounds
All Rounds
Recieve in-game rewards
O
X
in-game store purchase
O
X
2. New Map and Rounds
At the time of Early Access, we released a total of 38 rounds, The June update will release a new map and new exciting rounds! Please look forward to it!
3. New Costumes
A new costume set will be released for the summer season. Everyone, get ready to change!
4. More FUN
Many Squads have shared their feedback regarding the overall game difficulty and various improvements for specific rounds. We have heard your suggestions, and the difficulty of specific rounds will be lowered, while item effects will be modified to improve your gaming experience.
We are also introducing QoL improvements such as sound effects to confirm successful matching, reward notification display, the ability to use the menu while in-game, and more. ------------------------------------------------------------------------------------------------------------
Our team is committed to improving the game based on the feedback of our Squads, and as a thank you for your great suggestions, we hope to bring more FUN to you soon.
Look forward to seeing more on our official communities. We will be sharing more exciting news & events soon!
1. Optimize the smoothness of the scene 2. Enhance the abilities of enemies in the red zone and increase the difficulty of the challenge 3. Replace the robot model 4. Add a main interface button, click to make store purchases and archives 5. Optimize some minor issues