First of all we would like to thank all the fans who have been supporting Stargate: Timekeepers Season 1 Part 1 since its launch.
The team has been working relentlessy to deliver you the best possible gaming experience and please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
(Pre-production concept image)
Here below the detailed changelog is available for you:
Fixing an issue related to achievements that some users might have experienced.
After few months i can finally update my game! And there will be more after this. It's just a beginning. As a solo game developer it's really taking times to make games because you are doing the all work. There is 44 followers of this game and they are really motivating me. You can follow the updates and devlogs about the game on my twitter account, you can ask and tell me anything about the game. And please don't forget to leave a review about it! Thank you all of you for your great support!
UI CHANGES
NEW OPTIONS - You can now change your resolution and display mode in the new options menu. Particles, blood fx and more now can be changed and saved. Control layout added because there is no tutorials for the game at the moment.
NEW FONT and GRADIENTS - All user interfece text's are redesigned and resized. There is hover effects and sound effect. And new layout added in to the game.
MAIN MENU CHANGED - Main menu design completely changed and scene reworked a bit. There is new sound effects and ambience in it now.
INVENTORY UI - Improved inventory interface for better and clear look.
GAMEPLAY CHANGES
ANIMATIONS - First person animation bugs are fixed and Swerve Animation added for more live looking feel, positions of and size of the items and arms reworked. Zombie animations changed and improved.
ROOM AMBIENCES - You can now feel the room! Sound reverb changes due to room you are in it. Big sewer halls and corridors has reverb and ambience sfx now. Rooms has room tone and more calm. Basically Safe places sounds more calm.
SEWER EFFECT - Added new water drop particles and green cloud mists in to map. Create a atmosphere of dark, mystery and posioned sewer! You can turn off them in the options menu.
LAST USED ITEM SHOWCASE - When you take item in to your hands you can now see it on right bottom corner of the screen.
PSX Effect - PSX Graphics reworked and improved for better/clear look.
ITEM LOG - You now can follow your inventory events from the left bottom corner of the screen.
FLASHLIGHT - You can't add more batteries if your flashlight durability is 100%. Battery percentage removed and now player character tolds you that flashlight battery is low. And added a flashlight ray effect when its open.
DOORS - Doors are now automaticly closing if there is no living or DEAD!? person near to it!
The purpose of this rebalancing is to improve the exploration of planets so that it doesn't take so terribly long compared to flying a spaceship. After the launch of the game, I received feedback from players, which prompted me to do some reworking.
-Right at the start, a new player receives a small text info, hinting at the goal of the game. The player also gets a little more money, a few first aid kits, personal shields, stealth generators and hoverboards to test how they work.
- Hoverboards are cheaper and work longer. Hoverboards allow the player to go faster while exploring the planets and to better dodge enemy attacks.
- Medi kits are also a little cheaper and a little stronger. Level 1 heals 20 hp (with full survival skill + 80%=36 hp), level 5 heals 60 hp (with full survival skill 108 hp). Their price is determined by the resources used in production. Yes, you can make your own first aid kits when you buy a medical lab for your ship (you need a free utility slot). The cheapest way to heal is still food. But food is available from inventory when the game is not paused. First aid kits can be used faster during combat.
- Personal shields work the same way, but are now a bit cheaper. Since everything is getting cheaper, why not the shields?
- Stealth generators also work the same but are cheaper now.
- Loot from most enemies has been increased a bit
- Extractor now extracts more minerals from a single deposit.
- Scanner collects more scientific data from all objects. Objects that require scanner level 2 or higher will give even more data.
- All new spaceships are now half the price.
- All spaceship equipment is now half the price (ship weapons, engines, shields, utility devices).
---------------------------------------------------------------------------------------------------------- Things to do next:
- A journal showing info about current status of the main quest. This will take 1 or 2 days to make.
- Some kind of "Hyperpedia", a manual to explain complexities of the game mechanics to the players. This will take a little longer. I must meditate on it's formula, to make it as clunky and unnerving as possible ːsteamhappyː
It's that time again! Season change is right around the corner and we are all excited, waiting patiently for the gates to open. Here are the Patch Notes for the upcoming Season. Have a look at them while we prepare the servers for you!
We have already started our glorious ride towards Season 5 which is a very ambitious one, as a small sneak peak I can reveal that every class skill in game (excluding buffs and passives) will receive a sub skill tree where you can allocate points in order to change how the skills work and all that cool stuff!
It's almost been 4 months since the last content update, which is admittedly kind of long. Since you haven't heard from the game in a while, I wanted to show you the current progress of the update and say that I've not abandoned the game.
The first reason why it's taking too long is that I wanted to pack everything that came into my mind in a single update. This one is by far the biggest content update in this game's history, and with new features comes lots of polishing & fine-tuning.
I keep finding small flaws in the new features, and these eventually pile up, waiting to be corrected, which also becomes one of the main factors of the second reason: I needed a break. I became very exhausted at some point and decided to take a rest, but now I'm slowly returning to development again.
Here are some feature highlights:
New map: Turkey Beta
From now, there will be different locations within the same country that shares a similar geography. The different locations will simply be named as "Alpha, Beta, Gamma" and so on.
The map is currently incomplete, but here is a quick look:
Better Color Customization
Upgraded color customization with a large color palette and different material options.
Key Binding
You can now rebind keys both on your keyboard and gamepad.
Changed Haste Meter function
Haste Meter had no purpose other than giving the player a slight power increase, so I've decided to change it. ProBoost is now triggered by filling up your Haste Meter.
As for double filling the Boost Meter, you'll be able to use your Boost twice when the meter flashes blue.
Better Damage System
Cars will now have a dedicated damage system for electronics, steering & wheel geometry, and the engine. Each component will get damaged randomly depending on the severity of the crash and the overall car health, and will have unique effects on the gameplay.
Additionally, scores will now appear on the UI rather than around the car in world space.
This update also includes, but not limited to: manual shifting, improved steering, major performance improvements, terrain adjustments on all maps, and much more.
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About the Full Release Date...
When I first released this game on Steam, I was speculating a full release somewhere in Q1 2024, which ended 2 months ago. What I didn't realize is that, this amount of content is nowhere enough for a fully released title, and the development is taking way longer than I thought.
I unfortunately will be delaying the full release to sometime in 2025, which is kind of vague, but since it's currently hard to know, I'll be announcing the full release date towards the end of the pre-release development.
And that's it for today! I am expecting to finish this update within 1–2 months, so until then, take care and stay tuned!
JR EAST Train Simulator - Development Staff(JR East)
The following corrections and functional improvements have been made
[h4]<Modifications>[/h4]
【Common】
Fixed a problem in which the whistle (first level) kept sounding even when the Enter key was not pressed.
Fixed a bug that caused some pantograph lowering operations at Oiwake Station to be omitted when skipping stop times was set to manual on the Oga Line.
Fixed a bug that caused the brake to stop working when the controller is used and the leverser is set to “OFF” during play.
Improved operability of the pause menu on the controller. Improved pause button functionality so that the user can exit from the pause screen by pressing the pause button in addition to the back button.
Added a settings button to the pause screen. After starting operation, it has been improved so that settings can be displayed on the pause screen and voice settings can be changed without the need to return to the settings screen.
【Narita Line・Kashima LineDLC】
Modified to call out “200” in response to brake pressure upon arrival at the station.
Hello everyone, this is the "Megaton Musashi" team. We are excited to give our players an early look at the upcoming update.
New Update Features
■Introducing New Rogues Dragoknight (Iconic Legendary, Iconic Legendary II) Rogue Ability: A skill that can utilize the Lance's Aura state.
Amabushi (Relic Legendary) Rogue Ability: A skill that can make use of your Rogue's broken down parts.
More new Rogues planned!
■New Rogues Added to Iconic II! Armored Gaudia & Sparkman Wave Additional new Rogues planned for Iconic II!
■Introducing New Weapons Many new weapons will be added, including Relic Legendary and Iconic Legendary II!
■New Super Dreadnought Class Missions Added Winged Animus,Musashi Wired and more
■New Missions Added to Megaton II Yoshitsune Dragoon Exhaust, Diablos, and more
■Easier to Attempt Missions Added to Megaton II! Added multiple new Side Missions, Challenge Missions, and more
■New Rogues for Colosseum Battles Mazinger Z, Getter Robot Colosseum battle parts for collaboration rogues will be distributed with the update!
Feature Improvements
■Laboratory Functionality Improved Recycling: Batch execution now possible, reducing effort!
Adapter Enhancement: Basic skills can also be enhanced in batches!
■Other changes ・ Diagonal movement added when locking on ・ Changed time limit for Megaton II from 10 to 12 minutes ・ Timing for Kakugo System buttons adjusted for easier activation ・ Size and transparency of attack effects adjusted for better visibility ・ Added a new Motherboard Circuit (A Cell that gives you Super Armor when dashing) ・ Added α version of special skills to Motherboard Circuit Development ・ Added skills that can be set in Neural Board slots IV and V ・ Ace Pilot Coins revised ・ Changed the maximum number of items that can be held to 9999
During today's broadcast, we realized that last night's update resulted in the loss of desert BGM after being alerted to it by our buddies, so thanks for the feedback! We've expedited the fix for the hotshots!
Fixed the issue of desert BGM not playing
Thank you for your support, if you encounter any problems, welcome to join the cluckmech oasis Discord group to give us feedback~.