Hi Revivers, let me introduce you to the Overseer!
What is the Overseer feature?
Players have an inventory and can pick up items from the map, place items back onto the map, and store them inside buildings. They can perform various tasks such as cutting trees, planting food, and constructing buildings. These actions take time, similar to the in-game characters. This feature works similarly to games like Factorio or Satisfactory but from a third-person perspective. It’s optional, and players can choose whether to enable it.
How it works
You can turn the feature on by clicking on the Hand icon in the bottom middle of the screen. After enabling it, you’ll see an inventory in this spot. You can use this tool either by clicking on the Hand button in the right window or by switching your cursor to the Overseer hand by pressing the Tab key and then performing actions while hovering over objects. Pressing keys 1-9 on an English keyboard selects slots in your inventory. You can delete items from your inventory by moving them into the bin.
Becoming a Super Mutant
With the Overseer feature on, you’ll become part of the mutant crew – a super mutant who can reach any spot on the map, have a larger backpack capacity, and doesn’t need to sleep or eat. This feature is especially useful at the beginning of the game when you’re working towards automation. Once you manage job priorities for your crew, automate production lines, and construct excavators and trains, you won’t need to be as involved. This is an automation game, so remember that your goal is efficiency, even though it’s fun to build everything yourself. 🙂
V 0.15.11 Patch Notes
Can select production in a factory by clicking on the name of a product instead of checking a box.
Golem factory is now simplified to one production mode.
Beam from the sky points to a job done by the Overseer.
The Overseer can perform all the jobs a character can.
All resources mined, harvested, or dug by the Overseer are directly stored in the inventory.
The Overseer can take items from the ground and storage into the inventory.
The Overseer can delete items from the inventory.
The Overseer can produce items in factories.
The Overseer can build objects.
We hope you’ll enjoy the Overseer as much as we do. Let us know in the comments or on Discord!
I sat down with Gavin & Mark, veterans here at Playtonic, to discuss Yooka-Replaylee in a bit more detail. After some technical difficulties with our first attempt, we took the chance to get a bit more... unhinged... with this one.
Topics covered:
What *IS* Yooka-Replaylee? Why now? Is Steve Mayles a whole person? How are we making the game prettier? Is Vendi made of flesh? How big was Gavin back in 2015? How are we making the game easier to control?
And more!
This isn't all though, we'll be answering more of your questions, and our own existential ones, apparently, in the run up to release!
Troopers, when fighting Bugs, here is a tip: aim for the nerve stem!
As part of developing Starship Troopers: Extermination, many troopers in our community have been highly anticipating and requesting this feature, which we can now happily say will be included in Update 0.8.0 alongside a slew of additional content. Troopers will now be able to hone in on their abilities and face the Armor and Weak Points system for Arachnids!
What are Weak Points and Armor?
The new Armor and Weak Points feature will enhance and add additional depth to the gunplay within ST:E. Troopers can no longer blindly put rounds down range, as these pesky Bugs are now armored and more resistant to damage. That said, if troopers bring the right tools, capitalize on a given opportunity and make use of what they have learned in training, they can hit the Bugs where it hurts the most -- in the nerve stem!
Weakpoint Effects and Hitmarker
Armor Hitmarker
How Does It Work?
Most Bugs will feature a Weak Point somewhere on their body.
Hitting a Bug at its Weak Point will deal bonus damage based on the weapon used.
All Bugs will now have an Armor Rating and feature areas with and without armor on their carapace.
Armor Rating scales from 1 to 5 (1 being the lowest, with 5 being the most armored of foes).
All weapons will now feature an Armor Penetration rating.
Armor Penetration scales from 1 to 5 (1 being the lowest, with 5 being the highest Armor Penetration the Federation can provide.)
Hitting a Bug in an Armored area will do the following
If your weapon has an Armor Penetration Rating equal to or greater than the Bugs Armor Rating, you will deal regular weapon damage.
If your weapon has an Armor Penetration Rating that is less than the Bug’s Armor Rating, you will deal reduced weapon damage based on the difference in Rating. On Normal and below difficulty for every one-point difference between Armor Penetration and Bug Armor Rating, your damage will be decreased by 25% from 100%. Going against a heavily armored opponent with the wrong weaponry, troopers can expect to deal only 25% of your total weapon damage. (On hard difficulty, this scaling is more drastic)
Hitting a Bug in an Unarmored area will deal regular weapon damage.
The Design Intent
Add Depth to the Shoot Mechanics
Currently, as a trooper, you can simply fire into the Bugs, and that is perfectly fine if that is what you enjoy. However, some troopers might seek a more challenging and immersive experience, and the goal here is to address both player types
Troopers who prefer to fire into hordes of Bugs relentlessly might benefit from using weapons with higher Armor Penetration ratings, allowing them to bypass the need for precise Weak Point targeting. On the other hand, troopers looking to test their skills will likely opt for a low Armor Penetration weapon that deals higher damage to Weak Points. While the damage potential is significantly greater, so is the risk, as bullets may glance off the Bugs’ carapaces if you don’t take the time to line up your shot.
A New Way to Address Difficulty
Currently, the hard mode experience suffers as Bugs feel overly spongy, with no real solution to this issue. This is because, on hard mode, Bugs have a flat 50% increase in health, making it difficult to balance weapons for two dramatically different health populations.
With the introduction of Armor Rating, Bugs in hard mode will receive a smaller health buff (much less than the previous 50% flat increase). Instead, they will gain increased damage resistance when you fail to penetrate their armor.
For example, a Morita Mk1 with an Armor Penetration Rating of 3 will only be slightly slower to kill a Warrior Bug on hard mode but significantly slower to kill a Tiger Bug in hard mode compared to normal difficulty.
This new system aims to require players to either know which weapons are effective against which Bugs or develop the skill to consistently hit the Weak Points.
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We hope troopers can look forward to honing their skills against the Bug menace with the new Armor and Weak Points system. If you wish to discuss with fellow troopers this exciting addition coming to Update 0.8.0. Please feel free to join the ST:E Community Discord!
Since the first weekly update, things have really kicked off - it's amazing to see so many more people join the pilgrimage! I didn't quite expect to have so many players this quickly, so I've been working hard to get the fixes in. I owe a massive thank you to all of you who have been reporting bugs and sharing your thoughts on the game. Your feedback has been extremely helpful for tracking down all the issues and making general improvements. :)
Although this week has been mainly about bug fixing and making small additions here and there, keep an eye out for more updates next week as we're going to have some new content added!
Just like last week, here's the list of all the changes that have been made to the game:
Patch 9
- General stability - Improving loot/trap placement function to relieve hitches - Allow monsters and items to trigger traps again - Improving navigation mesh invoker performance - New trap - Fixing pickup items losing network relevancy when spawning far away from clients (loot not appearing outside dungeons when dropped and there are clients inside the dungeon) -> Also resolving this same issue for monsters/traps - Screen dissolve effect when removing spider nest form players head - Fixing animation state reset when spider nest leaves head - Allow skip splash screen with left click - Fixed not hearing door close on client - Stopping wagon doors being re-smashed when already broken - Fixing issue where wagon actually got slower when two people pushed and have given it an extra boost - Stalker net relevancy fix - Adding a better method of changing fullscreen modes and adding fullscreen windowed - fixing not being able to click on UI - Fixing microphone settings - No broken wagon door on client - Mic volume slider to work in character select - Fixing Stalker music not playing on client - Monster balancing - Smaller proc gen levels earlier - Fixed wagon bell not ringing on clients for time of day change - Fixing door some functionality not replicating to clients - Can now revive players after they're killed by the stalker - Fixed spectator not able to see merchant items - Added eraser to clear chalkboard
Patch 8
- Applying fix for connection issues - Allowing body pickup after stalker kill
Patch 7.5
- Removing player microphone display from character select when they leave the lobby - Fixing not being able to pickup a dead body - Smirker mask now able to be bought from merchant - Fixing various spectator bugs - Disabling crouch and inventory use whilst pushing wagon - Fixing not being able to jump or crouch after pushing wagon - Internet configuration settings change
Patch 7
- Fixing spectator not following alive players - Password hiding on menus - Fixing Loot and traps not appearing - Crystal compass collision fix - Changed jump distance in cave - Fixing players getting stuck in cave door - Removing player mic from character select screen when they left - Changed mantle trace method and disabled collision for crystal when it's on the players belt to fix mantling bug - Added settings menu to character select screen - Implemented push to talk in character select and in spectator mode - Stopped overfilling of lamp from oil container
Patch 6.5
- Procedural gen item placement changes - Level design gap fixing - Lowering hearing radius - Reducing collision blocking around doors - Stopping damage indicator from staying on screen - Fixing doors stopping navigation mesh
In this update, we add a mirror system for the ConstructorTool.
Even though this game is meant to be immersive and not feel like an editor, players felt like a mirror tool was missing and would make a big difference on their willingness to build large vehicles.
In an effort to keep the original immersive philosophy of the game as well as keeping the code clean and stable, the symmetry is limited to a single axis at a time, at a fixed position at the center of the first frame, and only applies to the ConstructorTool which means only for Frames and Blocks.
Nevertheless, we have decided to keep this feature available also in the Adventure mode, because we think that this is still more immersive than forcing the player to go into Creative mode and coming back to Adventure with a Blueprint.
Also, it's worth noting that the symmetry enforces a odd number of frames and even number of blocks.
Many thanks to EndoSkull for convincing us to implement this, beta testing it, and making this beautiful boat as an example! Subscribe to his YouTube channel: EndoSkull
Full Changelog:
Added a mirror system (Symmetry axis) for the Constructor Tool
Added Output data to Wheel and SmallWheel (Rotation Speed, Ground Friction)
Labels now send their text as output when clicking on them
Enabled Admin Delete button for Owner, and no need to check 'Admin Priviledges'
Bugfix duplicate frames sometimes preventing the removal of beams
Bugfix button_triangle sticky click on Computer screen
Bugfix /give N
Bugfix BlueprintTool tone keeps playing after out of range
We hope you're enjoying R.A.V.E in the first few days of the big release!
There's been a couple major bugs that are causing havoc and we called the exterminator to get rid of them for you! Make sure you let us know if you find anymore!
Thank you to everyone who has been sending us feedback and reviews in order for us to tackle these issues as soon as we can. Since we're a very small team and this is our first game, it may take us longer for certain features or fixes. We aren't a high-class AAA game company with a huge budget, we are simple people who work regular jobs and spend our money and time on this out of our own pockets because we love it. So bare with us while we develop this massive game and please reach out to us in anyway possible if you need help or find issues.