Attention Architects. Major update has been released. Please let me know if you find any bugs or errors.
Patch 206-215 released Build `Win_VectoredArmada_20240619_1852`
Summary: - Added Hardpoint weapons. Which can be attached to orange mounts on almost any block of a similar or larger size. - Added Hardpoint Mounts to most blocks. - Shields now take Heat damage from weapons. Heat builds up while under fire and reduces shield regeneration, but cools off reasonably quickly. - Replaced the ship movement system with a different calculation that should perform more gracefully. - A large number of fixes and block adjustments.
Shield Heat Explanation: Shields have been a hard thing to balance. I want them to be both strong and useful, but not invulnerable against weapons. Shield Heat, allows shields to be quite powerful, but become less and less useful while under fire. Hopefully, this will make shields less omnipotent. However, this handicap for shields may need to be increased in the future as needed to make shields a proper component of combat. I played around with a range of values, and have settled on something that should feel decent.
Hardpoints: A big issue with games like this, is wanting to make a ship out of different pieces but being limited by what shapes the weapons are built into by the developer. So after some fighting and brain work, I've gotten a hardpoint system working that allows you to put any weapon on any block. Should be fun!
Fish Hero will be playable soon on 'ere. I'd be really grateful if you played it and let me know what you think. I'm yet to beat it so if there are any issues reaching the top, let me know @HENRY_MEAD_ anyway here's some gameplay of me, Alex and Toby playing :
Still finishing up, but should be out in a couple weeks. In the meantime, I'd really appreciate the wishlist.
It introduces leaderboards for each mode and a new "Push Your Luck" mode, among other smaller changes.
PUSH YOUR LUCK
“Push Your Luck” differs from the standard play in a few ways: *There is no end point - you play until you lose. *Because of this, there are no rounds - you can pay with points to push back the rising tide. But of course, with each use - the cost increases. How long can you last?! Time will tell. *Every time you pull a number, the number is removed from the pool of available numbers. When you pull the last available number, you start a new cycle. The participant who can reach the highest cycle gets the top of the leaderboard. *The Wheel of Fate has been reworked and new choices have been added to spice it up.
EVERYONE GETS A TAPE
Some participants were understandably frustrated at having to complete so many games to get the full story - so fret not, a toggle button has been added to the options menu to unlock all of the tapes. If you turn it on while in the room with the tapes, youll have to reload for them to be visible/usable.
OTHER FIXES
*Player can no longer go backwards during true ending *Wheel of fate no longer spins the same thing twice in a row *MYOK disappears immediately upon placing a bet (vs after the reveal) *Back Wall moved slightly after payment in intro room. The movement is now hidden from the player. *End text (tim oxton yadayada yada) skips after one successful game completion. *The speed of the enemy is determined by the number of points in stored. (with the exception of easy mode)
Hey Pixel Noir fans, are you going to the Too Many Games convention in Oaks, PA next week? Well we are! From June 28th to June 30th we will be showing off the game and selling Pixel Noir t-shirts and physical CDs of the arranged album.
Steam's Summer Sale starts at the same time for one week where we will be selling the game at a 10% discount. This will be a great time to pick up the game if you haven't already.
So if you're around drop by our booth and chat with us, we hope to see you there!
Over 6 months in the making, the Spectacles Update is finally here! This is our largest update by a lot! So much so, that we had to leave out quite a few things from this changelog and update overview video to keep it manageable!
Check out this overview video and jump into the game and enjoy the Spectacles.
Improvements [Controller Support] Improve controller & keyboard menu navigation [Steam Deck Support] Enable floating keyboard for Steam Deck text entry [Construction - Walls] Add walls which block all collisions [Construction - Struts] Remove collisions from 'Support' [Truck] Prevent momentum from flipping vehicle facing direction when parking brake is on [Construction Mode - Move] Enable flipping objects during move mode [Destructible Chunk] Save and load destructible chunks
Bug Fixes [Inventory Menu] Remove inventory gremlins that were eating items in a variety of item slot to item slot transfers [Gas Giants] Adjust surface and space distances to prevent issues when travelling to gas giants [Projectiles] Fix projectiles not striking water [Vehicles] Ensure damaged colliders are still damaged after loading [Jet Engines] Fix jet engines causing severe lag on Jet and VTOL vehicles [Construction] Prevent building nodes inside world surfaces [Construction] Enable snapping building nodes to building surfaces [Wooden Workshop] Fix exceptions causing workshop to not finish construction [Destructible Chunks] Set center of gravity to get destroyed chunks of vehicles so their physics look better [Enemies] Fix bot drones [UI] Fix tutor prompts from appearing in front of menus [Andromeda Rocket] Raise tracking position [Wheels] Fix wheels detecting water as ground [Trailing Camera] Refresh trailing camera when loading game [Save / Load] Fix exception from replicator after loading from an inprogress game [Save / Load] Fix loading Grid Members [Save / Load] Fix object pools containing null references when loading
Known Issues [Controller Support] Research Menu needs an overhaul [Control Guides] Displaying controller button combos are not yet supported [Gas Giants] Going close to gas giants gets player stuck in a glitchy mess
Wowzer, it's been a heck of a fortnight over here at Spilt Milk! Hope you're all keeping happy, healthy and chill - we're trying, but the UK summer is doing its best impression of winter so ☔☔☔
MORE GOBLINS
First up, we've expanded the team!
Lesleyann White has joined as our Producer, and Philippa Warr has started work with us as Narrative Designer!
Lesleyann is a multi-award-winning developer, and comes to us from the brilliant team over at Failbetter Games (Mask of the Rose, Sunless Skies, Sunless Sea, Fallen London anyone?! OMG!) so we're over the moon to bring her expertise to our adventures with a certain little Goblin! Also shoutout to UK indies! 🥰
Philippa is someone we've known for some years now, and finally getting to work with her is just so exciting - recently she worked on Little Kitty Big City which is um, too cute thank you, and has a real sense of humour and twinkle in the eye which we think is going to make Trash Goblins's quests and customers 🎵sing🎵.
GOBLIN GABBER
(This title only works as a joke when you get to the next section, my apologies)
So then there's this talk that I gave at Oxford Indies last month, which one of our brillo coders Simon kindly recorded and edited together!
It's about the journey of Trash Goblin and Spilt Milk Studios so far, features an awful lot about you lovely Kickstarter Goblins, and we think it is full of insight and advice (and some jokes) that will be pretty interesting to ya'll.
I hope it comes across as intended - a really honest look at the business side of making games, and the very real and human challenges of it all, especially in the year(s) we're having - worker layoffs, studio closures, game cancellations and the like.
We'll be pushing it all over the internet before long, but you all get to watch it before anyone else, and I'd love to know what you think in the comments, replies and over on our discord too.
SUCCESS SASS
(nope, not yet, this joke is building on the previous one but also needs the last section header to work - when will I learn?)
We've hit a few milestones recently, helped out by the Access-Ability Showcase featuring, and the Cozy & Family Friendly Celebration too - plus another few videos from some amazing content creators like Blitz, Wanderbots and Imcade.
"But what are those milestones? Stop yammering and tell us!" I hear you cry. well we're now sat at a very healthy 56,000 wishlists and that places us in the top 500 of ALL GAMES on Steam for wishlists... which has left the team feeling giddy and excited for sure. Thanks so much for all your support! We can't wait to smash 100k soon enough!
TAVERN TALK
(hey, we got there!)
TAVERN TALK IS OUT TOMORROW OMG! Go wishlist and follow it, and maybe even buy it! The devs are delightful, they've helped us so much, and the game is excellent too.
Dear all, This is our patch of June 2024, and the last official one planned for the Early Access stage.
FIXES
We have fixed a bug on the Winter Island's boss that prevented the player to see the Medic Ship. We have increased its size and added green particles to make it easier to locate and identify.
We have fixed a bug that let the player build walls over the cannons. Now the cannons count as blocked terrain as well.
NEW CONTENT
New boss in the volcano island: The Dragon! Kill that terrible flying beast as quick as possible. Its fireballs will destroy your walls, and burn the ground, and you won´t be able to build any walls during one turn if the floor is burning.
SO... NOW WHAT?
Siege Island is complete and ready for its official release, so now it is only a matter of when will be strategically the best time to do it. We still need to create awareness, we will invest as much as we can in marketing to let the people know about the game, and as soon as we have a decent amount of wishlists, we will announce the official release.
We want to thank you all that participated and supported us during the Early Access. If you have purchased the game, consider that you have already the full version in your hands, and our eternal gratitude for trusting us.