Curious about recent happenings in the Way of the Hunter community? We’ve got you covered! From new content and updates to the near-future plans, it's all in our latest Hunter Log.
Hey everyone! We're excited to share the summer vibes with our catalogue of premium games, including Milo and the Magpies, which is now on sale in the Steam Summer Sale for 44% OFF!
And, of course, our sale includes our Second Maze Bundle, also 44% OFF for the whole duration of the Steam Summer Sale!
Follow the meaning
And, together with the sale, we've also recently released a major update regarding the release window of HiKing Mind's upcoming debut title, Follow the meaning! Feel free to read the news item here! And please consider helping us out by wishlisting the game:
Hello mates, Baron here! Another patchload of bugfixes today from the Warpfrog team, addressing a bunch of issues raised by the community.
Some notable inclusions --
Players who spent crystal shards to upgrade and then accidentally died on Home map would lose their shards. This bug really sucked, so I'm sorry about that for anyone who unfortunately suffered this!
Players are now immune from Airstrike fall damage. Players looking to test out their new skill would jump off a cliff only to find they died on impact. ːpontius_angryː Now it operates as it always should have.
Some T4 weapons (Slaughter Sword, Noble's Dagger) were not appearing in the generation pool at Baron's Bounty, meaning no matter how many times you visited the weapons would never be for sale - they should be appearing now.
There was a bug for gold loss upon death where the player was losing their entire gold instead of only partial gold loss; it must have felt like playing hardcore difficulty! This is now fixed.
Full changelog of fixes below!
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Unrelated to this patch but related to bugs, I also wanted to mention --
If you have played U11/U12 you might have felt the AI seemed a bit derpy in 1.0 by comparison.... You are not crazy!
We are still exploring this, but it seems we suffered from regressive AI bugs that are lobotomizing some of the AI's behaviors; notably AI not dodging, not using their shields properly, being unable to parry and riposte, and the very annoying "AI hugs you to death" rangefinding issue returns. ːeagleangryː
These were AI issues that we ironed out in the "animation overhaul" efforts back in U11, so it's annoying as hell to see them back! With so many moving parts in 1.0, the slow drip of tweaking code over time meant these issues slowly and stealthily reintroduced themselves. It's the kind of stuff that goes unnoticed because it happens so gradually that it is like watching a plant grow,. It's only when you can A/B compare the updates that things jump out!
Anyway, just wanted to let you guys know we are aware and looking into a fix!
Crystal Hunt
Updated inventory tutorial videos
Fixed some typos in multiple languages related to the spelling of "Dalgarian"
Fixed duplication bug when swapping inventory pages while grabbing an item in the inventory
Fixed issues with the golem not stunning when it should
Added missing T4 greatsword and dagger to the shop loot table
Fixed issue with the player model breaking if they died while climbing the golem
Fixed issues which can break golem fight
Fixed gamemode gold death penalty causing all gold to be lost
Fixed lore typos in English translation
Fixed gold/shards not resetting on death
Fixed item book duplication glitch
Fixed outpost dungeons not using Very Large length for difficulty 4
Fixed issue with golem crystal being storeable before the player kills the golem
Sandbox
Added Very Large outpost dungeon length to Sandbox on the mapboard
Skills
The player is immune to fall damage during airstrike, its reenabled after 0.5s
Modding
Fixed modded crystal merging
Fixed issue with ItemIds in ItemData not overriding ItemIds on the prefab consistently when spawning the item
Made lore easier to mod via public methods
Allow calling MergeCrystal directly for rudimentary cross-tree merge support
Fixed errors when modded skill tree orbs are null
Fixed ModsMenu event firing incorrectly.
OnLocalGolemSet is now a static event, not a static Action
Fix NRE with ThunderEntity.GetCenter
Fix missing status duration on Thunderbolt
Fixes
Fixes to prevent arcwire/teslawires causing glitchy decapitations
Fixed memory leak with the skybox not being unloaded from dungeons
Changed currencies so that they are only serialised to disk when the players inventory is saved
Fixed issues where dying while climbing would cause the player to be disconnected from their body
Prevent creatures breaking if spawned in shop
Lowered vertical rope slide speed to prevent players from dying due to fall damage
Optimised loading some json by a avoiding expensive operations that weren't necessary
Fixed mesh issues with Ascent, MiningHub, Townsquare, LostCove
Fixed waterfall in SewerMaintenance
Added items to Museum and Temple
Fixed Observatory Support having no colliders
Fixed one sided texture in Market
Fixed bad granary hole
Male Officer armor neck protector returns!
EndTower optimizations
Fixed CoastalFort causing a progression blocker due to out of bounds collider
Welcome back to another devlog which will further develop your knowledge about the Deconstruction Simulator basics! 💪 Recently, we’ve been focused on creating many unique models of houses for the contracts. That’s why today we’d like to talk a bit more about contracts and show you some results of our work on new locations! 🤩 Currently lot of our effort is put to make sure that all the details of the locations- be it outside elevations or each element of the interior is up to the standard.
It’s only natural that all the city has different neighborhoods, where housing is developed. In our game we’re introducing 3 separate locations each requiring a certain level of your company’s reputation to be able to take contracts from there. (✨ 1-5 stars rating)
As for the works commissioned, you can accept the contracts in your office. They can involve different tasks such as bringing out all the furniture, cleaning the place or deconstructing certain elements such as walls etc. ⚒️ Performing actions that aren’t included or are inconsistent with the commission will result in receiving a cash punishment. 😥
We’ve mentioned the separate locations. Currently these are as follows: the forest, suburbs, city. 📝 Every house is assigned to a contract, which as we’ve said are available after achieving a certain level of reputation.
At this point you might wonder- how can we gain reputation? It’s simple! Complete the accepted contracts to the best of your abilities and the closer to perfection you get, the better scores your company gets. Although focusing on easier, low star locations might be a good idea to grab some easy money 💰 the high rating houses offer other kinds of findings such as premium goods! It’s up to you to choose the best strategy.
We can’t wait to hear your opinions on the screens presenting new houses so make sure to let us know if you like our creations in the comments down below 👇. You can also join our discord community and add the game to your wishlist on Steam to not miss out on any information! Thank you for joining us today! ❤️
We’re excited to bring you the news you deserve. Meet the first major update of Penguin Helper!
We released the game in early access so you could test it and share your views on expanding the game world and mechanics. Our team has read every review and comment you left (for which we are very grateful). The best suggestions have already been implemented in Penguin Helper.
Here's what you can expect in the updated version of the game:
Diverse Penguins. We've taken inspiration from Mother Nature and made our penguins varied: large, slim, small, and big. We've even added new color schemes to our waddling friends.
Interaction. One of the most frequent requests from you was the ability to pet the penguins. So, we decided to apply this function to every upright penguin. When they fall, help them first before petting them. The petting feature applies to both adult penguins and chicks. Moreover, petting these flightless birds will be enjoyable both for you and the penguins—they'll let you know they appreciate it.
Day and Night Cycle. Just like in real life. The sun rises in the east and sets in the west. At night, you can watch the moonlight reflecting on the snow and enjoy the vibrant colors of the aurora borealis. We guarantee you'll be glued to the screen.
Weather Changes. The virtual reality game continues. Now in Penguin Helper, you can not only run freely in the snow on a sunny day but also battle the elements during snowstorms. The level of immersion in the South Pole world increases!
Baby Penguin. We mentioned earlier that we've added baby penguins to the gameplay. Don't worry, they are just as clumsy as the adults. They also stare at airplanes and lose their balance. Helping and petting these fluffy ones will be even more enjoyable than before.
Airplanes. Speaking of which, we've adjusted the frequency of airplanes appearing in the sky. With an expanded flight range, you'll have more time to help more penguins.
Character Mechanics. Now you can not only walk and run but also jump. Why? Firstly, it's fun. Secondly, it expands the player's possibilities. Thirdly, you asked for it.
Updated Character. The main heroine of the game has changed her appearance but has not lost her charm! We've given the character more realistic features and a new outfit. The magic of the game is in the details.
Extended Voice Acting. As the game world, possibilities, and gameplay duration develop, our team has increased the number of character lines. You'll learn more interesting facts about penguins and can interact with them more frequently through the heroine.
Achievements. We've added more achievements for you. Some you’ll earn for your efforts in helping penguins, while others for your warm attitude towards them.
We can't wait for you to play the updated version of Penguin Helper and leave your feedback on the game's Steam page. More updates are coming! So, stay tuned on our social media!
Today we are releasing Patch 1.2.0 and the KitHack HackKit.
This is our SDK for making mods for KitHack Model Club. It contains examples to help you get started with the different types of mods that are possible, as well as the tools you need to publish them to the Steam Workshop.
We have also opened an official Wiki for the game, where we can collect every bit of information about the game, including of course, detailed documentation for mod making, as well as guides and tutorials.
KitHack was made from the beginning to support modding in as many ways as possible. The tools you will find in the hack kit are very much the same tools we have been using ourselves to generate content for the game.
Modding can be as simple as creating config files to create variants of existing parts with different stats, or it can be as advanced as coding entire new systems for the game via C# assembly plugins. You can also make entirely new parts, and even new Maps to play in.
If you know your way around 3D software like Blender or 3Ds Max, and know the basics of the Unity engine, you're already well on your way to becoming a proficient modder for KitHack. Or, if you're just getting started, making mods is an excellent way to develop these skills. In fact, it's how I got into game development myself, back in the middle ages.
We're aware that making mods isn't for everybody, but for everyone else, this means we will now start seeing several new types of add-on content for the game in the Steam Workshop, we’ve even got entire new maps already!
And apart from the HackKit SDK, we have also released the 1.2.0 patch for the game, which includes a few new features and quite a few fixes and tweaks as well. Here is the changelog:
INPUT
Added a button in the Input Settings screen to quickly swap the Roll and Yaw keybindings around.
GAMEPLAY
If no engine parts are broken off, recovering/repairing the vehicle will not cause the engines to be shut off.
Control Axes are now set to zero when refuelling a vehicle manually (in case motors are still on).
Fixed Refuel/Rearm operations becoming locked out if the game lost focus while an operation was ongoing.
Fixed an issue that prevented completing the Car Basics tutorial.
PARTS
Wheels should now come to a full stop when recovering/repairing the vehicle.
Headlights can now change colours.
Added two new EDFs with built-in engines.
Added new tiny form factor ‘Magnetar’ electric motor.
Rebalanced the performance of the Whirraby electric motor.
VEHICLE EDITOR
Fixed a cascading bug from activating the Connect Tool after deleting certain parts.
The Auto-generated resource networks (when Connect tool is in Auto mode) won't include disconnected parts anymore.
Manually-configured resource connections will stay connected even for disconnected parts, so their setup isn't lost if they are reattached later.
Added a bunch of community suggested decals.
Rearranged the Parts List categories to make parts easier to find.
Updated the Part icon fitting for several parts, to better indicate actual part size.
SFX
Fixed a bug where internal physics strain sounds would continue playing after de-spawning a vehicle.
SCENERY
Fixed an issue with the map selection UI being occluded by a panel.
Fixed an issue with switching maps. The correct map will now load before starting the session.
Fixed overpass-blocking collider on WIrraway Bay
SCENARIO EDITOR
Fixed incorrect drawing of ground stems for scenario editor objects
Fixed scenario editor object placement not finding the surface correctly unless holding shift.
Your game should automatically be updated to version 1.2.0.
To install the HackKit, just locate it on your Steam Library (make sure to enable showing Tools in the filters), and download it like any other title on Steam. Once it’s done, just Launch the application to start up the configuration tool, which does the basic setup for the SDK, and provides quick access to the example files and documentation.
Salutations! We just released a small hotfix (build #31aafc7), mostly addressing localization issues. We're also still hard at work on the next update, adding the sugar on top. It will introduce a new feature that I am personally very excited to see in the community's hands! We'll be making an announcement as soon as it's ready to go live, thank you all for your patience and see you soon~
Bugfix:
Fixed localization issue in Chinese that caused Moksha Altar to not reset medallions
A big thanks for all your love and support since the reveal! We've finally achieved over 100K wishlists! We'll continue to work our best for the full release of the game!
Reminder: The demo will be taken down from Steam on July 8. If you still haven't played it yet, why not go on a road trip this weekend?