Knights, the streets might be quieting down for the night but an update chopper is about to land. Grab your weapons, we've got a heist to run! Tonight's Update #108 enables unequipping cyberdecks gracefully, fixes a longstanding bug with Cybersword's Slashslide, improves the Safehouse room details, starts the process of tuning and tweaking the 300 pieces of equipment just released for hacking makes another minor but important upgrade for Steam Deck. And you can zoom and rotate the camera while inspecting a Matrix terminal's connected devices!
Apologies about the second multi-GB update in a row ... the build box did a flip on this one. We aim to keep these below 1 GB as often as possible, but this one just came in super-sized.
Thanks to everyone playing, posting, sending in the F10s and especially for leaving a review! So much more good stuff is coming, so keep your ear to the ground for the next update chopper.
Remove Cyberdecks
To keep up with Soldiers (who can remove their guns and armor!), Hackers can now remove their cyberdecks. This can make swapping between Hackers or testing out an upgrade easier for your Hackers. But just like Soldiers, they will refuse to go on a mission if they are not equipped with a Deck, so don't do something silly like unequipping it and selling it.
Slashslide Targeting
We've fixed a bug with how the Cybersword's Slashslide Talent acquired targets. As a melee attack in which you move from target to target for your attacks, it does not matter if an enemy or character is blocking the line of sight from the original point of attack. However, the bug was requiring full line of sight (which is blocked by characters and enemies) to any target in Slashslide. This meant you could often line up the perfect slide line, hitting and hopefully killing 3 in one glorious instant ... only to discover the first one blocked the second and third and you got ... one lame attack. Now you'll get 3!
So, very, glad, to, fix, this. Rah rah, Zasha!
Safehouse Improvements
With Update #108, we've made so improvements to the safehouse room displays and details about each upgrade level. We've improved the rules for SimStream Detox so that its 3rd level has a clear benefit. We've also adjusted the display for the SimStream Detox room so that its Stress reduction is clearly stated now in its states.
We fixed a bug with the level displayed in room level displayed inside Cold Storage when browsing digital files, it was not the level shown when you're managing the room or at the main safehouse view. Now, its correct.
We also fixed a bug that could happen on the Timeline if a mission was at 4-6 hours remaining but there was another event at 0 hrs remaining. Thanks to everyone submitting F10s!
Fixing/Tweaking Crafted Weapons, Armor, Items!
With the addition of over 300 new pieces of equipment and consumable items to the game, there is going to be some clean-up and tuning work for little while here! Tonight we fixed an issue with HE Micro Grenades being identical to Micro Grenades - they both linked the same Talent and effect.
More will be coming as we pour over the equipment tables and get more reports from players. Again, thanks to every player who is playing and posting.
Rotate and Zoom Camera while Previewing Devices
From inside or outside of the matrix, if you're inspecting a terminals list of connected doors and security devices you can now zoom and rotate the camera with the regular controls. This is a big help since the automatic camera angles may not be what you want to see, or you may need additional context about enemies and characters nearby that you can only get by achieving a specific camera angle.
Thanks for every F10 about this!
Steam Deck and Controller Scene Transition
We've addressed a minor but important issue where immediately after the Steam Deck booted into the game, you would see mouse and keyboard keybinding glyphs. Once you touched the controller, you'd get the right glyphs but it was ugly there fore a minute.
In addition, we've improved handling between scene transitions for Steam Deck and controller. The game was previously always reverting to showing mouse and keyboard glyphs again whenever a scene was loaded but now we've fixed this to remember the last used input device and keep using those glyphs in the new scene.
v1.8.9 - 7/11/2024
- Hackers can unequip their cyberdecks for easier swaps or upgrades, but cannot go on mission without one - Fixed Slashslide unable to acquire target due to another enemy or player in the way - Fixed HE Micro Grenades not having special effect - Improved new game layout to show more of each character's backstory if space is available - Fixed bug with buying/selling where Contacts might be duplicated - Improved Safehouse SimStream Detox - now shows expected Stress relief and Level 3 was not clear about its bonus - When previewing security devices attached to a Matrix Terminal, you can now rotate the camera as usual - Improved scene transitions for Steam Deck and Controllers so that keybinding glyphs don't revert to keyboard/mouse - Corrected bug with Cold Storage showing the wrong room level when browsing digital goods - Improve game's ignoring of mouse and keyboard input when not focused on some platforms - Fixed icon shown in armor for movement speed to be the regular move speed icon - Fixed freezes that could occur on timeline
Improved Process Detection: Implemented a more robust system for detecting and managing processes with windows.
Added timeout mechanism to prevent the application from hanging during process enumeration.
Introduced cancellation support to allow early termination of long-running operations.
Optimized window enumeration to reduce unnecessary processing.
Enhanced UWP Window Handling: Improved the detection and management of Universal Windows Platform (UWP) application windows.
Added specific handling for UWP top-level windows and their child windows.
Implemented safeguards to prevent processing of invalid or inaccessible UWP windows.
Stability Improvements: Added various checks and error handling to improve overall application stability.
Implemented proper error handling for failed window enumerations.
Added checks to prevent processing of invalid window handles.
Improved exception handling throughout the process detection and management system.
Performance Optimization: Made several changes to improve the performance of process and window management.
Reduced unnecessary iterations over processes and windows.
Implemented more efficient data structures for managing window handles.
Optimized the process of checking for hidden and duplicate processes.
Console Output: Added more detailed console output for debugging and monitoring purposes.
Implemented logging for key events such as process updates and timeouts.
Added more informative error messages for troubleshooting.
Known Issues
In rare cases, certain applications may not respond well to borderless mode. Please report any specific issues on our Discord.
Upcoming Features
Improved multi-monitor support
Enhanced customization options for borderless windows
User-defined rules for automatic borderless mode activation
Thank you for your continued support and feedback. If you encounter any issues or have suggestions for improvements, please don't hesitate to report them on our Discord.
Into the Dead: Our Darkest Days - Harriet_PikPokCM
Hello everyone! Hello to those who've been following our journey for the past couple of years, and hello to those who have just started following. We've had a massive influx of new wishlists and new follows since our PC Gaming Show trailer and we're overwhelmed and grateful, to say the least.
On to news.
Bitsummit
We're excited to announce that Into the Dead: Our Darkest Days is heading to Japan. We'll have a booth set up at BitSummit in Kyoto next week from 19-21 July showcasing our scavenging demo. Keep an eye out for booth SV-11, and if you're there at the event, come over and put your survival skills to the test.
Game Progress
Fall damage
Those of you who played our scavenging demo at PAX Aus or PAX East may have noticed your character experiencing no fall damage, and felt safe and comforted by this fact.
*Emphasized for comedic effect.
We're sorry to say that this will be coming to an end, and there will be consequences for leaping out of an open window or dropping 20 feet from a precarious ledge.
The eagle-eyed amongst you will notice the "state gained" popup. (This also surfaced in our latest trailer.) Character states are temporary but need addressing, whereas character traits are permanent. More on this soon.
Expanded weaponry
We've been working on a wider range of weapons. Some are beloved favorites...
And some are slightly less common, although can be just as effective if timed correctly.
Weapons are hard to come by, and their durability and strength — as well as their sound — differs, so making the right choice at the right moment is an important part of the game experience.
Executions
We've been expanding our range of execution animations to fit a wider range of weapons, too. This is always a particularly satisfying endeavor.
New props
Sleep is an ever-present requirement for your survivors. We've been working on a range of makeshift beds and bedding.
New levels
As ever, we're expanding our levels. The glasshouse has been a team favourite.
Shelter ambience
And we've been doing some early explorations of ambient music and audio. This is subject to change but we thought you'd like to hear some early concepts...
That's all for now. Three months until the public demo on Steam! Don't forget to follow us on socials.
This update opens the "Workshop" function. In the first stage, users can freely DIY and customize characters.
Optimize content
1. Tray mode, hides the taskbar.
2. Use the mouse wheel to quickly adjust the model to zoom in or out.
3. The model will ensure that it cannot be moved out of the screen in any screen layout. The right button of the tray can quickly adjust the hierarchy and reset the model.
Summer Clover has officially sold over 150,000 copies in just two weeks since its launch!
Thank you to all the players who chose Summer Clover among the multitude of games released in June, helping us reach the top spot on Steam's top-sellers right now in Taiwan and the 22nd globally. In the weekly top-sellers, we secured the 5th position in Taiwan and 78th globally.
The development team is thrilled with these results and appreciative of the overwhelmingly positive support from everyone. Mango Party will continue to work hard to bring more high-quality adult games to you. Stay tuned!
As some of you may know, we're approaching the season of gaming events, and we are beyond excited to share that Servonauts will be coming to GAMESCOM 2024!
This event is a huge deal for us - we're very excited (and only slightly nervous) to show the game off to players and press from around the globe.
Press, media & content creators: we want to connect! Hit us up, we'd love to show you what we've been cooking. Here are our links: linktr.ee/servonauts
We're fortunate enough to have Screen Queensland supporting our presence at Gamescom this year, and will be sharing space with three other awesome Queensland games at the Ukiyo Studios booth in the public/consumer area.
In the meantime, please wishlist if you haven't already! There's more exciting news in the pipeline coming very soon.
We are pleased to announce that we will be exhibiting at BitSummit Drift, one of the largest indie game festivals in Japan, to be held from July 19 to 21, 2024, at "Miyakomesse" in Kyoto. At the event, we will exhibit a demo focusing on the combat part of our Superhero Action RPG "UNDEFEATED: Genesis", which is currently in development.
We are developing a game where you can experience being the ultimate superhero by freely flying around vast fields and using a variety of superpowers to defeat enemies, aiming for a spring 2026 release. This game was developed with the intention of delivering a "hero experience" to hero enthusiasts worldwide and aims to make players feel the same "strength" as heroes in comics and manga. Additionally, it shares the same universe as its predecessor UNDEFEATED, serving as its prequel.
"UNDEFEATED" and "UNDEFEATED: Genesis"
The previous game UNDEFEATED was our first project, released for free on Steam in August 2019 as an open-world hero game. With the theme of "undefeated", it is a very simple game where an invincible hero flies around the city and defeats enemies with a single button. At that time, UNDEFEATED, developed by vocational school students, was well-received by many hero fans and game enthusiasts, especially overseas, and was downloaded over 2 million times.
"UNDEFEATED: Genesis" is a "Superhero Action RPG" where a young man awakens to "Superpowers" after an encounter with a meteor and battles planetary creatures.
You can acquire various superpowers using the "ability to incorporate genes and manifest new powers", customizing yourself into your own unique hero.
The massive planet is divided into various biomes such as grasslands, forests, seas, snowfields, and volcanoes, which you can experience from land, sea, and air. As a hero, find and help those in need, clear paths, give materials, and assist the people living on the planet.
At BitSummit Drift, we will exhibit a "combat-focused DEMO". You can freely fly around a part of the planet and experience battles with planetary creatures.
・Updated the bulletin board for those who have cleared the normal seed value ・Added sticker radar to new map ・Reduced the size of the world edge of the new map and corrected the sticker position ・Added online player name display function ・Fixed and adjusted online functions ・Added achievement checks and volume settings