Today we’re releasing an update focused on fixes and improvements BUT we want to let you know that we’re working hard on our UPCOMING content packed patch! We know that many of you can’t wait for new quests and area to explore, so we’re working very hard on that.
Below you can see all the changes we prepared for you for now.
Full Change Log (Version 0.314):
Added Ragna can remove buildings now
New settler variants for the Shipmaker’s Guild
New textures and colors for monsters
Added in-game on/off option for “Show Markers in 3D Space”
Research Center won’t reset its upgrade level after being destroyed
Falling through the map for character and npc’s fixed for client in co-op
Fix for Community Hut, it can be now build on 2nd island too
Added shortcuts for flying up and down while building with Ragna (need to be assigned through keybinds)
Possibility of predefining mouse buttons in options
Smaller fixes
Bug fix with Fish Monster showing partially underground after spawning
Bug fix Ship Research Center when it couldn’t be upgraded
Bug fix for watering can and lake - changes in objectives
Quest with Tainted Lake fix - Check what happens to waterfall - it was possible to stuck
Fixed Ragna’s fire bug - while breathing fire and entering character menu montage did not stop
Fixed crash at cutscenes launch while gathering resources
Bug fixed - weapons did not lose emissive from combo/perfect block (when during combo Tru enters the mech, weapon still had the emissive from previous combo after exiting the mech)
New visual changes!
Here are the examples of newly colored monsters.
And a new version of our second Guild!
On/off option for “Show Markers in 3D Space”
If you need some extra help and guidance, you can turn on the special markers that will show you where to go.
We will be back soon! Oliwia & Damian from Star Drifters 🌟🚀 Over and out
It was a bit of a fight (especially near the end) but here we are: TAXINAUT V0.9. This marks a milestone in TAXINAUT's development where all the features are basically set and I will now concentrate on adding more content: more planets, more mobs, more NPCs, etc.
Details of the changes going from V0.8.92 to V0.9.5 you can find at the bottom of this announcement; for now I hope you can join me in a little celebration of all that's been done since the Steam Early Access launch.
I've made a little celebratory "pat myself on the back" video where I just ramble a bit and go over what's changed since the first Steam version:
OVERVIEW OF CHANGES SINCE STEAM EARLY ACCESS RELEASE
GENERAL
Gamepad support through focus-system.
3 different general text size settings (14pt, 16pt and 18pt).
Fully supported widescreen mode with sliding control-panel (different from sightseeing mode).
Steam achievements.
Manual save options: NEVER, AT SELECTED SITE, AT ALL SITES.
Run TAXINAUT in a regular window, borderless window or full-screen.
Modding.
STORYLINES
Storyline: Washing away the scum.
Storyline: Among the stars.
Storyline: Eldergrav.
Storyline: The tender grip.
Storyline: Shield and skeletons.
NEW FEATURES
Obtaining other ships to fly and a hangar at home in which multiple ships can be stored.
Modding owned ships with unlocked items.
Different player clones and a "cryonary" at home in which to store them.
Applying Gongs to owned clones to increase abilities.
Meetups with weapon dealers and rendez-vous with arms merchants to obtain personal and ship weapons.
Dangerous system-regions.
Gateway networks in some systems.
NPCs often have directions to where certain items are sold.
NPCs sometimes have directions to "important" planets in the galactic-neighborhood.
Right-mouse button works like a slow speed gas-pedal and can be used to move by nudges.
NEW ITEMS
Auto-pilot item.
Warp-beacon item that can be deployed in space and player can warp back to at any time without needing a warp-jump.
Army foot-locker filled with goodies available at home at start of game.
Starburst item to instantly jump to the current star (i.e. to the center of the system).
Ram-jam item allows you to ram mobs with minimal damage to your cab.
Vessel id scan can scan other ships for an id which can then be brought to a vessel-database to learn their details and possibly find where you can buy them.
T-scan that can scan mobs so you can see their details in zone-details.
UI, LOOK AND QUALITY OF LIFE IMPROVEMENTS
Yamo is more relaxed and has more pick-ups.
Much better starport and travel-agent UI's: possible destinations are shown and selectable on galaxy-map.
Animated warp sequence.
Adjustable mob density settings.
Adjustable fog level setting.
Detailed planet option to make ascend/descent to planet look better.
There's a lot more and probably thousands of bug-fixes, tweaks, etc. The changes file alone is over 2000 lines longer since the first Steam version.
Next I will be focusing on adding new planets, mobs, NPCs, etc. and on improving the "sandboxy" aspect of the game (so I probably won't add anymore storylines for now). Of course I will still do bug-fixes as well.
V0.8.94 TO V0.9.5 CHANGES
This is mainly a very large list (about 500 lines added to the changes file) of bug-fixes and tweaks. On top of that it adds:
Those parts of the UI that didn't have controller support yet now do (e.g. ZoneDetails, Travel Agent UI, etc.).
T-scan that can be used on mobs to recognize them and learn some information about them.
Vessel ID scan that can be used on other ships to obtain an ID that can be used at a Vessel Database to learn about the ship including possibly where you can buy one yourself.
Ads in your bulletin board from traders etc. in the system that you can click to obtain a bookmark to them.
Better chances of NPCs having directions to special places and NPCs now sometimes have directions to interesting planets in the "galactic neighborhood" (e.g. within 100ly).
News bulletins look a little more interesting. [*}A new "busy" animation.
Possibility to import an existing character into a new game.
The last thing there has been added in preperation for me, regrettably, having to break save-game compatability somewhere before version 1 to fix some issues that can't be fixed without re-generating large parts of the galaxy. When you import an existing character into a new game you will keep the characters VUDU (both on character and in Nexus), a lot of their items and all their clones and ships and their gongs and mods. You will also be reimbursed for any homes that the character might have owned (you will start again at a rented place on Yamo). My apologies for this.
This patch is just fixing a few bugs that were caused by yesterday's patch. Thank you to everyone who reported bugs! Here are the notes:
- fixed bug where if you restarted from the menu your player would freeze - fixed bug where respawn didn't work in the practice map - fixed camera not resetting to forward position upon resetting - adjusted main menu not being centered properly - fixed bug where keys became visible again after collecting them and restarting at checkpoint - fixed issue where you could aggro knights through walls immediately upon restarting
Script Overhaul: Deepened character backstories and motivations More comedic situations related to crossdressing Expanded focus on crossdressing themes, including character feelings, societal impacts, and personal experiences Fine-tuned grammar and expanded MC’s motivations and backstory
New Content: Added 4 brand new scenes with new CGs Included 1 new NSFW scene Introduced 3 new backgrounds
Soundtrack: Added new music tracks to enrich the overall experience
UI Redesign: Completely redesigned UI from the ground up Updated textbox for better visibility and modern, simplistic look
Bug Fixes: Fixed numerous bugs reported by fans to ensure a smoother gameplay experience
Inn Tycoon: Prologue is now live. In this release, in addition to the demo version, you'll find: * New UI * Statistics system * Performance improvements * New sounds and music * Feature enhancements
Additionally, while we have your attention, we'd like to mention some features we're currently working on: * Dirty floor feature (Production Stage) * Lighting system, due to Unity's limitations (Production Stage) * Game room and objects (Production Stage) * Story and quest system (Design Stage)
We are now in Early Access with the first of three acts in the game! Acts 2 and 3 along with any other content will be added these coming months until everything that's meant to be in the game is there. You can use the Discussions area in Steam to report any bugs you find or if something is completely off the charts unbalanced (the game is meant to be challenging, though, with a bit of grinding).
Today we dive into one of the gameplay additions that found their way into the game over the course of the last few months: The Analyze Feature.
While there are certain blueprints, that you can only obtain through quests and exploration, a lot can be discovered by you.
You see an axe lying around? Well, pick it up, analyze it and eventuelly you know the secrets to craft it yourself - if you have the resources needed.
So don't forget to check the items, if you can analyze them, before you add them to your inventory. You never know when all the blueprints come in handy.