We are making this post to draw attention to some common bugs that we are currently working on, are currently investigating, as well as a few features we plan on getting in a soon a possible:
In Progress
More improvements to Matchmaking.
Players getting matched against those who haven't updated their game client, and thus are unable to begin the match.
Controls getting locked while in the Tutorial.
Skins sometimes not showing up for opponents while playing.
Adjustment to Survival Mode CPU to prevent them from hugging the edges of the screen as often as they do.
Side Preference Match Settings are causing Loading Screen Text to flip.
Investigating
Character's not fully loading when entering a match (Causing characters to be completely invisible)
Horrible frame drops after failing to connect to a match.
Online Survival Mode is desyncing at the start of the match.
General low framerates on the Steam Deck.
Getting stuck on the BGM Loading Step when launching the game.
Some BGM Tracks failing to initialize properly and thus causing it to constantly restart the intro.
Future Plans
Ability to instantly retry Arcade Mode after a Game Over.
Further adjustments to Tutorials and Trials to better convey certain aspects that may confuse a few players (As well as demonstrations)
In-game access to the game's workshop tools (Waiting on a response from Valve in order to fix this issue).
We're trying our best to address as many as possible, as soon as possible, with almost all of our current efforts being focused on addressing matchmaking/match loading bugs. Many unexpected things broke on launch, but we appreciate your patience as we try and tackle everything. Expect multiple updates/patches throughout the next few days!
I would've easily called this 1.2.0, but I'm planning something much bigger, so 1.1.5 it is. Ever had 'low attention span' playing this game? Beating Jupiter sectors 16 times sounds repetitive, which was a common complaint that it gets a bit stale after a while. So I decided to add something to counter that while adding strategic value.
Introducing Multi Sector Select!
Multiselecting sector lets you battle multiple sectors at once! This also works with idle conquering, so you can idle conquer multiple sectors as well. There is no limit on what sectors you battle, you can conquer the entire planet by selecting all sectors!
The ultimate goal for this is to lower amount of playtime required to save the planet, but in return it makes the game harder and less rewards on average is given. Note that this feature is locked until players are at least level 15, this was intentional to not frustrate new players with information bombardment.
New Campaign - THE SUN
It's a campaign with a single planet, which is 6 x 6 size! Use multi sector to your advantage!
You need to have the sun item in your inventory to play
Gifts
By having other Infiland games, Asteroids ++ OST, or simply donating, you will receive gifts for free! What could be inside? Who knows!
New Achievements
WOMBO COMBO
Beat 10 or more sectors at once
SUPER SKIP PAYOUT
Gather over rewarded 1000 $$$ for super skipping
Summary
Added the sun campaign
Mouse controls now save
Added multi sector select
Multi selecting will cause the battle room to be bigger
Bosses will now properly spawn when super skipping
Decreased logo size in the menu, causing better texture sorting
Changed hud to work well with big sector rooms
Added gifts for having infiland's stuff
Fixed black player sprite in sandbox
Added "scroll to view more" in skill tree due to players missing out on the scroll at the bottom
Added more recruitment names
Changed the way recruitments spawn in the beginning of the sector to prevent them from spawning in one direction
Planet descriptions can now have colored text
Added 2 new steam achievements
Added back "receiving items" prompt
Added "Planet Collection" menu, which is locked out for now
Fixed bug where weapons were reset when going to settings ingame
Hello guys, my game is now out so please play now, go get your friends on here or play with randoms and make them suffer. I know you will definitely enjoy this game :)
Also if you have any feedback for my game or if you encounter any bugs, please let me know by creating a discussion thread on the community hub, thanks.
Hi folks, another day another major update huh ? Keep in mind that some features are not available at the demo version. Let's see what's changed this time:
Update Overview/List:
Final score calculation for MH has been updated.
Final score UI has been revamped.
Perfect, Good, and Ok scores are now displayed on the HUD.
Added a countdown when exiting the pause menu.
Added a crosshair indicator when exiting the pause menu.
Added a countdown when starting a map.
Added pause buttons to the MH Tab.
Added Max Combo Result to the results screen.
Fixed light-on-audio issues in "The Room".
Made engine changes.
Added reactive lights on/off functionality.
Added a combo glow switch.
Added customizable arrow opacity.
Added a customizable target counter.
Added customizable target colors.
Players can now see their last high score on the results screen.
Players can skip downtimes.
Added ComboFlame (new visuals).
Partially added a sensitivity converter for some games.
Bug Fixes/Small Changes:
Fixed the issue where the crosshair was visible in the pause menu while in UGC content.
Fixed the issue where slider values in settings would go under the UI and disappear.
Fixed the bug where tracks would not stop playing after changing tabs.
Fixed volume bug.
Fixed a bug where the indicator arrow was showing targets that had not yet spawned.
Fixed resolution bug.
Fixed skip downtime bug in the demo version.
Musical Target System Overhaul:
Musical Target System Scoring
In the Musical Target System, your score is calculated based on how timely you hit the target. Here’s how it works:
Time Calculation: We measure how long ago the target appeared and use this time to calculate your score. (Closer ring to the target, higher score you get with every hit.)
Score Types: - Perfect: If you hit the target in time, you get the highest score. - Good: If there’s a slight delay, you get a good score. - Ok: If there’s a longer delay, you receive an average score.
Score Calculation Formula: - The score is calculated using the formula:
So, you would receive a score of approximately 1,551 for that hit. And after that, you will get the time score, lets say you hit the target after 0.950 ms after spawning you will get extra 950 points. So in end of the day your score will be about 2,501.
This system makes scoring more fair and rewarding by considering your timing and combos.
Skipping Downtime and UI Changes:
As you can see at the right bottom corner, players can see the amounts of "Perfect, Good and Ok" hits and player can skip downtimes with "Space" key.
More, More, More:
Added lots of customization settings to the system so people can be free with their experience. Like: - Combo Glow On/Off - Target Color - Arrow Opacity - Target Counter and more.
Sensitivity Converter:
Our sensitivity converter allows players to adjust their sensitivity settings from other games to fit seamlessly into Aim Zen. This tool uses predefined conversion values to ensure that your aiming experience remains consistent, no matter which game you're transitioning from.
How It Works: - Input your sensitivity settings from another game. - The converter applies the necessary adjustments based on a set of predefined values. - Get your new sensitivity setting for Aim Zen, optimized for the best performance.
Supported Games:
Apex Legends
Aim Lab
BattleBit Remastered
Call of Duty: Warzone
CS2
Destiny 2
Escape From Tarkov
Fortnite
Quake Live
The Finals
Rainbow Six: Siege
Valorant
This ensures you maintain the same feel and precision you’re used to, enhancing your gameplay experience.
Last words:
There is a lot of things to write down here but let's focus on the game; try demo, join discord, report bugs and have fun !
[color=#5DADE2] Hello everyone, this week’s update brings some important updates.
抓取放置工具
A new Grab and Place tool has been added. After selecting a module, pressing the space bar will pick up the module, then moving the mouse to the target module, the grabbed module will be placed on the surface of the target module. During the grabbing process, pressing the left Alt key can switch between maintaining rotation mode and fitting surface mode. In addition, a plane moving mode has been added to the displacement tool to simplify operation.
Campaign Mode Improvement
Added the function of collecting enemy ships. After you defeat the enemy in the campaign, you can obtain the enemy’s design. It can be read in the design game.
Campaign mode can now import ships in the design scene, including enemy ships. This way you don’t have to re-place modules every time, but be aware that you cannot use modules that you have not yet unlocked.
Added campaign history scores, which can be viewed at the start of the campaign interface.
Added the function of using unlock points to increase the initial deployment value, so players can bring more powerful ships at the start.
Added the function of setting the initial parameters of the campaign, which can increase the game’s score and experience by enhancing the enemy’s deployment value or quantity. For players who pursue challenges, they can get a better gaming experience.
Other Updates
Increase the detection range of the ship to the maximum, and replace the original detection range with the identification range. In this way, the ship can detect local targets from a long distance, but the weapons cannot lock on and fire until they have entered the identification range.
Added the function of sorting the ship list, which can be sorted by name or cost.
Optimized some UI displays.
Fixed the bug where ships could not be repaired in campaign mode.
Fixed the bug with the moving grid.
These improvements should significantly improve the overall gaming experience, hope you guys will like it.[/color]
We are rapidly approaching early access for The Boss Gangsters Nightlife. Presenting the Open World & Criminal Activities Trailer.
With this trailer, we wanted to show you some of the features and mechanics that will be included in TBG. Our excitement is high, and we hope to increase your excitement too with new content coming soon. We hope you enjoy it.