I am excited to announce the biggest drop pool yet for Tapple! This event brings a plethora of new Tapples to enhance your collection:
Animal Set: 15 new Tapples added!
Drippy Set: Introducing a new set of 7 Drippy Tapples.
Sports Set: Over 15 new Sports Tapples.
Hidden Gems: Explore and find the hidden gems scattered throughout the sets.
Additionally, I am working on implementing a crafting feature in the future. Join the Discord to stay up to date and for a chance to join in on future giveaways!
Enjoy collecting and discovering these new additions!
-Fixed a bug that prevented dinosaurs from jumping -Fixed a bug that prevented dinosaurs from following the player inside Colony Esperanza -Fixed a bug that caused the water to become invisible within a multiplayer match (this was caused by a incompatibility in the shader used in the water, if you still experience this bug, please contact me)
The game has passed another milestone! It seems like not so long ago we were celebrating 25k wishlists, and today we've already crossed 40k..... that's fantastic! Thank you so much for believing in us, waiting and supporting us. You're the best!
We are now working very hard to make the build of the game better. Every week we are getting a step or two closer to release, and the game is bigger, more beautiful and more interesting. But besides that we decided to try to conquer Youtube! That's why we've started to post our comics voiceovers there. We have updated the last “anniversary” issue to the current figure and we are glad to share it with you!
Online Lobby Fixes In Online mode, fixed a Null Reference Exception issue preventing players from readying up after returning to lobby. Fixed a bug forcing player 2 to play as Jerma in online mode.
Once just a colonist on your way to terraform and settle a new planet, you have been selected to have your consciousness uploaded to the ship's computer to take over as the new shipboard AI—and in the wake of near-total disaster, you'll have a lot of work ahead of you to see the rest of your fellows to your destination... wherever that might be! There are many things to be done on your journey, from managing the resources necessary to keep life support and other critical systems functioning to meeting the needs of those colonists also woken from their sleep by the damaged stasis array.
Recycle, Reuse, Rebuild
The wreckage of your ship offers a large starting supply of raw materials for your use. Whether as fuel for the matter reactors powering your ship's systems, spare parts to restore your ship to its original splendor, or even to trade with other ships you might encounter on your journey is up to you. But eventually those supplies will run out, and you'll need to find more—will you scout more wrecks to salvage? Find planets whose natural resources you can exploit? It's up to you!
Overseer or Overlord?
Both robotic drones and your human colonists will be able to help you help them—but as you can imagine, each is suited to different sorts of labor and tasks. Drones are hardy and more than capable of braving the rigors of space, but lack the innately human aspects certain specialized tasks might require. Those surviving humans—as well as any who find themselves unceremoniously ejected from their stasis—might be ideal engaged in research or preparing food or managing crops, but they'll need extra attention and support should you need them to venture outside.
Care for Your Crew
Understandably, drones and humans both have needs that must be met for their health and their happiness. Humans will of course need to be fed, and not only require facilities to sleep and bathe, but also need things to do and keep themselves occupied! Your drones, on the other hand, require no food or sleep, but they will need places to recharge their batteries as well as sufficient bandwidth to maintain a connection to the ship's computer—that's you!
Research and Develop
As the shipboard AI, you'll be able to decide how best to prioritize researching new technologies to aid your goal. A deep, expansive research tree awaits your perusal. Do you want to focus on creature comforts first? Or would you rather arm your colonists to the teeth to be prepared for any possible threats? What about improved and more efficient power generation to ease the strain on your supplies? The choice is yours!
Assuming Direct Control
Coming in our next update—titled Bioverse—are improvements to how players will interact with beings on the ship when they wish to give them specific orders. They should be quite familiar for players of similar titles such as Rimworld—but more on that in a later post!
In space, your friends can make you scream
Space is lonely, but it doesn't always have to be. Stardeus now also has Twitch integration that allows your community to get involved in your journey... for better or for worse! Let them become members of your crew, help with tasks... or even become mutinous and set critical ship systems aflame! We'll be providing more details on how to get this set up in a future posting!
The Stars Are the Limit
You're in command of the ship now; while this is merely a sampling of the different aspects of the game, you'll find the rabbit hole goes much, much deeper. Power management, production lines, combat with pirates and the occasional stowaway... all these and more await you on your journey to find a new world to call home!
The new mission is optional and relies on the player finding an item in Castle Keep. It's for survivor level 4 and above.
We've added an artifact that Gerald can craft, made from Dimensional Shards found in Forgotten Tomb.
When a player selects a mission, the map's name in the lobby won't show a number anymore.
We've also fixed a bug that prevented games being shown in the lobby. This happened when a player used "retry" and created a public game.
When you play solo and a mob kills you, the name of the mob will be shown.
The mission is something we started on the side, so we are now back to working on the new map. A special shout out to the veterans that are helping new players find their feet. The game is picking up momentum and this motivates us to continue adding new content.
- Key/Controller binds available from Level Select and in Play Scenes - 3-4 adjusted to make diamond rank easier - 2-6 Owl pickup won't put Heart in ground - Skeletons should no longer affect wolves - 2-5 Owls should no longer respawn in wrong spot after death - Defeated Wolves should not go behind wall
We are happy to announce that we have just released a huge update to the new Survivor Mode for 9-Bit Armies: A Bit Too Far. With it you can now compete on multiple difficulties, invite your friends to join you co-cooperatively or just have them watch you fight through our observer mode 9bit.tv.
In addition this update includes a visual refresh of the build menu, requested AI improvements and lots of bug fixes and under the hood improvements as we continue to work on the second campaign releasing soon.
Thank you for your support!
Survival Mode
Survival Mode has now been split into three different difficulties (Easy, Medium, Hard). Medium and Hard are unlocked by achieving a minimum wave completed in the previous difficulty.
Steam Invites enabled survival mode
Added player name and faction to survival results screen
Added Multiplayer support (up to 4 players) in Survival Mode.
Added interrupt timer to wave system. Next wave will happen regardless of when enemies defeated.
Fixed bug that caused too many rage tanks (and some other units) to spawn
HQ rebuilding is locked out for survival mode.
Replays working for survival mode
Fixed typo in survival mode tooltip (peak/peek).
Fixed survival mode unlocks not showing.
General Gameplay
Fix for memory leak bug.
Improved inefficiency in the lua Heatmap algorithm for better performance.
Some mods no longer require restarting the game to be enabled/disabled.
Fix for unrecoverable exception in GUI editor tool.
Adjusted passability on Perilous Points map to fix issue with turret line of sight blocking in certain locations.
Mod dialog now has a character limit for the description
Objects under bridges now render as occluded.
Added a new check on stealth units to make sure they leave stealth when they fire a weapon. This affects any unit that has stealth capability.
Tripod (Invaders Cameo Unit) balance changes: Health reduced to 200 (was 250) & base damage reduced to 16 (was 18)
Fixed lobby maps showing incorrectly.
Art + Graphics
Sentinels Sniper model/texture optimized.
Sentinels Infiltrator model/texture optimized.
Fixed wake FX particles on ships when giving orders to move to a new position.
Sidebar hotkey text more legible.
Forward HQ locked icon reference updated
Sidebar Unit icon polish. Sentinel Engineer, Sniper & Infiltrator updated to match models. Sentinels Harvester background matches others now.
Extended the map name text box in the multiplayer map preview inset in survival
Tooltip Icon sets polished.
Selected Unit Tray icon sets updated.
Infantry Garrison icons updated.
Map Name entry in map details pane given the entire row for space.
Audio
Added SFX for when when placing the Forward HQ structure ghost model.
Fixed semi-rare crash after playing a tactical battle, then loading or unloading a mod with audio changes.
When open a unit crate, unit(s) will now announce themselves (selection unit response) after crate HUD voice notification.
Added ambient map SFX to some that were missing or incorrect.
AI Improvements
Improved unit cohesion.
Improved unit response to calls for help.
Varying build location of Tech Lab.
Adjusting base guard priorities.
General optimizations that results in less CPU load.
Improved unit reaction during base defense, adjusting reaction to immediately adjacent enemy buildings.
Mobile headquarters utilized without as much delay at game start.
Increased build ratio of heavy tank units, especially at end game.
Reducing combat hesitancy, attempting to further balance regrouping versus charging actions.
Increasing friendly fire distance check for superweapons slightly.
Adjusting unit processing versus unit cohesion balance.
Improving flanking maneuvers where possible.
Better flanking system for strategist air assaults, improved transport functionality.
Known Issues
Having mods enabled could cause multiplayer games to quietly fail. We'll fix this to add a warning in the next update.
Whisper Mountain Outbreak is being showcased with other Toge Productions' games at the BitSummit Drift 2024.
Come and visit us on Bitsummit 2024 in Kyoto, Japan!
Visit Toge Productions at BitSummit Drift 2024!
Date: Friday, July 19th to Sunday, July 21st, 2024. Location: International Exhibition Hall Miyako Messe, Kyoto. Booth Location: 1F, Booth IP-46 (Toge Productions).
Whisper Mountain Outbreak is on BitSummit Drift (2024) under the Toge Productions booth, showcasing the newest update of build v144. The Toge crews are also present to speak with you personally, and we will also bring you some exclusive onsite merchandise that you might be interested in. There is no need to worry for fans from the other side of the continent. We will bring them to other events, such as the upcoming PAX Aus and PAX West.
“Embracing the spirit of ‘BitSummit Drift,’ on 2024 BitSummit symbolizes the swift and dynamic flow of indie gaming.” We are happy to participate in one of the longest-running indie game conventions since 2012 in Kyoto, Japan. The legacy of game development that led to the creation of indie studios also plays a major part. Join us, whether onsite in Kyoto or online, where BitSummit Drift showcases and celebrates the best indie games from Japan and worldwide!
Whisper Mountain Outbreak Limited Demo is Now Live!