This month we have had the team pushing for a lot of new updates to systems, UI, various game objects and bringing a lot of new polish to the game. A more detailed description is listed below:
Major Updates: • Introduced a new overhaul to the Rune system • Added the character skill line trees • Added the forge and crafting UI elements • Earlwood Forest has been updated and expanded • Gathering system implemented • Added a new map UI system
Minor Updates: • Changed the scene transitions • We now have droop mobs! (very cute) • Multi-Strike implemented in game • Parry spell added • Added lighting transitions between scenes • Added loading bar to the loading screen • Created a new character and monster shadow system
Bug Fixes:
• Fixed previous scene transitions loading too slow • Added footprints for mud terrain • Fixed the vfx spawning not working from scripts • Fixed the minimap party arrow showing in the middle of the screen • Fixed walking and running sfx causing CPU utilisation increases • Fixed monsters not blinking red when hit • Fixed god rays being the wrong colour at night • Fixed stacking not working (inventory) • Fixed harvest items • Added attack number for attack vfx spawns • Fixed casting selection in options menu not working • Fixed colour of the trees on the minimap • Fixed monster network objects having black bars when loading • Fixed character selection buttons flipping difficulty • Fixed bug with the spell prefab system • Fixed join menu not showing the correct number of players • Fixed the dryad damage material • Fixed connected player in main menu to be one number • Fixed a dead zone near the EarlwoodForestEast transition • Fixed female human not using range dash attack properly • Fixed the blink vignette when player takes damage • Fixed performance issues in EarlwoodForestEast • Fixed error with weaponswap • Fixed the healthbar not updating for the client • Fixed main menu bug where clicking gender does not change final creation screen • Fixed being able to join single player games • Fixed grid judder when hitting transition points • Added client optimisations for connecting to lobbies • Fixed banner animation not playing • Fixed the join player selection not refreshing • Fixed character not stopping after teleporting • Fixed range attack animations • Fixed human not stopping when using ranged attacks • Fixed droops and drooplets doing no damage • Fixed not being able to see the cursor when using weapon swap • Fixed a bug where player dies and disconnects and server fails to update
Finally it is time for another update! I'm sorry it took so long. I planned to get this out quite a bit sooner, but due to some personal health issues I have only been able to work half-time and with reduced capacity the last few months. I hope you understand.
First of all I want to thank the ones that helped test the new update on the beta branch. If you want to try out any future updates before they are done, it is all handled on the Discord so feel free to join: https://discord.com/invite/YVNsTCRbC2
Now let's get to the new things in the update!
If you are not a fan of reading you can checkout the new trailer for the update here:
As the name of the update "New Depths" suggests the main thing is that the depth limit has been increased from the previous 4800 (gems/trees) to 57600. The gems and trees past the previous limit now has an additional magic layer causing them to hold even more gems and logs for mining.
However, the ones of you that have gotten to the current limit knows that just increasing the depth and the available gems and logs won't work that well since the mining times at those depths with the current upgrade limits would be really slow and not very interesting. So there are a bunch of new upgrade tiers for things and a few completely new things as well to help with that.
I will summarise the new stuff here, but all the new things will be in the patch notes at the end of the post.
Let's start with some moose upgrades, the game is called Moose Miners after all. The one I'm most excited about is the side saw upgrade, maybe because it looks both cool and ridiculous at the same time. Side saws works just as expected, the moose can mine more than one gem or tree at the same time. A good way to get more out of each moose, just remember to upgrade the capacity of the moose so they can keep up with the increased amount of gems or logs.
Speaking of capacity there are many new upgrade tiers for the "Moose cart" upgrade. Upgrading past the previous max will now upgrade the carts to high tech carts that can compact the gems and logs to hold much higher quantities. So now the moose can reach really high capacity levels without your GPU catching fire due to rendering millions of gems at once.
There is also new tiers for the saw upgrade as well as for the speed upgrade. The drinking hats could only make the moose run so fast so I had to find some new things to make them go quicker. The first one is roller skates, which you can see if look closely in the image above. The moose can really high speeds with those, but to push it further some external force was needed. So I just strapped some really large jet engines on their backs. This should get them to a maximum of 75 m/s which is quite fast for a moose.
Besides the moose there are also some new things for the minecarts. Both the vertical minecarts and the storage and balance minecarts have gotten new tiers to upgrade to. A completely new thing however, is the buffer chests. They come in two versions base buffer chests and mine buffer chests and are an upgrade to the railway. The base buffer chests are placed between the grinder slopes and the rail and the mine buffer chests are at the end of the railway.
As the name suggests these chests are used a buffer. The moose can unload to buffer chests whether the minecarts are there or not and the minecarts unloads to the base buffer chests, which most often is quicker than waiting for the grinders to process the gems. All in all the buffer chests makes the usage of minecarts more efficient since they can often just move between the mine and the base with little wait time.
There is also a merged chest upgrade for the base buffer chests that merges chests that are next to each other. This allows one minecart to unload to a wide chest which then can unload to more than one grinder.
There are a few other new upgrades as well, storage boxes that increases how much can be stored in a storage tile, new crafter (wizard moose) tiers allowing for faster wand crafting. And two new upgrade categories, Price reductions and Bonuses. The price reduction upgrades reduces the cost of a specific type upgrades by a percentage, for example the moose upgrades. So you can invest money into making the moose cheaper to buy and upgrade.
The bonuses comes in two types, production and luck. Production increases the output of the upgraded entity type by a percentage. For example a production bonus of 50% for miners gives an extra gem for every 2nd gem mined. Or a production bonus of 100% for grinders would give two sticks for each log processed or 2 gem dusts for each gem processed. It basically outputs more resources than what was put in allowing for some really nice boosts in the factory.
Luck gives a chance for a resource to be upgraded to the next tier. If you have 25% logger luck and a moose is cutting the pink trees there is a 25% chance it gets a blue log instead. The chance is reduced when going to the gold, diamond or black tier.
There are also a bunch of balance changes. You can see them all in the detailed patch notes, but I want to bring up a few extra important ones here. in this update I have increased the cost scaling of moose and grinders by quite a lot. I felt that you ended up with the maximum number of moose and maximum width of the base way too quickly before you had the chance to appreciate the balancing of everything else. So the best strategy was pretty much just buying more moose and going wide.
Due to this rebalance and some infinite gems/trees glitches causing a lot more money than intended for some saves there will be an option when loading an existing save on the new update (in case you have gotten far enough for these things to matter). There you will be able to choose between keeping your save as it is, but then not being included on the leaderboard with this save. Or rebalance the save which will set you in probably a rather high negative amount of money. Selling moose and grinders is the way to get back to positive and there is an option to just sell grinders and moose automatically until you are in the clear again.
I have also worked quite a lot on performance improvements to make it work well with the new things and a lot of bugs have been fixed.
If you have read this far I just want to thank you for the support on the game, I hope you will enjoy the update and if you have not already please consider leaving an honest review of the game.
Here comes the full patch notes:
Features/Additions/Improvements
Increased depth limit from 4800 to 57600
Moose will now spread out better when unloading gems/trees to minecarts
New rail upgrade, Base buffer chests
New rail upgrade, Merged base buffer chests
New rail upgrade, Mine buffer chests
New moose upgrade, Side saws
New moose upgrade, Roller skates
New moose upgrade, Jet engines
New upgrades price reduction
New upgrades productivity
New upgrades luck
New upgrade Gem storage boxes
New upgrade Sticks storage boxes
New upgrade Wands storage boxes
2 new storage minecart upgrade tiers
2 new balance minecart upgrade tiers
3 new minecart upgrade tiers
2 New moose cart types
7 new crafter upgrade tiers
Added coordinates UI
Added toggle to follow balance or storage minecarts
Improved simulation performance
Improved balance minecart AI
Grinders can now be sold without selling crafters and rails first. Everything on the grinder will be sold at once
Storage boxes now show what type is in them
Improved resource loading speed when starting the game
Improved rendering performance at the base
Removed moose unload mode setting, unload behaviour is now always closest unload station
Unified throughput numbers to all be per minute to be easier to compare between
Removed max limit of selection count for crafters, grinders and rails
Improved the performance of price calculation for upgrade buttons
Overlay windows can now be closed by clicking outside them
Improved formatting for info and money values
Upgrade buttons now show calculating cost when disabled due to cost not being done calculating yet
Improved performance of calculating cost of rail upgrades on max amount
Balance changes
Moose unload speed now scales with the cart type
Moose acceleration now scales with maximum speed upgrades, such as the drinking hats
Gem and tree minecarts now have better acceleration with upgraded minecarts
Increased the cost scaling of buying moose
Increased the cost scaling of adding grinders
Leaderboard has been cleared and old saves gets a choice of being rebalanced with a debt or keep playing as before without going on the leaderboard
Selling something now gives full refund of the cost
Balance minecart can now pickup sticks from all storage rows instead of just the third
Wand storage for first storage box tier has been reduced from 512 to 128 per wand storage upgrade
Reduced rail length cost and minecarts cost
Reduced moose capacity upgrade cost
Reduced moose saw damage upgrade cost
Reduced storage minecart speed upgrade cost
Reduced balance minecart speed upgrade cost
Decreased the cost of upgrading capacity for storage and balance minecarts
Bug fixes
Fixed a bug causing moose to leave some columns behind
Fixed a bug causing moose to deliver gems or trees at the very end of the minecarts when a closer position was available
Fixed minecart speed upgrade cost being wrong for some saves
Fixed saw blades not being rendered properly in some cases when zoomed out
Fixed selected crafters speed being presented as rpm instead of wpm in info box
Fixed upgrade minecart speed button being enabled for selected rails when speed was already at max
Fixed a bug causing the cost shown on the upgrade button to be wrong on rail upgrades when using 10x, 100x or 1000x multiplier
Fixed control group menu for selected control group not being aligned properly
Fixed a bug causing moose to end up in the control group on the tree side when placed on the gem side
Fixed a bug causing infinite gems/trees to flow from collection points sometimes
Fixed moose turning weirdly after mining a gem/tree when mining fast
Fixed some issues causing bad performance when selecting a lot of moose
Fixed balance minecart speed not being reset properly when going from one save to another
Fixed an issue with rail length cost calculation
Fixed navigation buttons not cancelling camera follow on balance or storage minecarts
Fixed gems/logs floating around moose sometimes
Fixed group flag having wrong positions on later moose carts tiers
Fixed a bug causing gems/trees in minecarts from another save could appear in a new save
Fixed a crash issue when rendering minecarts right after loading a save
Fixed a bug causing grinders to be selected sometimes when selecting crafters
Fixed moose not being selected properly when selection box was larger than the screen
Fixed upgrade buttons showing wrong prices and being enabled when they should not sometimes when the price calculations take a long time
Fixed a bug causing the game to hang sometimes when upgrading max on all moose
Fixed minecarts on tree side going past the rail when new rail is building
Control group buttons can no longer be pressed behind an overlay window
Fixed lighting transitions not being smooth between some areas
Fixed grinders moving sometimes when not grinding
Fixed grinder saws not moving while sawing
Fixed crafter storage upgrade costs not being saved
Fixed 10x, 100x and 1000x calculating wrong visual cost for moose upgrades
Fixed some moose upgrade achievements not being awarded in some scenarios when they should
Happy December Shady Peeps! What a crazy November! It already zoomed past and here we are in the month of giving. Trust me I aim to do that in the form of a Shady Lewd Kart update as well as a few other goodies so sit tight and let me tell you what we have been cooking.
This past week Ducky finished up the new combat outfits for Marble Maid and Flambeau by Patreon supporter Farion. These tactical suits sure give the girls the edge to well...edge..... So you tactic fetish peeps are covered cause this Christmas the girls are going on a rouge ops mission to make you nut. Also the DAMN GRENADES BEING BUNS!!!! Ducky is so fucking amazing with her creativity! Also Molegato has finished the Silvie jumpsuit racing outfit which you can unlock in the new event. This sporty outfit is red so you know it goes faster. Also we have a very sexy candy cane for V coming as part of their Patreon pledge too and the costume for the costume winner now done as well! A lot of skin creation was part of the menu this week when it came to building up this update. We also released a wallpaper for you peeps in regards to the girls wearing some striking Office uniforms. For you patreons it can be found herehttps://www.patreon.com/posts/worker-girls-116737801
And at last between all of our new content we have been working on the battle mode. And new improvments to the multiplayer system...which I think will give you an edge out there on the track...stay tuned as we tell you more about the upcoming event and unlocks this xmas!!
Ever since we released Generation Zero almost six years ago, we’ve been working tirelessly to refine its successes and improve upon its shortcomings. We added new Machines, Bosses, repeatable missions, vehicles, and weapons. To make the world more detailed and even more engaging, we revamped hundreds of locations and reworked the mission flow. On top of all of this, we kept improving the performance and stability, leading to both of them being at an all time high now (due in no small part to your help!).
As a show of appreciation for the thousands of hours of work, an unending well of passion, and a laser-eyed focus on the vision of what’s ahead that went into the game, we’d like to ask you to nominate Generation Zero for the “Labor of Love” Steam Award.♥️ It would mean the world to us as a Development Team to see the game we love so much up for a Steam Award and we think that as a community, we can come together and get it there. That would be a hell of a way to lead up the last content this game will see, don’t you think?
Regardless, we are incredibly thankful for your support and we’re excited to have you play the Showdown Update soon.
Little Big Adventure – Twinsen’s Quest - Microids Mod
The stars are aligning, and the call to adventure is clear—it's time to let the melodies of Twinsun echo across the Steam Awards!
From the stirring symphonies that accompany Twinsen’s daring quests to the whimsical tunes that bring Citadel Island to life, the soundtrack of Little Big Adventure has been the heart and soul of the journey. Composed by the brilliant Philippe Vachey, this timeless music weaves emotion and wonder into every note, drawing you deeper into Twinsun’s magical world.
☄️Play Little Big Adventure – Twinsen’s Quest now🌍
The Three Kingdoms Era in China 2000 years ago - 76561198071699690
1. The Battle of Fancheng added a new condition for failure, with the death of Cao Ren. 2. Character history, Cao Pi attribute optimization 3. Xiaoyaojin drops and updates to Silver Shield, with the effect of counterattack