I've been tracking down an error affecting some systems and believe that I have found a solution. The current working theory is that I was using text data files to store information, but on non-English systems there could be a conversion error from the text data to decimals. This new update now uses fully binary data files which should work the same no matter what language you have Windows set to. If you are still seeing any problems, please feel free to contact me through support.
We are continually taking feedback, and one thing that has been brought up often is players being lost as to where they are on the map. Last patch we added a map you can access at any time by pressing M. We will continue to address this as we get more feedback.
We have now also added a Location Indicator on your HUD, which shows you where you currently are on the map. Used in combination with the Area Map you can access by pressing M, we hope this helps players with their locations!
Improved the Tutorial window visuals Fixed bed respawns in Raid mode Tweaked bow aiming mechanics Added minimum aim time before you can fire bows Added maximum aim time before you get full accuracy with bows New 4p Raid mode map Fixed beds not showing their names Fixed wrong name being shown for containers Fixed scaling on armor effectiveness menu and added an indication of what each number means Fixed handaxe icon Fixed crafting queue scaling issues Added password uncensor checkbox
To celebrate CargoSpace launching, as well as the game being half off enjoy getting to the true ending of Buffy Stole Your Sandwich with achievements as your guide!
Thank you all for your continued support for Xivek's Toybox's first game!
Hope everyone had a good holiday season and that you were able to enjoy time with your loved ones.
Been a busy last few months with many some unfortunate setbacks, but luckily, I have some content and improvements that you will enjoy. My largest concern and need of feedback is how things perform in this update. Much of the work has been rewriting code to be more efficient and performant and from what I can tell, has worked well. Additionally, it would be helpful to receive insights as to what types of scenarios you enjoy the most and what you'd like to see going forward. I tried to have some variety in the new scenarios being released today, so I'll be curious to know what is best received by you.
There is still a lot to do, but main things on the list going forward are (1) more scenarios, (2) Vehicle overhaul, (3) infantry animation improvements, and the (4) Ho Chi Minh Trail map - along with new appropriate vehicle models and anti-air assets. I'll plan on having another update at/near the end of January with more scenarios, but that most likely won't include much more than that (planned life circumstances are stealing dev time). I'm hopeful I'll have the vehicle overhaul done by the following update in February, but there are some dependencies that may prevent that from being released... but I'm hopeful.
The general vision of the game has certainly evolved since the beginning and even at this point doesn't have an absolute clear direction, but the short-term goal is to get a lot of new scenarios out for each map to give a solid base of gameplay for the game. I'm not sure if it will make sense to spend the amount of time required to create a formal campaign or other complicated game mode, but that will depend on how things turn out over the next one or two updates.
I will mention, the goal was to just work hard to the 1.0 release, but because of popular demand, I've reverted back to smaller, more consistent updates. The "developer has abandoned the game" sentiment can't handle longer development periods, so I'll make that adjustment.
As usual, I appreciate the support for the project. Been a fun project to build and it has allowed a great community of people to come together. I'll continue to chug away day after day and hopefully the project will shape into something we all enjoy. Be sure to let me know if you have comments/suggestions in the steam discussions or in our community discord.
Thanks! -Sklor
Changelog
Bug Fixes
Fixed an issue that prevent airburst rounds to influence enemy AI.
Fixed the issue causing AI infantry to 'push' vehicles around.
Fixed an issue causing the DHSK pickup to not be able to see targets to its front.
Fixed an issue causing the AC-130J HUD not to show the weapon/munition info
Visual Effects Updates
Made visual and performance improvements to vehicle destruction.
Implement effects pooling to improve performance with large numbers of effects.
Improved the airburst impact effect for both the 30mm and 105mm. (Think these look pretty awesome now)
Gunship Updates
Improved the visibility on older gunship variant sensors (not so blurry).
Rebuilt the gunship model and texture to reduce overhead.
Added the ability for gunships to be damaged, audio sounds, and a rough cut "gunship going down" scene when destroyed. (More to be done on this; will have different scenes for each gunship variant)
Added functionality to flares and added new audio sounds.
Visual damage can now be seen on screen when gunship takes damage.
AI Updates
Decreased the range Vietnam era enemies can engage.
Added new anti-air threats: (1) Infantry Igla MANPADS, (2) Static DSHK machine gun, and (3) ZU23 anti-aircraft gun.
Reworked the AI's ticking code (like checking for line of sight, etc.) to be much more efficient, but as usual this has created some strange bugs in their targeting. This will be fixed ASAP.
UI/Menu Updates
Made menu texts larger to be easier to read on smaller screens.
Created a new standard debriefing menu that is displayed after a scenario. (see Known Issues below on this)
Adjusted the size of the subtitle textbox in the HUD.
Objectives in-game can now be seen in the pause menu.
Added the 1920x1200 resolution in the display settings as requested
Map/Scenario Updates
New Map: Afghanistan Mountains
Updated old maps with newer static meshes.
New Scenario: (Vietnam Outpost) Ambush Breaker.
New Scenario: (Vietnam Outpost) Outpost Defense.
New Scenario: (Afghan Mountains) Aerial Ambush.
New Scenario: (Afghan Village) Precision Strike.
New Scenario: Tutorial
Other Updates
Rebuilt the projectile class to be much more efficient and performant.
Rebuilt some of the infantry models and textures (more coming on this) to reduce overhead.
Rebuilt how shrapnel damage is dealt to have more consistent results (think it feels much better with this now).
Improved how airburst rounds work to align better with expectations.
Zombie Rush: Zombies will no longer increase in health for added difficulty.
Known Issues
Sometimes AI may target seemingly nothing.
Infantry still may collide with vehicles and cause physics interactions.
Debriefing menu can has some wonky stats; still working on this.
Flares currently are unlimited.
Visual screen damage from the gunship taking rounds can only be seen on the U and J variant (forgot to add to the others). Will be patched in to include other variants as soon as I can.
In a new level you have to build a ladder to get over the city walls like in the Bible passage. To get the achievement you've got to get the city gates open and order the soldiers to cleanse the city. To create the city I took a retro approach and used 2D images for the buildings.
You can now also change the magic laser sword colors in Bonus Options.
English ##########Content################ [Enemy]New Enemy: Book Slave [The Grand Library]Book Slaves now appear on the Floor of Philosophy. 简体中文 ##########Content################ 【敌人】新敌人:书奴 【大图书馆】哲学层现在会出现书奴。
We’re thrilled to share some exciting news—our latest game update 0.6.4 is finally ready!
This update introduces a new branch in the story, sending Caly on a quest to recover a stolen consignment. What begins as a simple retrieval mission quickly escalates into something far more exciting—complete with investigations, naughty collectibles, and a path to internet stardom for our daring heroine.
Content Highlights:
Jem, the beauty with a special secret, has returned! This time as the fresh new owner of the Hardware Store located north of the Police Evidence Room in the Commercial District.
Interested players, who would like to pick up her new quest,need to make sure that they have already met her at the disco in Red-light District.
Helping Jem will open up new avenues of fame for Caly, so we highly recommend checking this one out. To make things extra spicy, make sure to also pay a visit to—
Elma, the sex shop owner who has also expanded her services. She will now help Caly attain SIX unique "naughty" toys, provided she has what is needed:
The first one can be found by simply making your first purchase at Elma's.
One is somewhere on Tripteen. Make sure to explore every nook and cranny for those hidden chests! But, if you can't find all the pieces, perhaps Elma can help?
Two others can be found on Xaide. Rumor has it that a certain merchant holds one and the other one is scattered in pieces all across the dense ruins.
The last two are in Henosis. Seems like a slime has left something behind in the Embassy. Additionally, perhaps a trip to the clinic is on the books as well?
Kickstart your spicy E-Girl career. Armed with or without your trusty little toys (though it's definitely more fun with them), Caly can amass an internet following that is sure to make her a local celebrity!
-Change Log:-
⦁ New Loading Screen Graphic. ⦁ New Jem Standing art and outfit. ⦁ Changed Hardware store into Jem's Furniture store. ⦁ Added 8 H scenes. ⦁ Updated plugins to allow for upgrades and additions to Setek. ⦁ Added a new quest line from Jem. ⦁ Added 6 collectable dildo's across the whole game. ⦁ Updated Elma in the Sex Store. ⦁ Added Dildo blueprint system. ⦁ Added a new system that will hide choices if requirements are not met yet.
Developer Notes & Instructions:
1) Simply download and unzip the file and double click Game.exe to play the game.
2) If you're confused about the .7z extension, simply install the freeware 7zip software, right click on the downloaded file and hit "Extract here"(If you are on Win11, click "Show more Options" first before finding the "Extract here" command)
3) Saves are backwards compatible should you decide to import your saves from the last update. Copy the save folder from the original and paste it into this one. Continue playing as normal from where you last left off.
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And that is it for this one! Thank you all for your continued support this year and for being such an amazing community! We can’t wait to hear your thoughts on the update down below or on our Discord!
Happy holidays and happy gaming! Cursed-Atelier Team