- There is now a mass delete function that allows players to delete lots of tiles at once - The tutorial has been updated with the mass delete instructions
This is a hotfix for the bug below. We don't expect it to break anything, but please submit a bug report if you notice that it does break something (and then switch out of the beta until we can fix that). Thanks!
NOTE: Game saves ARE backward compatible with the last released patch, v2.0.0c. Multiplayer games are also backward-compatible either, so you can play with those who have that last-released patch.
See bottom of this page for instructions on opting into the beta.
BETA 1
BUG FIXED
* When ironwolf dies of non-peaceful death, if you click the FINISH GAME button, the "Are you sure?" confirmation appears only briefly, and if you don't click on it instantly, it disappears and you are stuck, forcing you to quit the game.
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TO GET THE BETA BUILD
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties. 2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.
This update fixes several bugs from the last update, along with addressing disconnect issues.
Addressing Disconnects
Last year we pushed a bug fix for issues with billiards, arcade, and other games where game objects would seemingly not spawn. We did this by correcting a race condition we found in Unreal's net driver. Due to the disconnects people are experiencing though we've decided to temporarily remove this fix, as it is possible the issues are related.
If the disconnects continue, then we'll know it's not related to our net driver changes and we can re-apply the fix. If the disconnect issues stop, then we at least have some idea of where they're likely coming from.
We appreciate everyone's patience while we get to the bottom of this issue, and will let everyone know as soon as we have a better understanding of what's happening. In the meantime this means that you may experience the previous bugs with billiards, arcade, and so on.
Changes
Minigolf - Dino Drive: Removed all friction on HIO funnels, fixing players getting stuck on HIO funnels
Adjusted materials on a bunch of wooden items to be more consistent
Major art pass on Fireplace items and made them functional lights
Updated Chessboard item to use new pieces and only have 3 draw calls, variants, and colouring
Improved materials on Chandelier item
Holdable Hot Dog now takes 4 bites to eat as opposed to 1
End of Holiday events
Bug Fixes
Possible fix for Game World/condo disconnections
Minigolf - Dino Drive: Fixed OOB in ditch in Hole 8
Minigolf - Dino Drive: Adjusted Hole 16 (Bone Vortex) to make the HIO more consistent
Minigolf - Dino Drive: Fixed a stuck spot in Bone Pit HIO
Fixed Canvas Doormat not applying rotation on load
Fixed Hot Chocolate visual states being reverse (empty when full, filled when eaten)
Fixed IES on various lights
Fixed Bumper Post condo item not being colourable
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Hello everyone! I got a new build for you! This is mostly resolving a bunch of issues for PhotonDust, getting that working again!
This build improves performance/smoothness of PhotonDust, especially with large numbers of particles and fixes a number of compatibility issues. There's still more to come, but this gets us closer to being able take PhotonDust out of experimental and remove the legacy particle system! However for now, it still remains experimental, so use caution! There are some breaking changes in this one, so any converted items that use the lights module need to be re-converted or fixed manually.
There are a few other bits as well, notably users who switched from Patreon to Stripe (which is currently in closed beta) now should have proper supporter badge!
There's a bunch more stuff coming soon, there's a lot of things cooked up in PR's that getting finished, so expect a bunch more goodies soon!
Optimizations:
- Convert particle buffers to Unity buffers with multithreaded processing -- This speeds up the overall simulation rate (based on report by @stellanora, @rucio, @garfflesnark, @foxbox. and @stiefeljackal, issue #3401) - Pipeline PhotonDust buffer submissions for rendering to improve overall update rate and parallelize processing -- This prevents PhotonDust from having to wait a whole frame to run another simulation update in some cases, causing the particle system to be choppier (based on report by @stellanora, @rucio, @garfflesnark, @foxbox. and @stiefeljackal, issue #3401) -- Once the PhotonDust buffers are converted to Unity for rendering, they are released, which allows another simulation update to happen in parallel, while the buffer is being submitted
Tweaks:
- Ensure that particles with infinite lifetime die on collision when lifetime loss is set to 1 (based on report by @3x1t_5tyl3, issue #3435) - Significantly improve robustness of PhotonDust particle collisions to prevent particles getting randomly stuck or leaking through colliders (based on report by @orange3134, issue #3393) - ColorOverLifetimeStartEnd now uses colorX instead of color (reported by @kulza, issue #3406) - Supporter badge is now displayed for users who support through Stripe (implemented by @gawdl3y) - Updated yt-dlp to 2024.12.23
Locale:
- Merged Esperanto locale update by @sejden - Merged Chinese locale update by lolosiax
Fixes:
- Rework legacy particle light module conversion to fix a number of conversion issues (reported by VirgilCore, @krzeszny, issue #3358) -- This fixes the lights being too bright or dim -- Note: The way this module is converted has changed in a way that's not compatible. Any saved converted systems will have this broken - you'll need to convert them again or fix them manually -- IgnoreTemplateIntensity and IgnoreTemplateRange on ParticleLightsModule were removed as they're not necessary for the new conversion - Fix exceptions when disposting PhotonDust particle system due to disposal being performed twice (based on logs by @_deltawolf, @elbrar, @azzurol, @kick_kick, VictorBraga, PhoenixLugia75, horusalpha, issue #3487) - Fix MeshEmitter breaking when given a mesh without UV0s (based on report by @lecloutpanda, @3x1t_5tyl3, issue #3436)
Replikant has officially joined the GeForce NOW service. This major addition allows all players to access the full Replikant experience through cloud streaming, regardless of their local hardware capabilities.
Key Information
Full GeForce NOW integration with premium graphics settings
No additional purchase required for existing Replikant owners
Instant access across all supported GeForce NOW devices
Cloud save synchronization between platforms
System Requirements Update
With GeForce NOW support, you can now run Replikant on:
Low-spec PCs and laptops through GeForce NOW
ChromeOS devices
Mobile support coming soon.
New AI Companions
ELON MAXIMUS - Our latest AI companion parodies the tech mogul himself, complete with a quirky AI sidekick. Engage in conversations about space colonization, electric vehicles, and social media antics.
AI GEEK - Dive deep into artificial intelligence discussions with our duo of AI enthusiasts. Get insights about machine learning, neural networks, and the future of AI. Includes weekly updated knowledge about the latest AI developments
HISTORY QUIZ - Challenge friends in our new 2-player history quiz mode. Features comprehensive question banks spanning ancient to modern history, competitive scoring.
Technical Notes
To access Replikant through GeForce NOW:
Launch GeForce NOW on your preferred device
Search for Replikant in your library
Select and play - no additional downloads required
For optimal performance, we recommend a stable internet connection.