Added Rainy days which you can only work on with roofed vehicles
Added Portuguese language option
Added missing translation to some texts
Adjusted various vehicle parameters for more realistic physics
Improved residential sector where cars randomly did U-turns
Improved UI elements
Removed texture streaming from High render settings
Adjusted default music value from 0 to 50
Adjusted bike market prices
Fixed traffic spawning too close to player, causing increased collisions
Fixed various user reported bugs from Discord
Fixed some buildings having low graphics even when near them
Optimized resource usage
Weekly Leaderboards coming tomorrow!
Thank you to everyone who reported bugs and issues to us on Discord and from the game directly. We will keep working hard to refine the game to its best potential and hope you can be patient as we make it as great as possible.
Shadowveil: Legend of The Five Rings - Palindrome Lars
Greetings from Rokugan! Today we're sitting down for a talk with Atle, who's an animator on Shadowveil: Legend of the Five Rings.
Would you like to introduce yourself?
My name is Atle Fägersten and I am the animator at Palindrome Interactive. I was one of the founders of Palindrome Interactive back in 2015 and has since then had a bunch of different roles from generalist to producer but for Shadowveil: Legend of The Five Rings I am fully focused on animation!
Can you share your initial inspiration for these specific animations?
Our style was inspired by different “limited animation” styles. Limited animation is often used in anime to reduce the cost of animation but in our case it is more used to create impactful movements and add the jarring feeling of the Shadowlands to our animations.
What references or real-life movements influenced the style and feel of the animations?
Lots of references from traditional martial arts were used as inspirations for many of the animations. But with our style and camera angle, those traditional movements often needed to be exaggerated in order to be interesting.
On the more technical side of things, which animation software or tools did you use to create these sequences? How do you decide on keyframes, timing, transitions and such, to achieve this type of movement?
The two biggest parts in achieving this look is: Stepped interpolation: Normally when animating in 3D your software will interpolate between keyframes to create smooth motions. For this style we go instantly from one pose to the next. No in-between poses: Traditionally when doing big movements you will add poses between the two extremes to create a movement that flows well and is readable. For this style we go directly from one extreme to the other (sometimes making an exception and having one in-between pose for 1 frame).
What was the most challenging aspect of creating these animations (and how did you overcome it)?
It is quite a different style to work with as you need to find the right balance between the time between poses and change from pose to pose. Too short of time between not enough movement and you start to lose that stepped feel. Too much time between too large of a movement and it becomes impossible to follow. Through trial and error I was able to figure out some base guidelines for what would work.
Were there any particular character traits or design constraints that made the animation process more complex?
I don’t want to spoil too much but working on characters of different scales, especially bigger characters, added an extra level of complexity as they move at different speeds.
Thank you, Atle, for sharing!
For more updates on Shadowveil: Legend of the Five Rings, be sure to follow the game here on Steam and check out our socials (linked below).
Recently we discovered a bug where two water towers on Waterfall Valley would switch the input values. It caused them to stop working for some players. We refunded you the $150 000 for repairing the water towers on Waterfall Valley. Once you set them up again the problem should be gone.
The refund is one time and will work only when loading the save from main menu, so remember to save after you get your money back!
Changelog:
Water towers on Waterfall Valley had to be refunded and will work correctly from now on.
Gameplay: The game now checks to prevent buildings being placed too close to the runway or in the flight paths of aircraft. Fuel depots and fuel tanks will need to be placed slightly further from the runway. This change should add to realism, without increasing the learning curve too much. Old save games can still be loaded, even if they include buildings next to the runway.
UI: Option to follow selected objects has been added (look for the target icon to the bottom-right of the inset view of the object).
UI: Option to hide the UI has been added (right-click all the way out of the menus hide the UI)
New Changes * Almost all Rings, Amulets and Capes are now free from requirements. * You can no longer trash gold from the inventory. * Adjusted farming formula so it's slighter less chance for things to be rotten when collected. Your level in farming also helps a lot more towards things not being rotten. So gather those exp points! * Multishot has been improved by narrowing the spread of the arrows.
Fixes * Fixed so you can not move spell in spellbar to reset cooldown. * Fixed so you can deposit 40 items into the chest instead of 30. * Fixed so ring of royale and amulet of royale are visible in the flag menu. * Fixed Raiders Fishing Rod and buffed it. * Fixed the last 2 player improvement crafts. * Fixed so skill info text resizes when a different language is selected.
Found the point and reason the server would crash instantly upon harvesting plants trees, etc.
I rolled back a little but to a point where it was stable,
I'll be uploading another update tonight or tomorrow night after work. The crash issue should be fixed, but some updates had to be rolled backwards, and i'll have to approach those updates a bit differently going forward.
I'll be giving out 75 keys to the press for reviews, etc.
Hello Everyone! Second announcement of the day! Just a small post release patch to patch a few bugs players have experienced. It's incredible that I have already received feedback from the feedback form and I am grateful to those that have filled it out.
Patch Notes: UI
Added a radial wheel menu with different options (pick up, emote, pet dog) after the player holds F, or the respective controller button.
Added music information popup. When music starts playing, the song name and the author name will popup on the HUD.
Bug Fixes
Fixed a bug that caused the music to sometimes not play.
Start quest prompt no longer appears after starting a quest.
The players dog no longer freezes after player completes a fetch quest.
Fixed a bug that caused the fetch dog, like Pippin, to sometimes not move and not retrieve players toy for the fetch quest.
That's it for now! Thank you to everyone that has already purchased and played Dog Walking Adventures! I've got some excited updates in the works for the future so make sure to keep checking back!