Here is the next update for the game. Check out the full change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.71.0 Changelog:
Bug Fixes:
FIXED a typo
FIXED issue where ALL characters suffered shock after augware surgery
FIXED issue where trauma was not properly applied after augware surgery
Changes & Additions:
AugWare surgery now only costs 20 cred instead of 30 cred, but you must choose one character (Like with the hacking system) to undergo surgery at a time (The way it was, you just paid 30 and could modify anyone's implants and it was never meant to be that way and it felt very out of place from the way the system was supposed to feel - Originally, you could only modify the main character's implants but since it was overwhelmingly requested to allow modding companions, I opened it up)
Updated augment check processing to account for the main character only (All human companions always have at least some form of augments) and it now checks for loose items in the inventory to install and also checks if augments are already installed
Updated augware techs to mention strain (Added last update)
Mettle text amount will now be displayed in red if equal to 0
Added a sound effect to play when strain is added to your character
Added a Steam achievement for getting a strain
Removed a redundant conditional to a background process
Slightly increased exp reward for killing some enemies
A few other minor tweaks and adjustments
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available for download shortly.
A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've gone ahead and started an official Patreon Page to help bring in financial support for the game going forward and you can also grab the support DLCs on the DLC Page to get some extra in game goodies and help support the game's continued development!
It's been a hot minute! We're happy to bring you a lot of important changes that hopefully will bring a lot more stability to the game. We know that it's been quite tough recently and we appreciate all the honest feedback and reports that you have been sending! This is another update in a long line to come!
With this update, we hope to have brought the most stability with saves getting corrupted and multiplayer stability, so we're looking forward to your reports!
We'll continue on working in the background to bring the next batch of fixes soon, that we're hoping to will solve a lot of the quest progression shenanigans!
Patch Notes
Little Sim World version v0.52.3
Performance Fixes and Crashes
Fixed Corrupted Saves to not crash the loading menu.
Fixed Error not allowing saves to join Multiplayer.
Fixed steam input keyboard to be able to type in multiplayer join code
Quest fixes
Fixed shampoo quest item. You can't place the shampoo on the ground, only inside inventories.
Fixed "Beau-tification" quest progression lock. Whoever lost the shampoo accidentally will receive another shampoo in mailbox and will be able to use the shampoo chair.
Fixed summer calendar displaying the Festival on all days.
Fixed the Quest App not being visible.
Other fixes
House furniture will no longer disappear from your house after entering Build Mode.
Fixed controller / keyboard interaction for University Board.
Fixed controller / keyboard interaction for Phonebooth.
Fixed pause menu enabling virtual mouse when pressing select stopping you from pressing back to leave the menu.
Fixed an issue where using interactions inside of dialogue could register player actions, this was leading to some locks, specially when trying to buy medicine from E.M.A
Known Issues:
Speaking to some NPCs in multiplayer seems to softlock sometimes, especially when they're invisible on the counter!
Please remember to update your game on Steam so the patch can be applied! We will continue to push fixes as fast as we can!
Each week I cover development goals for the game set at the end of the prior week's post. Then review if those goals were hit. ---
6 more crops. Yep gonna just do the rest of them.
Behold! All 6 of the crops I planned to do this week got finished. In the top row we have Soy, Cabbage, and Hops. In the bottom, Potato, Rice, and Squash. Soy produces Edamame which I might also have turn into Soy Sauce or something. Cabbage, probably needs a pepper of some kind to go along with it later (I can't believe I didn't do a pepper now.) Hops will be used by the Brewery for beer production. Potatoes and Rice are just staple food items. I think I can turn Squash into an event thing on certain dates or
Energy and food consumption for the player and pawns.
Food of all kinds can now be consumed. Both player an pawns have a maximum of 100 energy. On the above screenshot, it is the cheese shaped bar. When the energy bar is fully depleted, the players movement speed will be halved, and will start to loose health over time. This will be the same for pawns, but will also damage their stress.
Food restores and amount of energy equal to 10 times its tier. This means higher quality food is generally "less efficient" for restoring energy, but can be eaten more quickly. Additionally, the food diversity of the settlement will be used in the calculation that determines the number of tourists who visit attracted by food.
HP DoT for certain environments, as well as "death". (I'll clarify that later.)
I didn't finish this entirely, and its in a way I can't easily show visually. The intent is to have some environment object damage the player by simply being around them. This will occur in a couple of biomes, but most recently the Grotlands. There will be a miasma which damages the player continuously will within. This also means the Grotlands willn't have its own roaming settlers.
The difficulty comes from trying to find the objects that damage the player within the players area. The sounds they create, etc... Normally in gamemaker, finding a nearby object is an easy thing to do. Usually with distance_to_object(obj), which would give the closest instance of the object you want to find. The objects on the map of Cosmic Construct are not objects, but is an arrangement of strips of sprites called from three 2d arrays. Finding an object requires checking each cell in range, calling one of these arrays, finding if its value matches one of the damage objects, and determining its distance. The damaging miasma is every easy on the step event; if currentbiome = "Grotlands" {hp -= 0.005}.
This is just one of many of the things I've done before I am able to fully implement damaging objects properly.
As for "death", I've decided that permanent stakes for death is very poor in a game intended to have a cozy atmosphere. At the same time, I do want to give the player an activity which earn rewards for doing "combat" of some kind. I think teleporting the player back to the totem or house, and putting a "death stone" into their inventory, is a sufficient penalty.
(If I have time, I'll do some of the new building UI elements.)
I did not get around to this.
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Cursors
I was tired of seeing the windows cursor in game, and decided to fully replace it with a custom cursor. Clickable objects change the cursor shape, and some cursors are informational. If you hold control while in the inventory it will inform you that you can trash items, and in a menu that has a confirmation, it will show a checkmark. Things like that.
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This upcoming week is going to be very different to other weeks, as I don't really know what can get done.
This is because I have two separate trailer videos for Cosmic Construct that need recording and features implemented to show off what the game can currently, and will soon be able to do.
I can't create a list of todo items, because I don't know what needs to be made during this process.
Basically, the entire next week devlog will contain unplanned content, which should be interesting.
The week after will return to normal, where I will be working on buildings and starting to implement gameplay features. I would like to have a minigame finished sometime soon.