Loads of polish too, players will join on a different team automatically now, chassis mods show an error when attempting to buy without any available, and lots more!
We started with just three: Alleine, Signus, and Vestaxe held up the sky for years. They were amazing through the unveiling of Stars Reach, two Discord migrations, and the launch of player testing. When interest in the tests started growing, we worked together to recruit X more moderators.
Fast forward to today, and we have Alleine, Lemonous, Leric Dax, Paxus Paine, Signus, Vecta, Vestaxe, and Will! This is great. The Discords are hopping and we are there. For Twitch streams, we have moderators and even game play feeds on hand. Sometimes the mods even jump in to help on stream in additional ways. We have playtests ~4 times per week, and the mods are a huge resource for these as well.
But the day is coming soon when we aren’t running 4 playtests per week – when the servers are up and running nearly 24/7. And we don’t have enough moderators to even pretend to cover our needs. In fact, we currently have gaps in our late Pacific/early Asian time zone coverage.
So we are opening recruitment for more moderators. If you are interested in joining the team, please send an email to community@playableworlds.com and introduce yourself. Tell us about your interest, your relevant experience if any, and anything else you think we’d find interesting.
We are glad to announce, that we have published closed 0.0.5 version available for testers. It is already available to download. Thanks to everyone who started the testing process! 5 more players have applied for pre-demo testing, and 4 of them were allowed to proceed. For now we close the applying process and will not proceed anymore, thanks for participating in the test!
0.0.5 Version, what is new:
New location to explore.
Added 2 new mobs to fight with.
Added "Stamina", Running and Evading system.
Improvements of starting location
Improvements in mobs AI
Added nature generation
Fixed a bug with player illegal position
Fixed a bug with player being stuck in standalone objects
Fixed a bug when enemies could spawn in illegal positions
Fixed a bug when saving could crash a save file
Fixed a bug when pausing the game would not stop the enemies
Fixed a bug with player being immortal in rare scenarios after dying
Fixed a bug when player could water-walk in rare scenarios
Fixed a bug when enemies could insta-kill the player
Fixed a bug when enemies could ignore walls and pass through
Now through May 19th, save up to 25% OFF Crowns! You can get 60,000 Crowns for $60 and 80,000 Crowns for $80 - that's $1 per 1,000 Crowns! Take advantage of this deal while you can!
I ended up realizing the sequel—and I promise the sequel to this game is innovative in movement and ends up working with more original ideas—but development has been suspended because I had to sell my PC.
So what? Here's how I see it. I need to find work before I can begin development again.
So this post is to tell you I am looking for a job in the US. In the case that you are in a position to offer me a tech job, email planetrenox@protonmail.com and I will show you my resume.
This will become the full Beta 2 version of no issues are found within the next roughly 24h
Decided to delay the other civil war events until the city map is done due to me wanting them to end up being based around cities and it being a waste of time to add more temporary versions
Changed Germanys base colour to Light Gray instead of Gray
Added Serboga as a micro nation
Pixel calculations in war now has a total value instead of value per subcontinent, sub continents will now only do the same % of the total battle value as their % of the war border
Annex events now use the same system to figure out how many pixels to calculate per day, but does the max possible number each day
Naval Invasion range now depends on how many months into the war it is
Naval Invasion range now increase each failed attempt with it resetting after a success
Naval Invasions now do 6 calculations at the same time (3 per side of war, 4 ocean and 2 lake) with it going with the first one to find reach a possible 2nd location
naval invasions now use 2 data maps, one for each war side
naval invasion map mode now show both data maps as transparent while also showing the display map
shore protection map mode now show it as transparent over display map
rebellion map mode now updates each day
display map mode now properly updates when switching to it
rebellion map mode now show as transparent above display
The game now has 2 half transparent extra map objects that's turned off unless you switch to a map mode that uses them
The game now has a new map material for the transparent maps
Added internal language files for splash texts
Added internal language file for special splash texts
Updated workshop uploading code to work for Beta 2 maps
Workshop maps now generate a version.txt file when uploading
if a downloaded workshop map doesn't have a version.txt file the game will ad "(Beta 1)" at the end of the name to indicate it's not compatible with beta 2
Fixed happy Christmas splash texts being shown on January 1st
Added 2nd happy midsommar special splash text
Moved rebellion event texts to the language files instead of hard coded
Added Swedish translations to splash texts
Added Swedish translations to special splash texts
Added Swedish translations to rebellion events
Added uwu translations to rebellion events
Updated map descriptions to less dyslexic ones written by Bromine