1. For some players with different computer configurations and different frame rates, the progress bar hardly fluctuates when the player controls the climax progress bar with the mouse in cg. We have released an emergency update. We apologize for the impact on the player's game experience, and thank the players for their patience.
2. Regarding the difficulty of making money from small games, we plan to add a fishing system in the next upgraded version, so that players can get gold coins and clue fragments in a more leisure way.
3. Regarding the problem that the difficulty of the mini-game was too high before, we have updated and revised it to reduce the difficulty of the low-priced express order, improve the mathematical probability of the big turntable mini-game, and reduce the difficulty of the first two customers of the bar mini-game.
4. We have updated the screen adaptation to solve the problem that the game display is incomplete under the size of some players' monitors.
5. With regard to the problem that players generally reported before that the game data is easy to be lost due to the lack of automatic archiving, we have added the function of automatically archiving when we return to the town.
Before I get in to the roadmap, I want to take the this time to thank you very much for wishlisting Aetherglen. It's been amazing to see and feel all the support.
Now, a rather rough roadmap for the game.
I want to have a demo out by late autumn / winter. I have written out what we need for a minimal product, and I do believe this is a doable time frame. It would include up to the first Shrine, which should be about 2 hours to clear for a first playthrough. Some systems will still be missing such or severely limited. Namely romancing NPCs won't be in there, though building their friendship will be.
After that point, the next major milestone will be finishing the content NEEDED to reach the credits. This is the remaining three shrines and four bosses, all world-craftable-items, all tool upgrades and tiers of crops, and several NPCs to move in to town.
The final major milestone before release is fleshing out the side-quests and repeatable quests, romance with NPCs, craftable farm decor and machines, and the last of the buildings to upgrade to larger sizes.
If everything goes smoothly (hahahahahahahahaha) my goal is to have it out by mid-summer, 2026. It's not unreasonable that in just over an year it could be completed, but.. again.. everything would have to go smoothly. But that is my goal for now.
In the mean time, I shall keep chipping away at the systems and logic while doing my best to keep you up-to-date on the progress of Aetherglen. Currently roughly 15% complete.
The recent addition of the Colony Panel exposed some issues with how the cargo ships handle movement orders. Especially while the game speed is set to paused. This v1.0.13 update fixes the reported issues and adds some improvements.
You can now give repeated orders to a cargo ship, while it is at a landing pad, with the game paused, without issue. Other similar cases are also resolved.
This issue happened because ships can be in a "transition state" for taking off from a landing pad, going into space or going down into a colony. Most movement orders given while the ship is in that state were ignored, except for those given through the colony panel.
This update lets the cargo ship accept new orders while it is in that transition state. If you've sent a ship into space, but you've forgotten your towel, you can order the ship to go back immediately.
As a bonus, the animations for going into space, into a colony and taking off from the Ark are now much smoother. The ship properly turns towards where it's going. The ship model no longer clips into the planet when going into a colony. When going back to space, the ship picks a random offset so ships that come up together no longer appear at the exact same location.
Finally, there are some improvements to how the waypoints for a selected ship are drawn. It should now better show where it's going, especially for longer routes that go from Colony A, to space, to Colony B.
Thank you to all who reported these issues on the forum!
The changelog for v1.0.13:
Accept new movement orders for the cargo ship while it is landing on a space port or moving to and from space.
When needed, cancel a cargo ship transition to space or a colony for faster turnaround times.
Smoother animations for cargo ships going to a colony or back to space, or lifting off from the Ark.
Fix unresponsive cargo ship after a movement order is given through the colony panel, while the cargo ship is in a transition state.
Fix drawing of waypoint lines for routes that span multiple colonies.
The console window (~) opening and closing animation is now independent of the game speed. Making it possible to open the console while the game is paused.
Blending mode on translucent objects, default alpha blending mode additive
Missing project settings button on asset projects
Input binds not saving
Dedicated server crashes when trying to use lobby methods
Error when in Eye Dropper tool of a list entry and the entry in the list is removed
Fixes a discrepancy between the hashed identity of TypeLibrary methods and MethodIdentity in WrappedMethod from CodeGen when the method is on a class contained within another class
BytePack struct serialization
TypeLibrary is disabled during cctors / package load
Context menu on normal files in the Asset Browser
Error when multi-selecting an asset and a normal file in the Asset Browser
Flickering when dragging material on to scene mesh
Tooltips linger when mousing out of a tooltipped pannel
Depth Linearization in Oblique Matrices
Crash in CSceneAnimatableObject::MergeFrom
[Button] not showing if not returning void
Fixed menu addon not loading in editor (due to whitelist)
ISceneStage spans the wraps the entire scene update, not just OnUpdate
Prevent EditorUtility.RenameDirectory making a directory a subdirectory of itself
🚯 Removed
Legacy particle system - legacy particles will no longer render
Prefab variables
Deleted many unused DLLs reducing the game size
Removed unstable GPU shadow culling
NativeRenderingWidget now doesn't render without a scene
Lucky Lord: The Coin Pusher of Fate - Star Seeker Studio
1.Optimized an issue where gold coins could get stuck in side channels, leading to a decrease in game frame rate. 2.Fixed an issue where some cards were not unlocking correctly. 3.Fixed an issue where the Hunter's +5 gold bonus to adjacent Beast cards was not applying correctly. 4.Due to some cards having excessively strong scaling that could cause players' computers to freeze, their values have been adjusted. Correspondingly, we have buffed some cards that were still underpowered: 【Farmer】 When adjacent to Farmland, Farmland's gold output +5 -> +8 【Swordsman】 Gold +10 -> +15 【Wolf】 Gold +3 -> +8 【Dog】 Gold +3 -> +8 【Artisan】 Each time cleared, Artisan's gold output permanently +5 -> +2 【Brotherhood】 Each time cleared, gold output permanently +10 -> +5 【Noble's Knowledge】 Clearing all Ores on the field: permanently +3 -> +1 gold per clear; Clearing adjacent Gems: each clear permanently +10 -> +5 to its own gold output.
🆕 New Features: + Added new Hauler Bot mob; + Added Hauler Bot spawns in mines and some structures; + Added Close button in Steam client; + Added the ability to possess the entity you're looking at by pressing the ALT + RMB key combination (creative mode only); + Added new dance: Bait-n-Switch; + Added teleportation effect when Stalker Drone appears; + Added new idle animations for Redhorn, Blueboo, and Sheep; + Added alternate death animations for Cluckfluff, Blueboo, Redhorn, Fennec, Sheep, Soulhound, Stridewing, and all Teseranid variants; + Implemented reverse-depth shader technique; clouds are rendered at a huge distance (3000 blocks);
♻️ Changes: ~ Stridewing now plays a separate saddle equipping animation instead of the feeding animation; ~ Improved the physical stabilization of entities on the surface of water; ~ Stridewing does not flap its wings when slightly rising above water; ~ Reduced Fennec's movement speed; ~ Removed Netherrack (legacy block) from shelves in one structure;
🐞 Bug Fixes: * Fixed inability to sit on a raft; * Fixed a bug in the emote wheel that prevented emotes from playing; * Fixed a bug with rendering clothes through the player's transparency on obstacles; * Fixed fluid visual updates; * Fixed overlapping fluids (especially lava) drawing through blocks, thanks to reverse-depth technique in shader; * Fixed rendering issues with some decals; * Fixed missing multiblock property for BROKEN_ADVANCED_FABRICATOR and BROKEN_METALWORK_STATION; * Fixed bug causing Cluckfluff and Fennec to play running animation instead of swimming; * Fixed bug causing Cluckfluff's swimming speed to become too slow; * Fixed bug preventing Hermit Crab from going to the bottom (stayed on surface); * Fixed bug where bottom-walking mobs didn't play movement animations; * Texture fixes for Redhorn and Sheep to accommodate new animations; * Various minor texture fixes;
🆕 New Features: + Added new Hauler Bot mob; + Added Hauler Bot spawns in mines and some structures; + Added Close button in Steam client; + Added the ability to possess the entity you're looking at by pressing the ALT + RMB key combination (creative mode only); + Added new dance: Bait-n-Switch; + Added teleportation effect when Stalker Drone appears; + Added new idle animations for Redhorn, Blueboo, and Sheep; + Added alternate death animations for Cluckfluff, Blueboo, Redhorn, Fennec, Sheep, Soulhound, Stridewing, and all Teseranid variants; + Implemented reverse-depth shader technique; clouds are rendered at a huge distance (3000 blocks);
♻️ Changes: ~ Stridewing now plays a separate saddle equipping animation instead of the feeding animation; ~ Improved the physical stabilization of entities on the surface of water; ~ Stridewing does not flap its wings when slightly rising above water; ~ Reduced Fennec's movement speed; ~ Removed Netherrack (legacy block) from shelves in one structure;
🐞 Bug Fixes: * Fixed inability to sit on a raft; * Fixed a bug in the emote wheel that prevented emotes from playing; * Fixed a bug with rendering clothes through the player's transparency on obstacles; * Fixed fluid visual updates; * Fixed overlapping fluids (especially lava) drawing through blocks, thanks to reverse-depth technique in shader; * Fixed rendering issues with some decals; * Fixed missing multiblock property for BROKEN_ADVANCED_FABRICATOR and BROKEN_METALWORK_STATION; * Fixed bug causing Cluckfluff and Fennec to play running animation instead of swimming; * Fixed bug causing Cluckfluff's swimming speed to become too slow; * Fixed bug preventing Hermit Crab from going to the bottom (stayed on surface); * Fixed bug where bottom-walking mobs didn't play movement animations; * Texture fixes for Redhorn and Sheep to accommodate new animations; * Various minor texture fixes;
Added new salt pans near the coast; salt pans can now be built close to the shore.
Added new salt workers who can be recruited in the tavern.
Added two new items: Refined Sea Salt and Dusk-Dawn Sea Salt.
Added a coastal production section to the daily settlement.
Added salt pans to the game roadmap.
Added a coastal buildings category to the manual.
Added a salt worker category filter button to the manual.
Fixed an erroneous action command where Jingtian would fade and disappear after moving to the target point at 7 AM.
Fixed a bug where the bottom row of the aquarium walls might display incorrect layering.
Adjusted the recipe compositions for the following items to reduce redundant recipes and lower the difficulty of recipe development for players. Existing researched recipes in player saves will not be affected: Yangchun Noodles, Scallion Oil Noodles, Fried Prawns, Soy Milk, Peanut Butter, Fermented Rice, Apple Jam, Lemon Jam, Tomato Jam, Lychee Jam, Peach Jam, Blueberry Jam, Special Chili Powder, Fruit Juice, Ginger Essential Oil, Grape Seed Essential Oil, Soy Sauce, Traditional Soy Sauce, Stinky Tofu.