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Fireworks Mania News

[MULTIPLAYER-BETA] v2024.11.4

### Added
- Added first draft of an "Host" UI in the Inventory in-game. Only hosts can see this for now, but can change various host settings via the UI instead of via console. Not all are there, but I will update it overtime. So its a bit easier to manage being a host now

### Changed
- Changed the map list so it now, at all times, have one map selected. It will default to the first map in the list, which is Town
- Changed the look of an selected map to make it easier to see which one is selected
- Adjusted the colliders of the fire escape stairs in City so you can now actually walk up and down. Also added a metal footstep sound
- Changed the MainMenu background video and background image
- Updated localizations from Crowdin
- Turned down the volume on some footsteps, just a bit, as it felt a little to high sometimes
- Changed the placement of the various buttons in the MainMenu so they are now at the top instead of the bottom. Some players had a hard time finding the buttons at the bottom, so I moved them to the top, lets see if its better

### Fixed
- Fixed scroll speed bug after later Unity and Input system update. Dunno what Unity did, but the scroll speed on ScrollViews got crazy, so I adjusted some values now to it feels more normal again
- Fixed bug where you could join an host with a different game version if you joined via joincode or Steam friend list. Now you cannot and will get an error popup if you try. The reason its important not to be able to do this, is that the game will not work properly is host and clients are not on the exact same version of the game
- Fixed build-in StrobeRockets which have been not working properly since beginning of multiplayer - but they work now :)

There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.11.3

### Changed
- Upgraded to Unity 2022.3.53
- Removed the Disable/Enable all mod buttons in the Workshop as these are not really needed anymore
- Changed a lot of the loading texts and notifications to be localized (if anybody translate them of cause https://crowdin.com/project/fireworks-mania)


### Fixed
- Fixed issue where in some cases the game would not download or update all mods from the host you where joining. This should now work and it is even faster, however, the downside right now is that you cannot see exactly what mod its currently working one, just that it's mass update and downloading


There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Developer News - November 2024

[previewyoutube][/previewyoutube]
Hey!

Its been another month and time for an update from the developer - aka me 🤓

[h2]Multiplayer Release Date[/h2]
First things first, the big multiplayer update will be released: 29th of November 2024!



I don't know the exact time, but my guess would be around 16-17'ish CET.

On that date I will change the "default" version of the game to be the version that we currently have on the multiplayer-public beta.

Very excited to see what people think about it :)

I will do a post on the date explaining more about the changes etc.


[h2]New way to select mods[/h2]

I have changed the way you decide what mods is loaded into a game. For some it might take a little to get use to, but generally I think this approach is much more intuitive to use.

The change is really simple, you no longer enable/disable mods in the Workshop, you do it as part of creating a new game.



So when you are creating a host the list of mods you are subscribed to is listed and you check of the ones you want in this game. What you select are saved when you create the game, so you don't have to pick them all again next time. I think its more intuitive as the decision about the mods is now something you decide right when you create the game.

Another benefit of doing it this way is that you no longer have to wait for the game to look for updates for all enabled mods before you can get to create a game. It now checks for updates as part of loading the game, meaning it only check for updates for the specific mods you are about to use. This goes for both when hosting and joining a game.

Please test this out and let me know if you find any bugs or issues 🤓

[h2]Bindings in settings[/h2]
I have added the list of bindings to the Settings menu under Controls. They are still not rebindable, will hopefully come in the future at some point, but at least you can see what buttons do what.



[h2]Community Shout Out[/h2]
The Shout Out this month goes to Keltusar and to something that is not released yet, but more a tech demo that he is playing around with.
[previewyoutube][/previewyoutube]


[h2]Work in progress: Host UI[/h2]
I am currently working on UI to make it easier for Hosts to change some settings via UI while in game so you do not need to use console commands. Further more I want to make some of the settings visible for clients too, so clients can see amount of fireworks they can spawn etc.

As of writing this, its currently not ready, but I hope to have some version of it ready before release.




[h2]Change log[/h2]
I have pushed the following updates since last Developer News.
https://store.steampowered.com/news/app/1079260/view/4488494366900355179
https://store.steampowered.com/news/app/1079260/view/4476108833152827949
https://store.steampowered.com/news/app/1079260/view/4480611795034178016



This is all for now - need to get back and work on the next update and prepare for release :)

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.11.2

### Changed
- Increased the default run speed to be a bit faster + changed animation to be more sprinty - it simply looks more fun and you can get around faster :)

### Fixed
- Fixed issue where blueprints saved with legacy version of the game was not working
- Fixed issue where popup informing about the need to accept mod.io terms before mod is loaded could get you stuck as mouse was not useable. This info is not changed to be a notification instead
- Fixed issue where fuse collider would block for logic to pickup an object
- (potentially) Fixed the issue where the outline of an object would get stock on an object resulting in many objects being outlined/highlighted at the same time


There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.11.1

There is a big change to how mods are enabled for games in this version!



I have changed the way you decide what mods is loaded into a game. For some it might take a little to get use to, but generally I think this approach is much more intuitive to use.

The change is really simple, you no longer enable/disable mods in the Workshop, you do it as part of creating a new game.



So when you are creating a host the list of mods you are subscribed to is listed and you check of the ones you want in this game. What you select are saved when you create the game, so you don't have to pick them all again next time. I think its more intuitive as the decision about the mods is now something you decide right when you create the game.

Another benefit of doing it this way is that you no longer have to wait for the game to look for updates for all enabled mods before you can get to create a game. It now checks for updates as part of loading the game, meaning it only check for updates for the specific mods you are about to use. This goes for both when hosting and joining a game.

Please test this out and let me know if you find any bugs or issues 🤓


### Added
- Added button in the Workshop called "Create mods" (better wording?) that take you to the Mod Tools in case anybody want to try and make mods for the game
- Added list of key bindings in the Settings menu. For now they are not rebindable, however, you how have a place to see them which is a start. Let me know if I missed some. Making it rebindable will come in the future

### Changed
- Changed the way you decide what mods is loaded into a game. It is now a part of creating a game/host
- Changed the allowed number of enabled mods for online hosts to 200. I might have a way to increase it in the future, but for now, I have to set a limit. If you enable more than 200 the game will show you a pop up asking you to keep it under 200, else it won't let you create an online host. For Singleplayer you can still have all the mods you want enabled
- Changed how the "Voice Output Volume" works, so you can now turn it further up in Settings if other players voice is too low
- Made some more texts localized
- Changed internal logic around Vivox and how ingame text and voice chat works. This should make it so you quicker connect and can chat and talk when joining a host


There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/