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APICO News

Apis 0.19

Hey Beekeepers!

Just a couple extra changes based on some feedback and console testing!

[h2]Changes[/h2]
  • Player and NPCs now always have a white outline (like in Multiplayer)
  • Updated "Waiting Around" quest to explain beds setting spawn point and how to respawn (English only, locale pending)
  • Updated "Bed" tooltips to show how to respawn (English only, locale pending)
  • Increased text contrast on locked/complete chapters


[h2]Bug Fixes[/h2]
  • Fixed "Random" seed packets placing pondshine on grass
  • Fixed holding gamepad buttons to move around UI sometimes "skipping" a slot

Apis 0.18

Hey Beekeepers!

Just some last few bits off the backlog as well as a few MP fixes that came out of Sto's stream on Monday!

[h2]Changes[/h2]
  • Increased Ancient Bee mutation chance to offset the fact the lifespan takes so long to get


[h2]Bug Fixes[/h2]
  • Fixed Nan's Dream cutscene not playing when entering the first time if you spoke to ellraiser or metakitkat in (Spoiler Area) before
  • Fixed paint not being removed when removing tiles in MP
  • Fixed random tiles missing from host world when reloading after tiles were placed by a friend
  • Fixed random walls not updating their variant based on connected walls properly
  • Fixed digging up or placing grass causing rendering issues in Multiplayer
  • Fixed sitting on benches while highlighting the player showing a very fast leg kicking idle that looked like you were about to take off
  • Fixed avatars of players who have drunk speed mead not moving faster

Apis 0.17

Hey Beekeepers!

Just a few last fixes off the back of the Playtest, and actually updating the main branch with the last few patches! To clarify for anyone reading this is not an update for the Playtest, as that ended on Sunday!

[h2]Changes[/h2]
  • Updated honeycore world gen to try and avoid honeycore spawning on ice!
  • The 4th gate no longer needs bees to use, it's unlocked as soon as you get Grandpa's Axe to encourage people to enter the dream earlier
  • [Spoiler Area] can only be reached after 4 gates are open, not 3
  • You can now place menu objects / machines on ice without needing pier tiles (technically it's solid so makes sense to add!)
  • Made the sentence in the first quest that tells you ESC closes menus in blue to hopefully make it stand out and people remember, even though it's also shown in the corner when any menu is open :')
  • Made a few other paragraphs in the quests highlighted to cover commonly missed things
  • Blessed bees now have a coloured aura to make them easier to tell apart
  • Gave the trait letters more contrast in the microscope menu + tooltips
  • You can now modify the "max friends" limit for MP in your settings file ("max_friends"), capped at 4 server-side


[h2]Bug Fixes[/h2]
  • Fixed one of Beenjamin's lines not merging the player's name correctly
  • Fixed "Variable .notice(102073, -2147483648) not set before reading it" crash
  • Fixed noticeboard claim button going off menu
  • Fixed noticeboard claim text not being floored correctly
  • Fixed noticeboard popup not closing when walking too far away
  • Fixed noticeboard NPC name not having a space between the name and the pronouns
  • Fixed bee "Recipe" slots showing wrong name order in some languages, will now match what is listed in the chapters
  • Fixed shift clicking on [Spoiler Bee] not giving you the bee after [Spoiler]
  • Fixed (hopefully) seeing avatars appear in-game when getting ready to join a game
  • Fixed being able to see a "healthbar" above boats you are sailing in or players when trying to hammer them
  • Fixed some bee species blessed variants having their shine out of sync with others
  • Added a floor to the boat rendering to try and reduce random juddering when moving sometimes
  • Prevented middle clicking on beebox/beebank output slots, as this crashes the game and has no effect (bees can't stack outside of these slots)

Multiplayer Playtest Ended!

Hey Beekeepers!

Thanks so much to everyone who took part in this playtest and helped us weed out the less friendly bugs from the multiplayer!



I'm reasonably confident now with the multiplayer offering, definitely way more than I was before! For the most part a lot of the multiplayer bugs are duping related (things we can't really prevent due to it being a relay server) or a few rendering bugs that were pretty minor (as apposed to getting bugs that crash you or disconnect you randomly!)

The only major bug we had was on Linux but we managed to fix that one (shout out to Vil for his patience on helping me find that one!). I would of loved to have been able to test more concurrent people (400 people played the playtest out of 1500 sign ups, and 75 games were played online this week) but i mean, if we have 1000 people wanting to play APICO online at the exact same time that must be a pretty high quality problem to have as it'd been we must of had like 10,000+ people buy the game haha!

That's the end of the last playtest for APICO ever now! The demo will be up, as always, and I'll be updating it to match some of the fixes found during the playtest in the next week or so - but outside of that our next stop will be release!

Thanks again, and can't wait to let you all have the game properly in the new year!
~ Ell

Apis 0.16

Hey Beekeepers!

Thanks for everyone who's been helping test the Multiplayer functionality so far!

This update is just some more fixes + some console stuff, but also I added some little emojis so you can just scream hearts at your friend - now you can enjoy abstract communication with symbols instead of weird walking movements, don't say I never give you nuffin


[h2]Changes[/h2]
  • You can now show a little emote by your head using the buttons in the top-right in Multiplayer :D (have yet to decide gamepad controls for them so hidden for now on gamepad)
  • You can now use the virtual keyboard on consoles for Multiplayer name/host code input (maybe?)
  • You should now be able to change your joining name without resetting progress in Multiplayer
  • Painting tiles will now show the little paint splash PFX on other players in Multiplayer (super important I know)
  • You can now hold "R" (or L2+R2 together on gamepads) for 5s to respawn back to your spawn point (either the pier or the last bed you slept on), as the deep water auto-teleportation has been removed
  • Added the writing cursor back to signs
  • Capped name input at 20 chars


[h2]Bug Fixes[/h2]
  • Fixed an issue in Multiplayer on Linux where sending multiple packets in the same frame would crash the game socket
  • Fixed map not updating in Multiplayer when a friend places tiles
  • Fixed tiles painting by clients in Multiplayer not saving on the host world when reloaded
  • Fixed reset player/progress button causing an error when then joining a game immediately after
  • Fixed being able to open the in-game menu / press save from the homescreen
  • Fixed seeing the "error" cursor on the homescreen if you had something equipped in-game
  • Fixed the in-game settings menu opening when selecting a device from the in-game control menu
  • Fixed the mouse left/right click being usable when using a gamepad
  • Fixed trees planted by another player not showing onscreen when they "grow" on your screen until you move
  • Fixed queens being taken out from beeboxes/beebanks by shift-clicking turning into normal bees
  • Fixed sign writing being funky and also doing double backspacing when typing
  • Fixed not being able to set/see player name on gamepad on world creates
  • Fixed breeding arrow showing in wrong place or missing on beehives/apiaries
  • Fixed not being able to use a paintbrush / scraper with gamepads
  • Fixed one variant of Honeyrose having it's outline 1px off
  • Fixed an issue where the Merchant wouldn't be visible onscreen until you move if they happen to spawn on screen
  • Fixed signs starting with "Hello world!" (this has literally been in for a year lol)
  • Fixed beeboxes sometimes showing the wrong total in the tooltip
  • Tried to improve the wall "updating" so that the updates to surrounding walls by clients in Multiplayer
  • Tried capping slot counts when changed to prevent really crazy numbers being got when clicking the same slots at the same time as your friends in Multiplayer