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Dev Diary #82

Hey there ylanders,

Unfortunately, update 0.13 still needs some time (new ETA: early next week) - but in the meantime, we wanted to share the changelog with you. And we are also throwing in the promotional screenshots!

So without further ado:

Fine Friendships - update 0.13




HIGHLIGHTS

  • Friends list - add players to your friend list. See what they’re currently playing and join them or invite them to your game.
  • Chat system - now you can talk to people close to you in the game world, send messages to everyone in that game (Game channel); to specific players whether they are in the same game, Main Menu or even the Editor (Whisper channel); or to all members of your clan (Clan channel)
  • Clans - create your clan today! Let your friends join and chat together. Clan functionality will be gradually expanded.
  • New terrain generator - we’ve added the first iteration of our new terrain generator. We are still tweaking the system, so there can be places where the generated terrain looks less than ideal, but that will be fixed. This new generator will allow us to create interesting and unique terrain features, which will make maps much more interesting.
  • Advanced object grouping - organize your objects into neat groups. Take advantage of performing operations with parenting objects, saving a lot of time and effort.
  • Dynamic objects - set objects (or whole groups) as dynamic and then animate their movement and rotation via new animator game logic objects. Use platforms to smoothly transport characters. Preview your animations via Test animator option (default: F7).
  • New costume - what could it be...



ADDITIONS/IMPROVEMENTS

  • [YLD-13963] [Audio] Tweaked engine sound volumes
  • [YLD-14915] [Audio] Added new bandaging sound
  • [Audio] Added sound for building fire from remains of campfire
  • [Audio] Added sound for lighting torch using other torch
  • [Audio] Added summon horse character sound
  • [Audio] Added missing sound for ignite when you ignite item on ground
  • [Audio] Added SFX to 2HM jump attack, more exaggerated windup position for 2HM jump attack
  • [Audio] Added missing sound in jump attacks, exaggerated animation in 1HM and 2HM jump attacks
  • [Audio] Tweaked hooves small footsteps sound
  • [Audio] Tweaked big + small mammal footsteps sound
  • [Audio] Tweaked doorsteps volume
  • [Audio] Added new item drop sounds
  • [Audio] Added artkits for normal landing sound
  • [Audio] Tweaked landing sounds
  • [Audio] Tweaked player hurt sound volume
  • [Audio] Added water sounds for digging with Pickaxe + Spade
  • [Audio] Tweaked crossbow reload sound volume
  • [Audio] Tweaked volume for collect sounds
  • [Audio] Tweaked volume curves for animal footsteps. Panther and crab footsteps volume.
  • [Audio] Added new drop sounds for different items
  • [YLD-14929] [Editor] Double click will now open Object properties of all currently selected objects
  • [Editor] 'Esc' is now alternative key to close current mode (Group editing, Weld editing, Animators preview)
  • [Editor] Updated game logic icon colors
  • [YLD-16920] [Visual Scripting] Added tan and atan instruction tiles
  • [YLD-16580] [Visual Scripting] New event "On defend end" added to an Event listener
  • [YLD-16743] [Visual Scripting] On pick event split to 2: "On pick start" and "On pick end". Target entity can be different for stackable items. "On pick start" returns stack which was on the ground. "On pick end" returns stack in the inventory (which could be merged with another stack)
  • [YLD-16533] [Visual Scripting] Added "Dodge distance" option to Speed bonus
  • [YLD-16632] [Visual Scripting] Equip used on items which are not part of armor will be assigned to the 0 slot and that slot becomes activated
  • [YLD-16578] [Visual Scripting] Added set hotbar slot script tile
  • [Visual Scripting] Spawn entity to container will return merged item if spawned item was merged to one stack (it used to return nothing)
  • [YLD-6357] Added recipe for Energy "NOT" gate
  • [YLD-12749] Armor can be equipped from vicinity slots
  • [YLD-15700] Added armor stats to: Inventory Item detail, Inventory Vicinity item detail, Cube, Inventory Item detail, Trading "My Inventory" Item detail, Trading NPC inventory Item detail, Trading NPC, Bundle Item Detail, Item detail Popup window
  • [YLD-12616] When creating a new game a random seed is always selected. Players can use the command /showseed to display the seed of a map they are currently playing
  • /collidercount command is now public. Reports number of currently active colliders.
  • Players can now cancel crafting using RMB on crafting in progress
  • Players can now take items from workstations using RMB on crafted items
  • Energy linker now triggers combat camera for better targeting
  • Players can now sort items inside containers
  • New set of useful symbols and numbers
  • Vicinity items are now ordered by custom or entity name
  • Extended catapult's Y axis rotation angle
  • Added new male and female heads
  • Potion of speed is back in the game


NEW ASSETS

  • Traditional Chinese shirt (5)
  • Traditional Chinese skirt (5)
  • Traditional Chinese shoes (5)
  • Traditional Chinese hat (2)
  • Large oak tree (3)


FIXES

  • [YLD-15860] [Audio] Ticking sound of ylandium engine can be heard from great distance
  • [YLD-16615] [Audio] SFX settings do not affect GUI sounds
  • [YLD-14728] [Audio] When riding a horse, footsteps output changes from animal footsteps to player footsteps
  • [YLD-12082] [Audio] Battle music does not loop anymore after respawn in edge when player was killed before the music actually started playing
  • [YLD-14909] [Audio] Opening dialogue window with NPC does not have any sound
  • [YLD-16326] [Audio] Too loud and repeating sound of water splashing when sailing backwards
  • [YLD-16615] [Audio] GUI sounds volume is now respecting the SFX volume settings
  • [YLD-14715] [Audio] Some animals are missing a sound for eating and sound of lowering and raising sails is way too loud
  • [YLD-14919] [Audio] Lighting a torch with another torch sounds like lighter
  • [YLD-14897] [Audio] Missing sound for build fire interaction
  • [YLD-14910] [Audio] Aesop's fables book has different sound of drop to inventory than other books
  • [YLD-12081] [Audio] Music can't be heard randomly anymore for a few extra seconds while muted due to weather conditions
  • [Audio] Sound of bomb explosion has a short delay
  • [Audio] Fixed various sound issues related to energy
  • [Audio] One of the mummy footsteps had missing sound sometimes
  • [Audio] Fixed Inventory add sound for Aesop fable book
  • [YLD-16718] [Dedicated Server] Player teleports after dismounting car to the place where they last mounted
  • [YLD-16642] [Dedicated Server] Player is stuck in return to main menu if server is manually restarted
  • [YLD-13326] [Editor] Container - some entity previews were not complete (eggs)
  • [YLD-12163] [Editor] "Aim To" allowed you to pick non-cannon entities with entity picker
  • [YLD-16104] [Editor] V key is invalid when NPC is placed in the Editor
  • [YLD-16498] [Editor] Some vases couldn't be set as tradeable
  • [YLD-8015] [Editor] Generate New Terrain seed is always the same, unless you manually change it
  • [YLD-11745] [Editor] There is no way how to use context menu in character mode
  • [YLD-16098] [Editor] Black shirt in Object properties window after "Randomise" was clicked
  • [YLD-16379] [Editor] Adding new objects to edited entity weld in the group did not work correctly
  • [YLD-16264] [Editor] It was possible to save as scenario with empty name
  • [YLD-16527] [Editor] Cutting item (Ctrl+X) from weld will break the weld
  • [YLD-16451] [Editor] No pivot was selected after breaking some entity welds
  • [Editor] Play test after deleting Player role/team could cause a small error (notification message)
  • [Editor] Fixed waypoint icon
  • [Editor] Fixed Logic Storage description text
  • [YLD-11765] [Feedback tracker] You can duplicate items in the inventory
  • [YLD-15521] [GUI] Workstation recipes do not show how many of them were created
  • [YLD-15534] [GUI] Pending tab is not selected and recipe tab is not dimmed in particular situation
  • [YLD-16025] [GUI] Autobalance is creating golden pebble slots with no count
  • [YLD-16896] [GUI] There is a placing crosshair displayed for a second when aiming a weapon
  • [YLD-16879] [GUI] New crosshair is hindering view
  • [YLD-15717] [GUI] Trading with full inventory drops the item on the ground, without any warning/notification and "Trade Successful" message
  • [YLD-16885] [GUI] Crosshair appears when character enters ragdoll
  • [YLD-16060] [Items] 3x3x3 brick block did not have second color channel
  • [YLD-10553] [Items] "Any vegetable" "Any mortar" and "Any writing tool" had no icon
  • [YLD-16119] [Items] Items were not stacked automatically if you were trying to pick more items than can be stacked with the ones you already had
  • [YLD-16222] [Items] Egyptian dagger and Pharaoh scepter had incorrect textures
  • [YLD-3558] [MP] Ragdoll after falling is not synchronized between host and a client
  • [YLD-7601] [MP] Ragdoll of dead bodies is in different positions for different players
  • [YLD-14622] [Ragdoll] If you fall from a greater height while in ragdoll, you fall through the terrain
  • [YLD-15719] [Ragdoll] Camera does not follow ragdolled character after death properly
  • [YLD-16831] [Sleeping] White screen instead of transparent GUI background
  • [YLD-15801] [Sleeping] When client moves mouse around the center of the sleeping UI sun will move just once
  • [YLD-16613] [Terrain] Client doesn't see any terrain changes
  • [YLD-16871] [Terrain] Terrain is blinking in distance if you move cursor too fast
  • [YLD-16751] [UI] Text bubbles are glitching as players move around
  • [YLD-16842] [UI] Misplaced buttons when no item is selected in inventory, creator cube, workstations, cannons and catapult
  • [YLD-7330] [UI] Mutated penguin model is too large in inventory
  • [YLD-16091] [Visual Scripting] Camera "look at" does not work when console is opened
  • [YLD-16421] [Visual Scripting] Logic storage: Adding instruction parameter problem
  • [YLD-16884] [Visual Scripting] Snapping problems
  • [YLD-16710] [Visual Scripting] Logic puzzle pieces are overlapping
  • [YLD-16444] [Visual Scripting] Second particle effect played on the same spot overrode the first one
  • [YLD-16418] [Visual Scripting] Adding/removing arguments from Game logic storage's instruction definition did not work correctly
  • [YLD-16209] [Visual Scripting] Spawning a lot of particles in short time could mix them (spawn the earlier one later than the later ones)
  • [YLD-16211] [Visual Scripting] Error stack trace could be broken if you had multilines text tiles in your script
  • [YLD-16210] [Visual Scripting] Setting description of stackable items did not work for the first time
  • [YLD-16475] [Visual Scripting] Loop/Break tile will be colored red if outside of any loop
  • [YLD-16490] [Visual Scripting] When moving puzzles with a return puzzle at the end between other puzzles, visual scripting broke
  • [YLD-13333] [Visual Scripting] Fixed issue with literal puzzles being hidden by parts of puzzle they are inside of
  • [Visual Scripting] Teleporting player to land when they were swimming did not work
  • [Visual Scripting] If player placed literal puzzle to a slot, the slot would expand too much
  • [YLD-16188] [YLD-16189] Players who died too far from each other in multiplayer can no longer trade and/or they see each other crawling instead of normally walking
  • [YLD-16664] Player can terraform water, and after unloading and reloading terrain, they can see the changes
  • [YLD-15022] Create basic options should be visible in advanced options too
  • [YLD-15453] Equipped items cannot be thrown to vicinity
  • [YLD-16673] Snow doesn't remain on the terrain during a snowstorm
  • [YLD-15752] Fixed issue which would cause the game to freeze upon crafting multiple items
  • [YLD-16284] Game is stuck after trying to deconstruct things inside your barrier
  • [YLD-12972] All padlocks are now placed consistently to the hotbar from the Creator Cube
  • [YLD-14395] Plants sometimes grow from water
  • [YLD-16196] Not controllable boats/rafts in old saves and scenarios
  • [YLD-16310] Ship/Boat/Raft in Placing mode is not positioned properly when player is standing in shallow water
  • [YLD-16162] When you search in the creator cube for the second time after you dragged an item to the hotbar, the search bar will respond to key bindings
  • [YLD-16212] In the backpack, search for existing items, enter the item name, and the result is blank
  • [YLD-16208] Fixed pet preview influenced by ingame light
  • [YLD-14213] Cannot delete saves of non-owned sharegames
  • [YLD-16219] Fixed missing translations on map buttons
  • [YLD-6767] Red brick block in the Fort wall random encounter has no translation (Czech)
  • [YLD-16182] The game now correctly respects the Dynamic Foliage option set in the Main Menu
  • [YLD-16150] Getting a trade offer locks player in combat mode
  • [YLD-15762] You can spawn cars into terrain
  • [YLD-16320] Picking up items in MP will close inspection window for clients
  • [YLD-8081] When blocks were taken from a vehicle (ship or car) before hardening, one of those blocks couldn't be placed into grid before the 2 minutes timer runs out
  • [YLD-15548] Grenades and projectiles can be thrown/shot through terrain in some cases
  • [YLD-16406] Fixed clipping though the walls when exiting from the vehicle
  • [YLD-16457] Crafting now displays correct amount of items that will be crafted
  • [YLD-16513] Duck boat transforms into upper deck boat wreck when it is destroyed
  • [YLD-16319] Rubber trees already have cut decal on their trunks
  • [YLD-16388] Large welded structures with confined spaces are not transparent anymore when camera gets close
  • [YLD-15404] Deer stand RE 117 has too short ladder
  • [YLD-12675] Small target is not visible in hands
  • [YLD-16603] Objects and terrain near the edge of the screen are rendered during rapid movement again
  • [YLD-16788] Fixed rare error when placing duplicate Entity Welds into the world
  • [YLD-15907] Character no longer performs light attack when releasing primary mouse button after an unrelated action
  • [YLD-14696] Depositing items in a container with high network latency should no longer delete and/or duplicate items
  • Fixed: ranged combat camera stays disabled after toggling placing mode

Dev Diary #81

Hey there fellow ylanders - it's that time of the week again!

The time when you settle in with a steaming cup of coffee, lay back and enjoy the latest Dev Diary, especially knowing that this one might be* the last before a new update comes out.

So let's prepare for this beautiful eventuality, by collecting all the sneak peeks and teasers we have released about the upcoming 0.13 update.
The new terrain generation in effect

As you can see, 0.13 is going to be concentrating on the social aspects of the game, laying down the essential foundations for some very cool upcoming systems (like clans). It is a very significant update for us and for the game - paving the way for the rest of Yland's future.

The new terrain generation is also a necessary (and beautiful...you'll see) step towards improved AI pathfinding, something we've discussed in:

While this feature will not be present in 0.13 (it will follow in a later update), it's a huge step towards a more interesting and challenging AI that will improve every aspect of the game and will be a true game changer.

Of course no update could be complete without a host of fixes and improvements (and maybe a new costume...) that are too numerous and small to mention here, but you can read about all of it in the changelog as soon as it goes online.

We'll also be releasing a video dev diary (as per the gentlemanly tradition of Ylands) to walk you through the biggest features of the update - keep your eyes peeled for that as well!

Say "update 0.13 is coming soon and you'll love it"

And until then...have a great weekend and stay classy everyone!

* fingers crossed

Update: 07/06/2019

Version: 0.12.3.71538
  • Moved official Gold Rush servers to a different provider

Dev Diary #80

Hey there, fellow ylanders!

Let’s talk about another exciting feature coming in 0.13! The new and improved terrain generation. We have changed the way the terrain is generated in both the surface and the underground caves – this paves the groundwork for future updates that will allow us to quickly and painlessly generate more unique terrain variations. Let’s take a look at the changes!

In the old system, we were able to create nice terrains, but there wasn’t a big diversity after all – all ylands were basically a cone, where the top of the cone was the highest mountain peak and on the surface of the cone random changes were applied, so that it always looked a little bit different. This ultimately resulted in the ylands being a bit repetitive – the mountains were always in the middle, there was never a large flat area, and it was impossible to add some unique terrain features.

Another big issue with the old system was that, by breaking the surface of the cone (so that the ylands didn’t look completely the same), the terrain got too fragmented, and animal pathfinding was not able to navigate through there.

Some smaller modifications could be made to the old system, but in the end we weren’t able to keep the same visual quality and at the same time add much more variety and make the pathfinding work there, so we decided to make a completely new system.

Ylands meets Astroneer? By @Spyler.X!


With the new system, each yland is split into several sections and each of those is handled separately, so we can decide in which section there will be mountains, where lowlands, and so on. This way, we can have mountains on the edge of the yland and flat areas in the middle, which was not possible before.

Those sections are then connected and blended together, and each section can be completely unique, therefore creating ylands that don’t look so similar to each other.

Another big plus is that surfaces are not so fragmented as before and animals will have much less trouble navigating on them. And with changes made to the terrains, vegetation needed to be adjusted as well, so we optimized its spawning in all of the biome areas.

This all results in a much better control over the process of how each yland is created.

Since 0.13 just lays down the foundation of the new system, we will add much more polish to it and make sure there’s much more variety in the future, but we consider it already a great improvement!


And that’s all for now. Have a great weekend and as always - stay classy! And remember that in this post here you can leave your questions for next week :)

Dev Diary #79

Hey there, fellow ylanders!

Today we’ll take a look at two things that Creators will love in the upcoming update 0.13. Even though they have quite sophisticated names, they are actually very easy to describe, and you’ll see that they are very handy.

So, without further ado, I give you the Advanced object grouping and Dynamic objects!

Advanced object grouping is a fancy name that describes, well… advanced grouping :) So far you could group objects into simple groups. This was a nice way of putting together objects and then moving them around as one – however, it was obvious that more control was needed.

Therefore, we’re coming up with groups that support hierarchies. You can now group objects in a way that they reflect their world relations. Door handle can be child of a door. If you move or rotate the door, the handle will follow. At the same time, you can still easily adjust the handle position relative to the parent door. Here we’re talking about two entities, but you can even make one whole group a child of another group.
This very common and useful feature will help you work better even with very complex scenes.



Dynamic objects are our way of coming up with a solution to another problem - moving and rotating objects over time. What used to be very time consuming to achieve and had quite a large impact on performance, can now be done easily. You can specify where should an object move with what speed / in what time or do the same for the rotation. You just need to make sure that all objects that are moving are marked as dynamic, and you’re good to go.

The best thing about this is that it can be combined with the grouping feature, so you no longer need to move all the object parts - you just move their top-most parent.

Also, the new dynamic objects will work correctly when interacting with players, so by marking Groups/entities as "Platform", you will have the option to create moving platforms that will transport players somewhere in a smooth manner.

This is just the beginning, though. In the future we will be providing tools that will give you much more control over objects’ position and rotation.


And that’s all for now. Have a great weekend and as always - stay classy!