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New Build Surface Feature - Update V1.05




Hello everyone!

Today we’ve got another update for you, Version 1.05, bringing an awesome new feature we’ve been working on for a while now called “Build Surface” and some highly requested additions to the symmetry tool.

The Build Surface feature is a simple, highly customizable & powerful block/tool that allows you to create custom shaped blocks/panels for your war machine. These panels can be made from either wood or glass, both with their own characteristics that will affect the durability of your creation and how it reacts when damaged.

The tool uses a simple grid system that’s easy to master, even for you novice builders out there. You simply select 4 points on the grid and the tool will create a panel to fill the shape you have chosen.




Once you’ve created a panel you can then manipulate it into curved shapes using the advanced building tool. You simply select the advanced building tool, click one of the panel’s nodes and drag it to the shape you want.




The custom shaped panels you create also have aerodynamic properties which should unlock a whole range of new possibilities when constructing flying machines and airplanes.

The new panels have a health system that you can wear down by damaging them over time but it’s also possible to smash right through them, splintering the panels and sending fragments flying in every direction.




The size of the panels you make will affect how they react to damage or being put under stress, creating a more realistic structure for you machines.The panels also use the existing joint system, meaning that shapes you draw will attach to surrounding blocks and form a cohesive structure for your machine.

This new block/tool unlocks many more possibilities for designing your machines and makes creating complicated shapes and intricate detail on your machines even easier than before.

The tool is currently considered ‘Experimental’ which means we’re still actively working to improve it and give it a polish that we’re happy with.

In addition to the new block/tool we’ve made some additions to the symmetry tool that give it increased functionality, with two new modes that will further aid you in both building and editing your machines.
The first new mode revolves around selection and modification of your machine. When you select a block with this option enabled, it will automatically select the corresponding block on the opposite side of your machine. For example if you select the front left wheel on your car, it will also select the front right wheel for you.
If you use the advanced building tool with a mirrored selection, the blocks will behave in a mirrored fashion. For example if you have the front left & right wheels of your car selected and move the left wheel further away from the car’s center, the right wheel will also move further away from the center.




In addition this symmetry tool setting allows you to modify mirrored blocks at the same time, for example changing the speed of the front left wheel also changes the speed of the front right wheel.
The second new mode lets you perform mirrored deletion of blocks on your machine, for example deleting the front left wheel also deletes the front right wheel.

That’s all for now and we truly can’t wait to see what madness you guys concoct with this awesome new feature!

Happy building!

Von

Hot Fix Version 1.05-12524

Changelog:

- Fixed centering via C on selection
- Fixed an issue where removing a surface while building a surface could result in errors.
- Fixed an issue where joints would complain on rotated machines being respawned immediately
- Fixed pin blocks flickering on and off when being placed on a surface block
- Fixed issue with the surface tessellation when curving opposite edges in different directions
- Fixed burning surfaces being persistent on clients in Multiverse
- Fixed an issue where bloom options would apply properly
- Fixed a problem with undoing where an error could happen from duplication and other actions on surfaces
- Fixed outlines on modded objects
- Fdded new japanese translations
- Fixed some russian entries
- Edges of surfaces now don't accidentally get rotated off their orientation by AB
- Fixed an error when changing selection between surface blocks while duplicating
- Fixed and error when inspecting the overview key mapping with logic blocks in it

Hotfix Version 1.05-12422

Changelog:

- Fixed machine center calculation when the buildzone has been moved
- Fixed transform cache issues in Multiverse
- Fixed LookAtCamera component that was throwing exceptions
- Only resets and restores rigidbody interpolation on blocks that are affected by undo actions
- Fixed projectiles not despawning correctly when respawning
- Updated Chinese, French, German, Portuguese and Russian localisation with new surface-related entries
- Now makes sure edges and surfaces are valid after loading
- No longer tries to process invalid surfaces
- Surfaces no longer do anything in sim, and destroy their joints if they're invalid
- Automatically removes invalid edges and surfaces when automerging
- Fixed exceptions when machines with invalid surfaces enter sim

Level Editor & Bugfix Update V1.02

Hello Everyone!

Today we’ve got another update for you, bringing a whole load of new level objects & Krolmar’s desert environment to Besiege’s level editor, and a bunch of bug fixes for issues that have been reported since the V1.0 release!

The new level editor objects are from the new campaign island of Krolmar, so now you can make your own desert levels of doom for your friends or the wider community!



We’ve had a lot of really useful feedback about the Automation blocks since they were launched and have been hard at work making improvements to the way they work on a technical level. Key Emulation will now work consistently meaning that low FPS will no longer cause your machine to perform differently.
This improvement will be most evident in Multiplayer, where previously lag spikes resulting from people loading in large machines were having a negative impact on machines that rely on an emulation system to function properly.
Whilst this improvement will make using automation blocks much smoother in the long run, it’s possible that some existing machines may respond differently with the new update.

(Shameless twitter plug) You can follow us @spiderlinggames to get sneak peeks at cool new features and tech that we're working on, as well as announcements about Besiege and any future projects we work on!

That’s all for now folks, hope you enjoy this update and keep on Besiging!

Cheres,
Von

Changelog V1.02

Added Krolmar level objects!
- Cart
- Palm Tree
- Cactus
- Desert Ivy
- Basket
- Desert House
- Low Desert Wall, Low Desert Wall Turn
- Desert Obelisk
- Krolmar Peasant, Krolmar Spear Knight, Krolmar Gerenuk Rider
- Gerenuk
- Desert Wall, Desert Wall Battlement, Desert Wall Window
- Desert Rock
- Desert Rock Plateau
- Grass Patch Desert variant
- Grass Tuft Desert + Curly Desert variants
- Add Desert environment for level editor
- Add Krolmnar soundtrack to level editor (track 9)
- Add Ignore Static toggle to the sensor block

Bug Fixes:

- Fix being able to copy speed values from Speedometer to Wheel
- Make Anglometer respond correctly with rotated machines
- Fixed a problem where off screen insignias might have some invisible parts
- Fixed the text cursor appearing in wrong places for the slider values in the keymapper
- Fixed some potential issues with logic blocks on the client
- Fixed an issue with the camera focusing where blocks would disable and be impossible to build off of as a client
- Fix level 48 to only require destroying the cannons
- Make sure islands are marked as unlocked just after unlocking them
- Don't award Tree Of Life achievement on wrong level
- Make Dodger achievement detection more robust
- Add thumbnails/icons for logic blocks


Changes:
- Emulation now happens at a consistent 50 fps (assuming 100% timescale)
- Made modded negative valued water cannons not attempt particles that would fail anyway
- Sensors now properly ignore only virtual triggers, like insignias or things outside of the level
- Changed how interpolation and kinematic behaviour works for the spring blocks which hopefully should stop them from visually gliding off the machine
- Made starting simulation emulate the start emulation keybinding (SPACE fx.) consistently whether you pressed space or the play button

2 New Blocks & Bug Fixes | Update V1.01-11100

Hello Everyone!

Today we’ve got another update for you, our first since Besiege left early access!
This update, Version 1.01, adds 2 new blocks for the newly established Automation category and some fixes for minor bugs that have been reported since the V1.0 release.

The team’s been super excited to see everyone enjoying the V1.0 launch and they’ve been working round-the-clock to get this next update done as quickly as possible!

If you didn’t see our preview development post, here’s a quick rundown of what the new blocks do:

The Anglometer
This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. The block should allow you to create gyroscopes and stabilization systems for your machines.





The Speedometer
The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself.





We’re already seeing some awesome machines made with the Automation blocks added in V1.0 and we’re super excited to see what you guys create with these 2 new ones!

Follow us on Twitter to stay up to date with what we’re working on, and see some of the awesome creations the community is coming up with!

Thank you to everyone for all the support and positive feedback following Besiege’s release and we hope you enjoy this update!

Cheers,
Von


Changelog V1.01-11100:

ADDITIONS:
Speedometer Block
Anglometer Block

FIXES:
Fixed 'Stuck on Initializing' issue by ignoring the RemoteFile logic when CloudSaving is turned off
Setting no emulate key will now not throw errors
Fixed World Conquerer achievement firing in first Krolmar zone
Valfross unlock text is now "CONQUER TOLBRYND TO UNLOCK" in title screen
Fixed some display issues on the krolmar level select in terms of conquered marking
Fixed altimeter height being displaying wrongly in misty mountain
Fixed logic gate input names
Making preextension work while bounds are disabled and allow intersection enabled, even if something is in the way to be consistent with when bounds are enabled.

CHANGES:
optimised textures for automation blocks
Made automation blocks with dials place upright when on top of the machine per default
removing debug log for falling ai
key in krolmar vault level ignored by splash force

for modders: Make LevelXMLLoader public instead of internal so mods can access it

More Blocks in The Works!

Hello Everyone!

Hope you’re all enjoying the V1.0 update! The team & I have been eagly watching people’s reactions and feedback on the new content, it's great to see so many people having fun with Besiege!

We’ve been overwhelmed by the positive reception you guys have given to the new Automation/Logic blocks, it’s awesome to see all the innovative creations people are coming up with!

With that in mind we’ve begun thinking about what other Automation/Logic blocks we could add to Besiege and we’ve got some rough plans for a couple that we’d like to share with you here! (Keep in mind these are work-in-progress & subject to change)

The Speedometer Concept
The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself!



The Angle Detector Concept
This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. This block should allow you to create gyroscopes and stabilization systems for your machines! The angle the block detects you’ll be able to edit in the settings.



We’re hoping to get these blocks worked up and implemented into the game very soon, so you can expect another small update in the next couple of weeks!

Thanks again to everyone for the good wishes and congratulations following the V1.0 launch, we really appreciate it guys!

Cheers,
Von

Besiege V1.0 Is Out Now



Hello Everyone!

Today we are proud to announce that Besiege V1.0 has been released, bringing the game out of early access!

Version V1.0 brings the final island for Besiege’s singleplayer campaign, Krolmar. Krolmar is an ancient & mysterious desert island, filled with new enemies to slaughter, fortresses to obliterate & secret magics to unravel. With it’s stunning visuals and challenging levels, Krolmar brings a fitting finale to the campaign.



In addition to the new island, V1.0 also brings a new category of block to Besiege, Logic/Automation blocks. These blocks allow you to create automated mechanisms for machines, performing several actions in a sequence with the push of a single button, or automating actions using the various sensor blocks!

V1.0 includes 4 Logic/Automation Blocks, here’s a breakdown of what they do:



As with all our updates, version 1.0 comes with a large number of bug fixes, polishing the game off to it’s fully released state!

You may also be wondering what’s next for Besiege and Spiderling. We plan to continue working on Besiege, improving the game & prototyping experimental features!



Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what we’re working on!
Steam: https://store.steampowered.com/developer/Spiderling
Twitter: https://twitter.com/spiderlinggames
Facebook: https://www.facebook.com/spiderlinggames/
Youtube: https://www.youtube.com/user/SpiderlingGames



In line with our original Early Access plan Besieges price will be increasing in 1 weeks time,after the release sale has finished, so if you haven’t picked up the game yet then now is the best time to grab yourself a copy!

We hope you’re all as excited as we are to see Besiege leave early access! As always, thank you to everyone for your support and participation in what has been an incredible journey!

We hope you all enjoy the update!
Thanks again,
The Spiderling Team

PS: You can read the full changelog here: http://forum.spiderlinggames.co.uk/index.php?threads/version-1-0-changelog.15659/#post-43993

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