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Update V1.26: Improvements, Tons of Bug Fixes and Regional Pricing

Hello Everyone!

We hope you all had a good holiday season.
Today we’ve got a new update for you, featuring a host of bug fixes and quality-of-life improvements for the game, including a huge decrease in simulation start times for surface blocks!
A full list can be found in the changelog below.



Thank you to everyone from the Discord community who’s pitched in and playtested this update over the holiday period! Your help has enabled us to cram in more bug fixes and get the update released quicker than expected.

We’d also like to thank everyone who’s contributed to the new suggestions section on Discord. There’ve been some great discussions surrounding people’s ideas and it’s given us lots of inspiration for the future. Click below to join the Discord and add your suggestions too!



Regional Pricing:

Valve recommends that developers update their regional prices regularly, which we have not done since the 1.0 release. We wanted to give some advanced warning before we do, as pricing in most regions (Asia, Canada, Europe, Mexico & South America) is likely to increase.

To give everyone a chance to get the game at a discounted price before this happens, Besiege will be going on sale from the 29th of January to the 5th of February, after which the pricing update will take place.


That’s all for now and we hope you enjoy this latest installment of Besiege!

Cheers everyone,
Von

Changelog V1.26 - 20554

Changes:
- Edge detector logic gate
- Automation blocks now don't have a broken framerate bound escape that would make automation respond differently depending on framerate.
- Wheels now use a single slightly more round collider, resulting in better performance and roll
- old saves will use the original configuration of wheels
- Wheels now have a new implementation of acceleration that also affects deacceleration and doesn't jump suddenly to infinite power
- Grabber now has a button for attach and detach when not auto grabbing, if the button is the same on both it works like before
- Grabber now uses a more reliable grab phase
- Steering hinges and steering blocks now have a tension slider making it possible for them to be more or less wobbly than default
- Surface block texture tiling by world size
- Surface block flip texture on F
- Surface block rotate texture on R (with no ghost visible)
- Vacuum block now using a much more reliable and performant cone of effect
- Vacuum radius now increases with distance, and reference cone point offsetting slightly
- updated camera targeting (lerp update)
- Save menu now returns back to the last folder you accessed a file in
- Added xml options to skin packs (only 1 implemented atm)
- Minor cleanup of brace code
- Added Spinning block free spin toggle
- Added ability for certain blockmapper values to be copy pasted to and from Windows clipboard
- Added preview models to dragged blocks in skin template
- Tweaked sim camera lerping
- Added new secondary joint connection window extension
- Made Jaw selection easier
- Cannon and crossbow projectile now sync velocity before applying the shot force
- Enabled the scroll dependent WASD move to work not just when shift was held
- Optimized flat surfaces collider further
- Added version number to surfaces controlling the use of new flat collider
- Added rudimentary pan by zoom for camera
- Added zoom dependent WASD move for camera
- Added soft reset camera to grab reference position in certain cases
- Client inputs are now trimmed and fragmented if they exceed packet size
- One-sized cluster surfaces now included in center calculation
- Stopped trying to emulate inputs on clients
- New experimental simulation start improvements for surface block joining
- Made surfaces connect based on latest target in hierarchy consistently

Fixes:
- Fixed Decoupler not working with automation
- Fixed Ropes chopping trigger lagging behind actual ropes
- Fixed backward compatibility for springs scaled to 0 in 1 axis providing stabilisation restored
- Drills now don't create sparks if they are spinning a block but themselves are not spinning
- Surface edges and nodes stay active for client making them render in front of 3d hud
- Fixed logs being inconsistent in terms of collision with what they attach to
- Fixed Steam cannons
- Fixed vacuums affecting blocks in reverse
- Fixing new wheels not grounding properly
- Fixed a bug with bombs in mv
- Fixed errors from opening mv because of new camera stuff
- Fixed trying to delete a brace while placing it
- Fixed secondary joint preprocessing
- Fixed an issue with certain level editor events where a child body to the target was null
- Fixed some range stuff for vacuum
- Fixed selecting icon id for skins above double wooden block, returning wooden block if it was present
- Fixed some miscalculations in the cone angle on the vacuum
- Fixed water hitting valve in tolbrynd
- Fixed issue where some cogs had weird settings some being less likely to rotate, made them more consistent (though one has a bugged setting to 1000 radians per second, but don't wanna revert it to be slower just yet)
- Fixed jaw center of mass alignmentMade
- Fixed desync between projectiles and their source
- Fixed continuous collision on crossbow bolts
- Fixed some targeting issues on level objects with new camera changes
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed issue with pre-extended sliders not blocking secondary joints
- Fixed a duplication issue where a networking merge would cross reference the wrong blocks and cause a significant error
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed tiling for surfaces entering sim
- Fixed water cannon emulation issue
- Fixed water cannon client issue
- Fixed outline not working immediately on level objects
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Bombs exploded on server should no longer cause errors for joining clients
- Fixed new wheel implementation breaking in multiplayer at times
- Fixed Playfab connections after playfab broke their own network requests
- Fixed a missing port of fov consistency for 3d hud cam and main cam
- Fixed an error in virtual folder
- Fixed an error on axle on client
- Fixed being able to use both shifts in value fields
- Fixed an issue with MachineMiddle in simulation that caused rockets being launched to result in wrong machine center and camera following, as well as the rocket not being properly marked destroyed
- Fixed scaled braces cylinder
- Fixed rocket values at 0 resulting in game break
- Dragged block ghosts now properly transparent
- Fixed an issue with multiplayer client inputs over steam connection
- Fixed an issue where ropes snapped on client

Modding:
- When loading meshes for mods they are set readable per default
- Generate colliders on surface block now has a callback

New blocks, Block Features & Bug Fixes - Update V1.25

Hey everyone!

We're excited to bring you the latest update for Besiege. This update introduces three new blocks, a Length Detector, Axle, and Metal Jaw block.

The Metal Jaw is a bear trap type weapon block that uses tension in a spring to release an impactful swipe or bite.



The Axle is a universal joint like block that is similar to a ball joint, except it isn't allowed to swivel freely, which means you can use them to transfer rotational energy from one part of the machine to another, like an axle on a car.

The Length Detector is much like a rope, but instead of shortening and lengthening itself physically, it just follows the two points it is between always, and dependent on length it can output a button like the other automation blocks.



In addition to the new blocks, we've added a couple extra features to existing blocks including; a damper setting for suspension, a target pressure/height for regular balloons, and an often requested pre-extension of sliders.

This update also includes important bug fixes, primarily focused on the Build Surface. We've addressed issues where clients couldn't connect to the host's surface blocks, when the host selected the move tool. We've also fixed a bug where surfaces would lose their paint colour when skins were toggled in simulation, and a problem where moving surfaces outside of the bounding box would cause fire spread to cover too big and inconsistent areas.
For a full list of fixes, see the changelog below.

We've also optimized surface interactions to reduce their performance impact, like spread out their mesh generation in multiplayer when loading machines. Explosions are now less intensive, which means you'll experience fewer FPS drops when many overlapping explosions occur.

We hope you enjoy the new update and look forward to seeing the amazing creations you come up with using the new blocks and features!

Cheers everyone!

Von

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

Changelog V1.25:

New blocks:
- Length detector - (Automation block that measures the span between two points and emulates at a certain length)
- Axle - (A universal joint that allow rotation around 2 axes but not to spin around itself, perfect for axles and drive shafts.)
- Metal Jaw - (A new weapon block that uses a wind up spring to release an intense chomp to snap enemies and structures in half.)

New features:
- Damper setting for suspension
- Flexible setting for grabber
- Regular balloon can be pre-set to a target pressure/height
- Sliders can now be pre-extended

Bug fixes:
- Fixed a bug where selecting the move tool as host in multiplayer would make surfaces not connect for clients
- Fixed sometimes undoing and redoing with symmetry enabled would go weird
- Fixed surfaces sometimes losing their paint color if skins were toggled in simulation
- Fixed an issue with camera tracking the machine sometimes would not follow
- Fixed focusing camera on rope like blocks would center wrong
- Fixed spring misaligning with the machine after moving the machine for a while or far away from where it started simulation.
- Fixed sometimes scaling blocks selecting a hinge skin instead of the skin they were assigned
- Fixed surfaces briefly extended outside of their bounds keeping their fire mask outside the machines bounds.
- Fixed selection tool blocking surface placement after undoing back into placement state.
- Fixed hot air balloons displaying a white line on enter sim sometimes
- Fixed glitching banding shown across camera when using SSAO
- Fixed explosions not applying forces and damage to ai realistically
- Fixed merging edges and nodes after deselecting a block selection providing an incorrect merge.

Improvements:
- Spread out surface mesh generation in multiplayer so loading in machines with lots of surfaces doesn't strain the server
- Surface skin colors should now match better with other blocks
- Ipsilon ai instantiation improvements
- Turning off bloom now doesn't change the colors of the game
- Place braces by clicking optionally
- Smaller more readable surface block nodes
- Made using move/rotate/mirror tool on partial surface selection should now only update the mesh when it needs to
- Reduced interblock connection broken checks every frame
- Flipping steering hinges display their arrow more visibly
- Camera centers on block centers and not pivots
- Explosions now spend less time evaluating propagation of their effects

Changes:
- Moved block search to bottom right
- Subtle normal map added to skin using surface blocks
- Rocket pivot is now in the actual block's center of mass

Modding features:
- Glass tinting slider
- Block 55 can get skins from block 52
- Wheel inflation slider

Hotfix 19238

- Fixed MP error caused by missing networkblock
- Fixed large cog, small cog, etc, where placing prevents entering Sim
- Fixed issue with collisions
- Fixed Blood transfer issue
- Maybe other stuff

Besiege and Skul: The Hero Slayer among Game Pass's leavers this month

It's a new month, which means there's a new wave of games to join and leave Game Pass. As of today, we know of a new set of leavers, and it includes head-turning action platformer Skul: The Hero Slayer and the wonderfully destructive Besiege.


Read more

These six games will soon be leaving Xbox Game Pass

Six games are leaving Xbox Game Pass, and if you are interested in them, you'll want to download the titles as soon as possible.

Microsoft announced the following games will leave the service in the next couple of weeks: Recompile, Skul: The Hero Slayer, The Last Kids on Earth and the Staff of Doom, Besiege Console, CrossfireX: Operation Catalyst, and Infernax.

Developed by Dear Villagers, the atmospheric, Metroidvania-inspired hacking adventure game Recompile lets you take control of a semi-sapient program struggling against deletion. Within the 3D world of the Mainframe, you will engage in intense combat, 3D platforming, super-powered abilities, and an environmental logic-based hacking mechanic.

Read more

Update V1.20 - New block & quality of life improvements + Besiege Merch!

Hey everyone!

Today we’ve got another update for you V1.20, bringing a new block, a bunch of quality of life changes with a refreshed UI and a host of bugfixes. We've also launched some Besiege merch!



The new block can be used to raise your machine into the air, giving novice builders their first taste of creating a flying machine. The block works in a similar way to a hot air balloon, where its buoyancy can be increased or decreased on the fly, causing it to float gently at a desired height, and its colour can be customized.

Also for this update we've done an extensive rework of the game’s UI giving it a fresh, cleaner look, to go alongside the updates various quality of life improvements.



We’re also excited to announce that Besiege now has merch! Working with a number of talented artists we’ve come up with some cool stylistic designs for T-shirts & pin badges that are available right now on our new merch store!

We’ve also been working with Makeship to produce a Besiege Knight Plushy! Check him out, he’s so cool!!!! This is a limited time campaign and we need your help to make it happen, so make your pledge today if you’re interested!

That’s all for today, we hope you enjoy the update and we’re excited to continue Besieges development going forward. :)

Cheers everyone!

Von



Changelog V1.20

Patch notes:
- Added a new Block, THE HOT AIR BALLOON.
- Added new level for Ipsilon (Zone 3).
- Reworked old tutorials.
- Added new tutorials.

- Reworked direction arrows on rotating blocks to make it more clear which way they will turn.
- Fixed problem with balloon ai in Sandbox.
- Braces now show a ghost when dragging.
- Fixed problem with SSAO settings not updating correctly in Multiplayer.
- Fixed missing HUD lighting which caused the UI to be darker than intended.
- Reworked UI on the Top Bar.
- Steering Block is now properly grid aligned.
- Fixed a lot of different translation errors.
- Sliders related to height values now use logarithmic scaling.
- Moved Server Health and Server Buttons in Multiplayer.
- Updated model and texture on Balloons.
- Changed the Version check for connecting in MP to be less strict.
- It is now possible to undo a machine deletion.
- Rope default mass has been lowered from 1 mass total to 0.4 (will not affect saved machines).
- Added new option for disabling deformation of meshes.
- Fixed miss aligned Flying Block Collider.
- Adjusted AI melee attack range to be less when hitting upwards.
- Undoing now also changes tools to match the action that was undone.
- Added a secret.
- Resetting machine rotation now resets around the gizmo instead of around the transform position.
- Lenses rain has been disabled on multiple levels.
- Optimized all Cog Colliders.

Known Bugs:
- There are a few bugs related to the way our Symmetry Tool and the undo/redo system interact. We have fixed a few of them in this patch but it will unfortunately take some time to get it completely bug free.

Hotfix - 1.20.17395

- added togglable permanent FPS counter for UI, first revision
- slightly nerfed the new hot air balloon as to not be as op
- fixed an issue with rope+winch mass loading, it's consistently always 0.5 now
- made armour on breaking hot air balloons work
- fixed localisation suggestions
- fixed undoing transform giving weird tool selections at times
- made hot air balloon center update with modified scale
- Re-Hosting a Playfab Server may get you stuck waiting on "Hosting Server". Restarting the game will fix the problem.