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Besiege is Coming to Xbox One, Series X|S & Xbox Game Pass February 10th!

Good news everyone!

Besiege will be coming to Xbox on the 10th of February!

Besiege Console will be entering Xbox’s Game Preview program on the 10th of February, and will be available on Xbox One, Series S/X and Xbox GamePass!



Significant sections of the game have been rebuilt from the ground up to provide a top tier experience while playing on a console. We’ve worked hard to ensure all the advanced tools present in the PC version, function smoothly & correctly while using a controller.
We’ve also completely redesigned the UI for Besiege Console, to provide easy interaction with a controller.



Besiege Console also contains an all new Workshop for sharing machines and has some cool new features built into it like the “Screenshot Tool '' which helps you to create an attractive thumbnail for your machines & even customize their backgrounds!




Besiege Console includes:
  • Singleplayer Campaign with 54 Levels

  • 3 Sandbox Environments

  • 68 Weapons, Blocks, Devices & Mechanisms to build machines

  • A suite of Advanced Building Tools

  • Workshop to download other player’s machines or upload your own to share




Unfortunately Besiege Console will not include Multiplayer or a Level Editor. We’ve worked really hard to bring all of Besieges features to Console but sadly it just wasn’t possible with Multiplayer & the Level Editor

Another cool little addition we were able to make is Motion Blur, check it out, it looks pretty cool!



We're super excited about launching on Console and we're looking forward to bringing more content to both PC & Console gamers in the near future!

[previewyoutube][/previewyoutube]

64Bit Support Is Here! - Update V1.10

Hey Everyone!

Hope you all had a good time over the holidays, today we’ve got a big quality of life update!

The most important part of the update is that Besiege is switching to 64bit! This will mean players with powerful computers will see a huge performance boost when playing with larger machines, during testing we’ve seen up to a 3x FPS boost on certain workshop items!

We feel like now is a good time to make the shift to 64bit as it will put Besiege in a good position going forward, allowing us greater freedom to pursue more exciting features in the future.

If you’re still running a 32bit operating system then don’t worry! You’ll still be able to play Besiege as we’ve created a “legacy32bit” branch of the game on Steam, click here for a guide on how to change to the 32bit branch!
However, you will need a 64bit operating system in order to play newer updates for Besiege.

In addition to shifting to 64bit we’ve got a host of new features, improvements and bug fixes for you. There’s a full changelog at the bottom of this post but here are some of the highlights:

  • Added more features for the logic system, including new gate options and support for variables in place of keyboard inputs, making complex logic systems easier to manage & track

  • Reworked Ipsilon campaign island that includes the advanced brick system, present in the later campaign islands, as well as fixing a bunch of issues with levels
https://i.imgur.com/Cm8f90Q.gif
  • Increased the number of maximum cloud saves from 1,000 to 10,000

  • Added more level editor objects

  • Added language support for Italian, Polish, Turkish, Chinese Traditional (Taiwan), Chinese Traditional (Hong Kong)

  • Made UI improvements, New Tutorial system & a bunch more stuff!


That’s all for today but watch this space, we’ve been working on a whole bunch of stuff since our last post and we have lots more to talk about in the next few weeks! :)

Cheers,
Von

[h2]Changelog:[/h2]

FEATURES
  • Updated to windows 64 bit (for windows, linux and macOS already support it)
  • Skins bottom bar fold out UI now shows you the most recently used skins in the first column if you use Advanced Building
  • In advanced building you can now switch keyboard inputs to variables to make complex logic systems easier to keep track of
  • Increased max number of cloud saves from 1000 to 10000
  • Added new connection type: Playfab
  • New level editor objects
    - Floating Crystal
    - Sandbox Mountain
    - Monk Idol statue
    - Crystal
    - Gold Nugget
    - Mine Cart
    - Dragon Ribs
    - Rotating Crank
  • New languages
    - Traditional Chinese (Taiwan)
    - Traditional Chinese (Hong Kong)
    - Italian
    - Polish
    - Turkish
  • New Settings
    - Added setting to make the camera look at the center of all the blocks instead of the average
    - Camera Sensitivity
    - Soft / Hard shadows toggle
  • Updated ipsilon brick levels for modern breaking systems
  • Save + Load menu workshop tabs to more easily keep track of your subscriptions and uploads
  • Glass surfaces now cast semitransparent shadows
  • Glass surfaces now have slightly less intense reflection
  • Improved thumbnail generation code with better centering and colours
  • Scroll wheel now can interact with time slider for precision increments
  • Boulder pieces now don't overlap and they inherit the velocity from before breaking
  • Explosion updated to be more performant and minor visual improvements for slowmotion
  • Logic Gate options added:
    - Binary Counter
    - SR Latch
    - D Latch
    - Random
  • New tutorial system, that shows you more clearly how to do steps, with an example base machine for level 1
  • Made it possible to select thumbnails from your pc for when uploading to the workshop
  • Made it possible to update thumbnails from in game for previously uploaded items (if not selected, it won't change the thumbnail)
  • When updating a workshop item it'll auto assign the tags that was used last


CHANGES
  • The machine bounding box now doesn't render in front of your machine
  • Local snapping for level editor translate tool now snaps to local grid instead of global
  • Transform gizmos for level editor now hide while holding shift
  • Single broken blocks now are ignored by the camera when following the machine
  • Surface block hidden if not Advanced building mode
  • Skins are now off per default
  • Improved colour correction for the Krolmar island
  • Improved colour correction for Ipsilon
  • Slight improvement to fire spread
  • Changed one multiplayer achievement from requiring 25 servers to 10 instead
  • Making propellers automatically align themselves around blocks that spin around their base axis
  • Steering hinges auto return per default now
  • Updated some achievement names
  • Changed connection type selection to tabs in multiverse


FIXES
  • stopped deflecting steering hinges on simulation start
  • fixed some slight memory leak issues when loading skins and block mods
  • when detaching surface blocks in a selection containing other block types, it now doesn't duplicate the others.
  • when using modding tools to scale surfaces or blocks surfaces connect to, broken pieces now match the original surface scale.
  • Surface corners don't show in automatic thumbnails
  • foliage doesn't render on top of fog anymore
  • fixed Ambient Occlusions sometimes missing in level selects
  • fixed an issue where grass and blood decals would make a slight dark square around the bounds of the decal
  • fixed when duplicating or detaching selections with surface blocks the reference pivot sometimes changing
  • Fixed who needs a mechanic achievement using the right category when you have mods
  • Made AI blood decal not spawn on the ground when dying in the sky
  • Fixing Krolmar Artifact level so keys are more easily accepted
  • various dx9 issues fixed
  • fixing sometimes loading machines would say they intersected the floor even if they aren't
  • fixed an issue where moving a surface corner on top of another surface corner, resulting in the surface being incomplete and removed, would throw errors
  • fixed an issue where certain brick objects weren't updating right for clients
  • Drill now properly receives emulation
  • unpowered wheels now are allowed to spin as fast as other wheels


MODDING
  • Added hidden toggle to turn off collision for surface blocks
  • Added social media mode to the cam tools
  • Added min and max grid static surface grid size variables
  • hidden logic gate option to make emulation loops burn out to avoid spamming behaiour


[h2]Hotfix 16991[/h2]
  • Fixed missing sensor area cylinder
  • Fixed sorting files by date and throwing correct logs if invalid file loaded
  • Fixed negatively scaled fire areas
  • Fixed logicgate counter reset not resetting always or fully always
  • Fixed automation update rate, to be like previous update consistently at a single time instead of staggered
  • Made surface block zero volume check between corners and edges so zero volume is more accurately determined
  • Launching certain languages breaking until switching languages
  • Making emulation messages work even if the key is set to None
  • Added tutorial toggle option
  • Fixed drills not emulating again
  • Fixed spark particles over emitting on drills and saws
  • Added hidden mass slider to surface
  • The gerenuks in multiplayer now face the right way
  • Bomb explosion sizes stay consistent again as it did in 1.05
  • Blocks with shadow casters now cast the correct shadows using skins
  • Fixed occasional error when switching blockmapper from a secondary emulation input to another block


[h2]Hotfix 17044[/h2]
  • MP bounding box now hides its front like in SP
  • Surface Block changes:
    - Corner points would sometimes obscure other selections
    - fixed missing colliders for folded surface blocks
    - removed overlapping double collider generation with some surface block configurations (in those cases the mass will be halfed aswell)
    - Mass slider changes is now loaded in vanilla no matter if the toggle for it is enabled
    - hidden collision toggle now properly updates mass
  • fixed broken key inputs for logic systems in level editor
  • fixed broken discord link in the Title Screen
  • fixed an accidentially changed event/action for mod stability (FragmentVisualController.onVisualBreak)
  • fixing shadows on instantiating a block with non default skin
  • slight optimisation to moving a lot of surface nodes at the same time
  • Japanese Translation tweaks
  • Fixed nre from loading a machine while having a surface block on the current machine.
  • fixed bug after defeating the last level of Krolmar causing the player to be unable to build on the machine.
  • Fixed baloons at length 0 breaking skins toggle and shadow mode.
  • Fixed some issues with machine thumbnail generation when the build zone was moved away from the default position
  • Machine tutorial now properly hide when using the level editor tools
  • now doesn't change the thumbnail when updating a machine without touching the thumbnail.
  • removed error logs from opening workshop update tab in save.
  • fixing overwriting thumbnails when changing content of a workshop upload but not having selected a new thumbnail
  • fixed not using completion state correctly to gauge what tutorials players have finished
  • fixed an issue with surface blocks having an empty list of corners for other players

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