Sinister
Hi again, everyone! I'm excited to present our latest content update, containing our new "Sinister" theme of buildings and scenery items, and also incorporating some other new features!
New in this update:
This update also has a whole bunch of other quality-of-life improvements and bug fixes:
As I mentioned with the last update, the next big thing I'm personally working on is a major revamp to game progression; how your game's version number goes up, how you unlock new technologies, and how you unlock character type slots; I'm very excited to write more about that in the next big feature update! And we have a couple more, smaller feature releases that will come out between now and then.
More details soon. And once again, huge thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It all makes such a big difference to me and everyone else on the development team! :)
Talk again soon,
-T
New in this update:
- Sinister assets! Up first, in this update you'll find a new set of "sinister" functional buildings, a new dungeon entrance, a new wall style, and several new scenery items to use to decorate all your most ominous regions.
- Lighting on the world map! We've brought over tech from our dungeon rendering, and scenery items which look like they should be casting light into the world (lanterns, campfires, etc) now actually do so on the main world map, the same way they do inside dungeons! This means you can now make super thematic 'nighttime' regions and illuminate them using lanterns and other set dressing, instead of always requiring sunlight everywhere!
- General scenery cleanup! In this build we've also updated more than 80 of our old scenery items, fixing many minor issues (tables which were missing triangles when viewed from underneath, a cleaver which accidentally was embedded into a table by its handle instead of by its blade, etc). In general, we've worked quite hard to make sure these changes are subtle enough that you probably won't notice them and they shouldn't break any builds which had been using the old scenery items.
This update also has a whole bunch of other quality-of-life improvements and bug fixes:
- Fixed players on flight paths or on vehicles falling down to the ground after a save+load cycle. Additionally, players waiting for a vehicle at a dock at the time of a save will now continue waiting for the vehicle after the load occurs, instead of choosing to go do something else instead.
- Fixed a very rare crash bug which could occur if you started to change the destination of a quest but aborted out of doing so by clicking on a scenery placement tool that you had never used before.
- Fixed a bug which caused map generation to not be entirely repeatable when regenerated from the same seed. (this should make it possible for us to debug some extremely rare map generation bugs in future!)
- Fixed a bug which could result in a (non-functional) selection-box being drawn in the desktop interface.
- Mac and Linux builds no longer treat receiving a "SIGTERM" signal as if it was a crash (because it isn't one! It was just a polite way for one program or the OS itself to request another program close itself)
As I mentioned with the last update, the next big thing I'm personally working on is a major revamp to game progression; how your game's version number goes up, how you unlock new technologies, and how you unlock character type slots; I'm very excited to write more about that in the next big feature update! And we have a couple more, smaller feature releases that will come out between now and then.
More details soon. And once again, huge thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It all makes such a big difference to me and everyone else on the development team! :)
Talk again soon,
-T