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  1. Today
  2. Balduranne

    I've made a terrible mistake

    I can imagine you screaming through the entire swarm
  3. Yesterday
  4. Theishiopian

    I've made a terrible mistake

    Unity 2017.3.1f1 Personal (64bit) - Level.unity - Space Game - PC, Mac & Linux Standalone _DX11_ 8_15_2018 3_07_07 PM.mp4 I MAY have set the spawn interval too low...
  5. redram

    Cave Improvement Concept

    Those rocks aren't 'naturally' glowing (or maybe I should say, 'innately'). They're being hit with specific wavelengths of ultraviolet light, which causes them to fluoresce. Without those specific wavelengths, and the occlusion of all visible light, you would not see anything unusual. Now of course the game can do whatever it wants, but from a realism standpoint this wouldn't make sense unless the player can make light sources that give off only UV light. Now it does so happen that the filters they use to let through only specific UV wavelengths are made of a very expensive quartz glass (as I understand it). And I would absolutely be first in line for the player to be able to collect minerals and make a fluorescing mineral display room. Some day.
  6. Stroam

    Cave Improvement Concept

    some rocks naturally glow, learn all about it.
  7. Version 1.6.7, a stable release, is now ready for download in the account manager. Game updates Tweak: Wolves now drop 30% less meat Fixed: Wolves not chasing players if they are being attacked by the player while saturated Fixed: Game sometimes crashing when leaving a world. Fixed: Players able to place ladders that are only client side. Climbing on them caused continuous fall damage View full record
  8. Version 1.6.7, a stable release, is now ready for download in the account manager. Game updates Tweak: Wolves now drop 30% less meat Fixed: Wolves not chasing players if they are being attacked by the player while saturated Fixed: Game sometimes crashing when leaving a world. Fixed: Players able to place ladders that are only client side. Climbing on them caused continuous fall damage
  9. Last week
  10. Balduranne

    Cave Improvement Concept

    That. I forgot to mention moss
  11. Tyron

    Cave Improvement Concept

    A simple tweak i thought of: Mossy Rock and Bony rock
  12. Tatazaki

    Cave Improvement Concept

    I said it in discord, I'll say it here Uranium in it's raw unrefined form gives out light. It looks like this irl.
  13. Balduranne

    Cave Improvement Concept

    Caves are really dull right now. It's just endless stone, darkness and angry jerks. There's a few things that could make it more interesting: For one, I think caves should have more than just stone. I'd be happy to see some dirt underground. Whenever I have to landscape an area, I need to take the dirt from somewhere else, which usually means a hole somewhere, or flattening the terrain. Now, I know Minecraft has this, but I'd like the ability to dig out dirt for landscaping under the surface. Besides that: SHINIES. Past a certain depth, caves could have glow worms attached to the ceilings to add some nice detail and potentially make navigating easier. It could also be some very inedible bio-luminescent mushrooms (Potentially an alchemy ingredient?). Besides looking pretty, Red Ram pointed out on Discord that Locusts give themselves away too easily with their glow. There could also be a crystal that emits a faint glow (Uranium?). With so many ravines and shafts opening to the surface, we could have bats coming out at night and chillin' in the caves during the day. Now this one is more tricky, but it would be awesome if caves could have some nice formations - stalactites, stalagmites and connected columns. Maybe even quartz, salt or limestone crystal formations. And finally - Flooded caves and underground rivers/lakes. Again, having some bio-luminescence in those would look great. Hell, maybe you could even catch some rare fish or other animals in those. I'm sure we can all come up with details for that.
  14. Stroam

    (An)other combat suggestion

    Found a video where someone who has spent a great deal of time researching weapons, armor, and video game pvp mechanics is pretty much saying what you outlined.
  15. Stroam

    (An)other combat suggestion

    Sure but there are ways to decrease or increase the negative effects of lag. Fast paced is a good way to increase the negative effects while a slower paced combat is a way to decrease the negative effects of lag.
  16. Erik

    (An)other combat suggestion

    Every connection can sometimes experience lag. And every combat system would suffer from it. To make combat an ideal experience, the server needs to focus on calculating and sending data on two or more players in proximity.
  17. Version 1.6.6, a stable release, is now ready for download in the account manager. Spent some time to improve memory usage and frame rate smoothness. Game updates Tweak: Improved godrays effect performance: Low quality godrays no longer have graphical glitches, making them on par with high quality godrays, so the high quality godrays setting is gone now. This eliminates the large fps drop that came with high quality godrays when looking at a 90 deg angle away from the sun Tweak: Improved GUI redraw performance. This might fix the rare case where coordinate hud causes regular stutter. Fixed: Two dozens of memory leaks in the GUI system Fixed: Large memory leak when leaving a single- or multiplayer world Fixed: Fox hitbox too large Fixed: Windows Installer not asking for destination folder when the game is already installed Fixed: (Rare?) Server side crash Fixed: Gravel/Sand not falling in some cases where it should (e.g. when placed above water) Fixed: Worldmap dialog coordinate tool tip emtpy right after opening it, until the mouse was moved View full record
  18. Version 1.6.6, a stable release, is now ready for download in the account manager. Spent some time to improve memory usage and frame rate smoothness. Game updates Tweak: Improved godrays effect performance: Low quality godrays no longer have graphical glitches, making them on par with high quality godrays, so the high quality godrays setting is gone now. This eliminates the large fps drop that came with high quality godrays when looking at a 90 deg angle away from the sun Tweak: Improved GUI redraw performance. This might fix the rare case where coordinate hud causes regular stutter. Fixed: Two dozens of memory leaks in the GUI system Fixed: Large memory leak when leaving a single- or multiplayer world Fixed: Fox hitbox too large Fixed: Windows Installer not asking for destination folder when the game is already installed Fixed: (Rare?) Server side crash Fixed: Gravel/Sand not falling in some cases where it should (e.g. when placed above water) Fixed: Worldmap dialog coordinate tool tip emtpy right after opening it, until the mouse was moved
  19. Stroam

    (An)other combat suggestion

    Do you think such a fast reaction system is ideal for a server-client connection which sometimes experiences lag?
  20. Erik

    (An)other combat suggestion

    A combat example After reading all this, you may still have no idea, how combat may play. This is a hypothetical scenario of a fight between two persons. The first person, I’ll call him Olaf, is a heavy armored fighter with a sword and shield. He wears full steel-chainmail-plate armor, his sword is also made out of steel and he uses a steel shield. All this gear makes him 30% slower than an unarmored person. His opponent, I’ll call him Jürgen, is a medium armored, longsword wielding fighter. Most of his armor is just padded armor, but he wears padded-chainmail on his chest and a padded-plate helmet on his head, both made out of steel. His longsword’s blade is made out of white steel and deals 50% more damage than Olaf’s sword, while also having 20% armor penetration and 35% longer reach, but attacking 30% slower. Olaf takes a defensive stance, blocking with his shield. This however further limits his already limited movement. Jürgen uses this to his advantage, as he can stay out of Olaf’s reach, while still being able to attack Olaf. Jürgen launches a power attack at Olaf. Olaf, still blocking, gets hit by the attack and takes a lot of stamina damage and being unable to block for a while. Unable to attack Jürgen, because he is out of reach, Olaf waits for the shield stagger to end, while Jürgen is launching another attack at Olaf. Just as Jürgen was to hit Olaf, he raises his shield and successfully parries Jürgen, knocking him a bit back and making him unable to attack for a short while. Olaf uses the time to close the distance between him and Jürgen. Olaf and Jürgen launch an attack at the same time. Jürgen realizes his mistake and quickly performes a defensive feint, transforming his attack into a parry. He successfully parries Olaf, taking no damage. Jürgen can’t attack directly after his defensive faint, so he backs of. The distance causes Olaf, who has just been staggered, to block. While Olaf blocks, Jürgen can regenerate some stamina. He then launches another power attack at Olaf, attempting to break his block. Olaf ends the block and moves backwards, trying to get out of reach. Jürgen closes in on him, but Olaf dodges to the side, to escape the attack. The long recovery time of Jürgen’s power attack leaves him vulnerable, as Olaf closes in on him. Olaf launches an attack, Jürgen quickly parring. As Jürgen parried too early, Olaf uses the opportunity to perform an offensive faint and attack again, quickly afterwards. This has him very low on stamina, but the attack couldn’t be blocked by Olaf and hits. The attack hits the legs, which are protected by padded armor. Not being a deflect or penetration, the attacks damage gets lowered by the armor, but still has Jürgen on two thirds of his health. Having Jürgen knocked back and unable to attack, Olaf tries to hit Jürgen a second time, but this time he successfully parries. Olaf is now at a big disadvantage, knocked back and attack-staggered, as he has not enough stamina left to fully block an attack. Jürgen takes the opportunity to launch a power attack at him, and while Olaf was able to block the attack, he gets knocked down, unable to attack, move or defend himself. Jürgen is able to get two hits on Olaf, one being deflected and the other one hitting, causing Olaf’s health to fall beneath 50%. Having regenerated almost half of his stamina, Olaf decides to dodge out of his stagger, right as Jürgen launches another attack at him. The tides turned, now Jürgens stamina is very low. Olaf launches a power attack at him. Jürgen tries to parry, but he started too late. This mistake leads to him being hit. This time his chest has been hit, the blow gets softened by the armor, but the power attack hit him down to his last 10% of health. Jürgen unable to attack and knocked back, out of stamina, Olaf attacks again. Jürgen quickly tries to parry the attack, but Olaf feints his attack offensively, attacking shortly after the faint. The blow killed Jürgen, his mistake being paid with his life. This is how I expect my system to play, stagger forcing players to take turns, quick reactions being rewarded and every mistake being able to be the last one.
  21. Tyron

    Minimap Bug (?)

    It's not related to macs, its how the minimap is currently designed, it only shows the currently loaded chunks. There is no map persistence mechanic yet. Its a brand new feature and the 1.6 update already dragged on for too long, so it's capabilities is fairly limited.
  22. Valaraucy

    Minimap Bug (?)

    I'm not really sure if this is a bug, but every time I hit M or F6 the minimap resets i.e. all the previous explored areas are gone. I couldn't find anything in the bug tracker, so either it's intentional (->> build roads) or a mac problem (again).
  23. Valaraucy

    Quintuple Fix (v1.6.5)

    Sound on Mac works like a charm now! Thanks for the quick fix :-D
  24. Tyron

    Quintuple Fix (v1.6.5)

    Version 1.6.5, a stable release, is now ready for download in the account manager. Community finds more showstoppers. (╯°□°)╯︵ ┻━┻ Tyron fixes. More or less. ┬─┬⃰͡ (ᵔᵕᵔ͜ ) Game updates Fixed: Mitigate a multiplayer bug with the weather system. Instead of crashing the weather system now takes a little while before it loads from the server Fixed: Mitigate a multiplayer bug with player entities. Instead of the game crashing player entities may appear several times on the client. Fixed: Sound disappearing after 10-15 minutes on MacOS (may also eliminate or reduce memory leak issues on windows! \o/) Fixed: Shader compile error causing the log files to get spammed with errors messages on MacOS Fixed: Wooden club not loosing durability View full record
  25. Tyron

    Quintuple Fix (v1.6.5)

    Version 1.6.5, a stable release, is now ready for download in the account manager. Community finds more showstoppers. (╯°□°)╯︵ ┻━┻ Tyron fixes. More or less. ┬─┬⃰͡ (ᵔᵕᵔ͜ ) Game updates Fixed: Mitigate a multiplayer bug with the weather system. Instead of crashing the weather system now takes a little while before it loads from the server Fixed: Mitigate a multiplayer bug with player entities. Instead of the game crashing player entities may appear several times on the client. Fixed: Sound disappearing after 10-15 minutes on MacOS (may also eliminate or reduce memory leak issues on windows! \o/) Fixed: Shader compile error causing the log files to get spammed with errors messages on MacOS Fixed: Wooden club not loosing durability
  26. Earlier
  27. Ivan

    Desktop wallpapers

    Necropolis I, II Concept art Wallpaper. 1920 x 1080
  28. Version 1.6.2, a stable release, is now ready for download in the account manager. Balancing game mechanics can be quite tedious O_O Game updates Tweak: Rebalanced fog and mist weather patterns (less common, less dense), improved blending with clouds and sky Tweak: Improved walk animation blending on all creatures Tweak: Added new animation for drifters Tweak: Reduced the effect of water visible behind clouds Tweak: Rebalanced animal spawning. Some animals now only spawn in shrubs or only in forests. Tweak: Wolves and Foxes now hunt and kill chicken Tweak: Boosted hen idle sounds, disabled player step sounds when in spectator mode Fixed: Bismuth lantern invisible Fixed: Block loader crashing when encountering a texture definition without 'Base' attribute Fixed: --port, --ip and --maxclients args crashing the game Fixed: Necklaces not equipable Fixed: /waypoint list showing absolute coordinates Fixed: Water fog disappearing when diving deep Fixed: Entity debug mode tags not visible
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