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Suggestion: Underwater Habitation
handofthesly replied to Deadeye_Rob's question in Suggestions & Feedback
Yes, underground. But I mean having cool glass tunnels through the water! -
Suggestion: Underwater Habitation
Mello1223 replied to Deadeye_Rob's question in Suggestions & Feedback
this is possible now -
handofthesly started following Suggestion: Underwater Habitation
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Suggestion: Underwater Habitation
handofthesly replied to Deadeye_Rob's question in Suggestions & Feedback
This would be epic! It would enable underwater tunnels between ylands for easy travel via car. -
Ahoy Ylanders! Welcome to Dev Diary number 300! The Ylands team is a cheerful bunch and we love any opportunity to celebrate and we wanted to invite you to celebrate the release of 300 Dev Diaries with us! First of all, let us thank you because without you, Ylanders, there would be no need for Dev Diaries. Thank you for being here and for being awesome! When Ylands was still a baby, Aleš and the team released sneak peeks every now and then, but eventually, they started releasing Dev Diaries. If you don't want to go looking for the very first one, we've dug through the archives and pulled up the link for you here: https://ylands.com/community/topic/285-dev-diary-1/ We've come a long way since then, which we touched upon a bit in Dev Diary #200. So it is only fitting that we look at what's happened since number 200! Update 1.9: Ocean Odysseys took a deep dive, literally, into the ocean. Sharks made a big comeback after learning their place (which of course is not in the skies above but in the waters below), many new fish made Ylands their home and the underwater world became a much more exciting, but also dangerous place. To sail such dangerous seas, we added an entire arsenal of ship devices that help navigate the unpredictable waters, where ships might get damaged and even sink! Ymproved Ylands, aka Update 1.10, brought oh so much new stuff! The FPS camera was brought back Mythical Animals appeared in the game Blueprints got better Mounted actions became a thing. Probably the most important improvement of this update was the beginning of a larger scale Adventure balancing for the best possible gaming experience. To continue the improvement of already existing features, Update 1.11: Crafty Crafts focused on crafting and Blueprints. The entire crafting menu got a much needed overhaul and Ylands creators could upload their Blueprints to the market so that as many players as possible can enjoy them! Many other pieces of the puzzle started to fall into place with a new gifting system, randomized loot, new monsters and many more tweaks and fixes. And finally, the Classy Adventurers Guild opened its doors to adventurers young and old and welcomed them in Ylands Update 2.0! C.A.G. has brought one of the most important features into the game: Adventurer's Handbook and with it the very first mission: find Horation Reginald Elmwood, the adventurer extraordinaire! Handbook was such a big deal that even on its own, it would have been huge. But we know that you wanted more and we delivered! Ylands introduced sailing with wind, improved terrain generation, new main menu, better tutorial, new random encounters and soooooo much more. Ylands also changed its visual identity, not significantly, but enough to be recognizable, unique and truly ours. Since this Dev Diary is written by the marketing department (remember when we told you that each Diary will be written by a different department to give you more of an inside look? ) we can only say how extremely proud we are of our entire team for making 2.0 happen and to give us something incredible that we are so excited to show the world every day. But we didn't stop there, of course! In Update 2.1: Sunken Sands, inventory sorting was implemented and made all of our lives much easier and organized. If you're not the social type or simply enjoy playing Ylands in Singleplayer mode, pausing the game was likely a very welcomed upgrade to the experience. And you got your second big mission from C.A.G., this time in the Arid region! And as always, there were many more quality of life improvements and additions to the game. Which ones were your favorite? So what's up ahead? We've already told you about the upcoming tremendous techtree that will make its debut in 2.2 and we really think that... wait a minute. Tremendous Techtree. Tremendous Techtree? Tremendous Techtree! Let's call it that! So in Update 2.2: Tremendous Techtree you can look forward to just that - an amazing feature, which will surely be helpful for any and all C.A.G. members! What else? You're gonna have to wait for that a tiny bit longer, but worry not, that info is just around the corner and we aim to reward you for your patience. Once again, we are very grateful for your support and love that you show us everyday. Thank you and as always... This is Ylands! Oh... and Stay Classy of course!
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Deadeye_Rob started following Suggestion: Underwater Habitation
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Hi guys! With 2023 coming to a close I must say it's been a blast playing Ylands again and I'd like to leave a suggestion that could make 2024 a year of further awesomeness! It's fair to say that Ylands is a nautical game, and as such a large percentage of maps are ocean. Whilst there has been great strides to diversify and populate the ocean floor, there is still limited reasons to dive down there for prolonged periods of time. With this in mind, I would like to propose adding the ability to build air-tight structures under the waves! I am aware of the difficulties this would pose regarding water physics but I am confident that with some already existing features, this could be achieved. So how can we possibly build a working airtight colony on the sea floor? Water Physics - Air Tight Spaces The first major issue is how to build and define an airtight space? What we really need to do is find a way to create an area where the 'Lung Capacity', 'swimming', underwater visuals and 'lack of gravity' no longer apply. Once we have the ability to crate a cube or sphere where this effect can be applied, then we can work on what conditions would need to be met in order to spawn this area. This means that there would be no dramatic overhaul of the current water physics and we would be able to create habitable spaces under the water! Structures - Building a Base So how do we build something that's suitable to create our Airtight Space? Can we build an enclosed structure from the conventional blocks already avaliable to us or do we need more purpose-built modular items (eg, corridors, halls etc.). We also need to consider structures with a purpose such as airlocks and windows, how do we account for their operation and what powers them? Suggestion summary So Id like to see is the ability to tackle a truly hard challenge - the conquest of the ocean floor. Battling the naturally harsh environment and even harsher wildlife, creating a self-sufficient base under the waves would be a truly inspiring achievement which would rejuvenate Ylands into the next year. Players who decide to colonise the ocean floor would be able to exploit the seabed for rare minerals and establish unique farms that would be unavailable to surface dwellers. But beware, there are significant dangers presented to living under the sea. Complex bases require a stable power supply (Ylandium/steam/geothermal). Base oxygen supply could also be woven into the experience, making survival an even greater challenge. Lets not forget the local intelligent life also! The Atlantians wont take kindly to Ylanders encroaching into their domain (Lore development, raids) *Screenshot of Anno 2070. A game where you can colonise the ocean floor. I'd be grateful to hear any feedback from both developers and the community to see if this suggestion could 'Hold Water'!
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G'day Ylanders.... it's been a while and I've recently started playing ylands again. I imagine you have a long enough list of suggested items and elements of the game to last you for many years... but for what it's worth I'm going to try and make the list a little longer 1. Action blocks.. these are blocks that move. So for e.g if you build a crane on top of a rotating block it could be moved. You could have basic where the player can interact with them and more advanced where you need power and switch/es so you could power up a moving windmill. A few more switches and levers would be a nice addition too... 2.Curved blocks made from the already great options we have available. I recall we got basic blocks that included a curved block, seeing this expanded would be great 3. Hooks, I know we can use umbrellas etc but I think having a hook we can craft would be better 4. Chains and shackles that can be crafted.... fantastic items in game. But with how few I find, it hinders building in game 5.The ability to move water or add water. Being able to make rivers/lakes or wells in game would be cool. 6. Enemy at random encounters that are riding animals 7. Legendary enemies... where after dealing with x amount of a certain type of enemies a legendary version of it can be fought. Which after defeating drops a collectable which can be added to a shelf... kinda like fall out does with the bobbleheads... but instead of just finding them you have to earn them. 8. Npcs that are crewmen/women on ships that can repair the ship or fire cannons I'll leave it at 8 as in the past my suggestions have fallen on deaf ears. Since coming back I've really enjoyed the exploring side of ylands.. as I always have.. especially with mates. Your under water bios are bloody awesome. How you've spread out the resources on different bios. How more resources are used in how you build items... it used to be half of the things you could collect were useless... not so much now. The newer random encounters have a lot more detailing in there builds... this makes exploring more enjoyable. Ghost ships.... ooo yeah loved this... Yo and I managed to find out that theres more than one way to skin a ghost ship. Story mode.... hmmm great concept... if I'm being honest needs a lot of work. I'll make a separate post another time on just this subject. But for replay ability players need choices that vary. For e.g when we first wash up on shore... we have 3 people offering to help... but we can only choose 1 to help... they could all lead to a similar path... but have a different way of getting there.... or a more evil or passive way. It's not very clear why we're helping old mate out... maybe having a goal/reason for helping him. As an e.g your help him find components for a time machine... and to do so you need to search different ylands and do missions like you kind of have now. The english translation's not bad but the grammar definitely could use some improvements. I feel Ylands is heading in the right direction and will be watching with a keen eye on future updates. My suggestions aren't meant to be a dig at the team, but hopefully some positive and constructive. feedback. Have a great Christmas and New Years Chief
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You should do a tutorial on how to turnoff the annoying fog and rain.
Indian Chief replied to Tommand's topic in General Discussion
G'day mate, Can I recommend playing with these settings to help with the weather? You'll still see some rain, but it'll always be a lovely sunny day -
How to discover Ylandium generator?
handofthesly replied to HimitsuArashi's topic in General Discussion
Can you confirm if it's a Tundra underwater encounter that it is linked to, I seem to remember it being the one I mentioned above but could be wrong? I vaguely remember having this conversation before but can't seem to find it 😅 I know we are getting the crafting/tech tree overhaul in the next update which could change this but that's a whole month +/- away -
A ho ho hoy Ylanders! A cup of hot chocolate next to you, a fluffy blanket around your shoulders, a soothing crackling fireplace in front of you and then... *SPLAT* a snowball hits you in the face! Well, not you, but your Ylands character! Welcome to YLANDS WINTER FEST! We hope that you are ready to spend this winter in the world of Ylands, exploring the lands and searching for 6 new Christmas themed animals and 10 different kinds of collectible toys, completing 3 new achievements, and throwing snowballs left and right! So what have we prepared for you in this time-limited winter event? New Christmas Animals Six kinds of our animals have put on Christmas bling and can now be seen roaming around their respective regions. These can be tamed using a special Christmas bait which is found as a reward in random encounters. If you want to befriend these special animals and keep them even after the event ends, hurry up and go tame them now! Toy Collectibles Christmas came early and there are many wonderful gifts hidden within random encounters! Can you collect all 10 kinds of toys and earn a special new achievement? You will of course get to keep all the toys you collect even after the Winter Fest event is over. And then you can spread the joy and give them as gifts to your friends in the game! Snowball fights Who threw that snowball? Who was it? *brushes snow from face* We're just trying to peacefully explain all that's new and available during the Winter Fest and you go throwing snowballs at us?! Well, we can't really blame you, because throwing snowballs you discover in random encounters is sooooo much fun! We will even organize a snowball fight with the developers on December 21 at 5pm CET! 3 New Achievements Tame all 6 Christmas animals, collect all 10 kinds of Christmas toys and throw at least 30 snowballs at your friends or NPCs - that's the way to obtain these special achievements, which will be available only during the Winter Fest event. Don't forget to show them off, it's no small feat to gather all three! And if you complete all of them, run to our Discord and let us know! The first three people to do so will win a free pet! Time-limited holiday pet Is Socky the Shark the cutest pet to ever come to Ylands for an exchange program? Definitely. Is the Santa's elf who went to the ocean instead of Socky struggling in the depths of the water? Who knows 😅. In any case, grab Socky from the shop before his exchange program ends! All the new things that Winter Fest is bringing are just tools for you to shape your own holiday adventure and we love to see how you use them, so please join our Discord and let us know! Share screenshots, find friends to throw snowballs at, show off your toy collectibles and much much more! Winter Adventure Awaits, Ylanders! Stay Classy (and warm) this winter season!
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You should do a tutorial on how to turnoff the annoying fog and rain.
anna_svecova replied to Tommand's topic in General Discussion
Hello, please treat us with the same respect we treat you with. I am noting down your feedback thank you. -
How to discover Ylandium generator?
anna_svecova replied to HimitsuArashi's topic in General Discussion
The recipe is not broken. -
@Sazzle beat me to this suggestion. 🙂 I was going to suggest this also. It would be great to have mannequins that we could dress as we needed to with some standing and some sitting, both male and female. I miss having more "people" around to help with my decorating. We could use these to stage scenarios that would make our buildings more life-like and appealing. And less lonely. I'm sure this would be a lot of programming, though, and I wouldn't want to take programmer's time on this instead of other more important features, such as maybe chickens? LOL. Thanks, Sandy
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handofthesly started following How to discover Ylandium generator? and Ylandium component not working in exploration
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Ylandium component not working in exploration
handofthesly replied to richardtaal's topic in General Discussion
Sorry to ressurrect your post, but did you ever resolve this issue? We have other people also having similar difficulties in getting the generator recipe to unlock. Their post is here if you would like to chime in with any tips! -
How to discover Ylandium generator?
handofthesly replied to HimitsuArashi's topic in General Discussion
I'm hoping the recipe hasn't been broken, maybe Anna and the Devs will be able to find out or at least confirm which specific encounter it is as I know many people have asked before you but I don't remember if we ever found out for sure which one it was 🤔 Looks like others have also had issues in the past with those encounters not unlocking the recipe for them, doesn't seem to be any update on it though. @richardtaal did you resolve your issue with the generator recipe not unlocking? Would be keen to know which encounter or which region it unlocked for you. -
How to discover Ylandium generator?
HimitsuArashi replied to HimitsuArashi's topic in General Discussion
Thank you. Yes i read your answer in discord but after that i'm searched many encounters an i find 5 more Ylandium components and also i found the encounter that you share its image ( more than 3) but still generator recipe doesnt open. So i try to search Google and i cant find any Info. Finally i create this post. İ still wait a certain information about which underwater encounter give the recipe. İ think i've already discovered all types of underwater encounters. Thanks for all answers. -
How to discover Ylandium generator?
handofthesly replied to HimitsuArashi's topic in General Discussion
I've already answered in the Discord but I'll add my comment here too in case it helps someone else at some point. I am pretty sure it is one of the several underwater ylandium relict encounters, possibly the one with pipes in a cross shape. -
HimitsuArashi started following How to discover Ylandium generator?
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Hello everyone, i'm playing the game a few days and i love it but last days i search Ylandium generator recipe and i cant found yet. İ have discovered many underwater encounters an i already have 6 Ylandium components and many energy items recipe but somehow in generators section only wind trubine is craftable. How can i discover Ylandium generator recipe? Note: sorry for bad English.
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Thanks for sharing this information, it is really helpful to understand more of the process and all the testing that is done prior to release. As always, I greatly appreciate each and every one of your contributions. Thanks for making such a great game! Sandy
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Ahoy Ylanders! In this dev diary, we will take a deeper dive into our programming and patch/update release workflows and we'll get a bit more technical, as our programming department shares the ins and outs of the job! Since we just released the Winter Fest patch and Update 2.2 is on its way, it is a good time to peek behind the scenes at what it even takes for a new release of Ylands to get to you, our dear player! Each new release contains a multitude of new features requiring new code and data. We toil on them daily, saving (or committing, as the proper lingo would go) our changes to a 'version control system' (VCS). A VCS helps us keep track of project history and lets us recover an old state on the off chance we ever mess up. Importantly, it also allows us to work on multiple versions of the project (called branches) at the same time, with work on one usually not disturbing the others. Daily changes are committed mostly to the trunk version (branch). On a busy day, there can be over a hundred changes made to the trunk. One part of a programmer's job, on which we spend a great deal of time, is dealing with bugs. A bug is a term used for any issue with the game, whether it comes from bad code or bad data. The development of a long-term project like Ylands is fundamentally about adding or improving new features as well and as fast as possible while minimizing the number of new bugs we accidentally add. The first line of defense against the insectoid menace is something called 'continuous integration' (CI). CI is a term for a system that automatically integrates and tests changes made to a project. It is important to say that 'integrates and tests' actually means specific things for specific projects. For Ylands it goes like this: several times a day, about every hour or so, a new build of the game is made with the new changes made since the last build (from only a couple to low tens of new changes per build). Before each build, we run set validation procedures that help us automatically check any rules that we can enforce without the need for human oversight. If validation passes, we build a new version of the game. A successful build continues to automated testing, where our in-house automated system simulates player input to run the game through a range of predefined gameplay scenarios to detect any regressions (a feature that worked but does not work anymore after a recent change). Recently, we also introduced multiplayer testing against dedicated servers. CI, in our case automated building and testing, usually uncovers the most obvious regressions in existing systems. For anything more complex, we rely on our QA team, who know the game inside out. They test new features, to ensure they are the best they can be and also continuously check that our meddling did not break any of the existing stuff. This process of daily development and CI continues merrily until the release of a new version draws near. We set a date of a 'datalock', usually about a month before release. A datalock comes when all new features should be good and done in the trunk branch and no new changes should really be required, besides the occasional bugfix. In theory at least. On the day of datalock, we copy the trunk version into a new 'release candidate version branch' (RC), so that it is not further disturbed by daily changes. We then proceed to test RC builds rigorously. The RC branch receives only as few changes as possible to avoid introducing any more last-minute issues. In some cases, the RC build is made public as the Experimental Steam beta branch about two weeks before a release. We closely monitor player feedback and react to any critical issues that might be found. What is super exciting, is that starting with the 2.2 Experimental, it should be even more useful for us, as it will let players continue with their existing progress from the live version of the game (but not carry over experimental progress to live). Finally, once the day of release is set in stone, we announce a maintenance window. On the day of the release, we flip the button, push the final build of the game live, and do a last round of checks to make sure that everything works. We celebrate, take a breather, and start the whole cycle anew. And there you have it, Ylanders - the release cycle summarized from the point of view of our programmers. Is there any topic from the development of Ylands that you would like to hear about? Let us know here or come chat with us on our Discord! Stay Classy, Ylanders!
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Whoops, yep, it is 2.1.5. Edited, thank you! ❤️
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handofthesly started following 2.1.5 Patch - Winter Fest Changelog
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Is it 2.15 as the title states or is it 2.1.5 since the last one was 2.1.4?
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⭐ Highlights ⭐ Snowball fighting - find stacks of snowballs in Random Encounters and use them in fun battles with your friends! Christmas animals - you can meet new Christmas variants of specific animals on newly discovered ylands and tame them. Toy hunt - Christmas came early and you can already find presents hidden in the world of Ylands. Merry Christmas! New Assets DISCLAIMER: These assets will be available only during the event. Once you acquire/tame them, you will be able to keep them even after the event ends. New animals (exclusively in new maps in Adventure) Festive Terrorbird Festive Rhinoceros Festive Tiger Festive Bear Festive Wolverine Festive Penguin New items Toy Teddy Bear Toy Doll Toy Robot Festive Bait Thrown snowball New pet Socky The Shark New Achievements Having a Snowball (throwable) Santa's Little Herder Santa's Little Hoarder _______________________________ FIXES Fixed: The player's ship should no longer appear in the middle of the Elmwood outpost. Fixed: We fixed the problem with the safe in Ember Yland which did not unlock also Distant memory should no longer disable music for players. ADDITIONS [YLD-48435] Added Anti Cheat sanitation. Multiplayer will be a safe place again. [YLD-48791] Added: Editor: Trigger On player created / On player spawned on Spawn point. Added: Three new Achievements - SANTA'S LITTLE HOARDER, SANTA'S LITTLE HERDER, HAVING A SNOWBALL CHANGES Changed: All new festive items can be found in chests in random encounters, happy hunting! TWEAKED Tweaked: Resource price for unlocking the Adventure region is reduced. Tweaked: Some recipes in Adventure were not obtainable, but now you can find them in random encounters.
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Fantastic ship, a huge huge thanks to yo for completing all the tricky pieces to the build. For ever in his dept! Looking forward to fitting it out and hitting the high seas.