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anna_svecova

YLANDS TEAM
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Everything posted by anna_svecova

  1. anna_svecova

    Community Management changes

    Ahoy Ylanders, I have some news. Tomorrow is my last day on Ylands. I am starting a new job on Monday. It all happened very quickly so this news is pretty sudden. It was an honor to help you as a Community Manager. Over my 10+ years in the gaming industry, I have not met a better community than around Ylands. There is so much kindness, fun, and helpfulness all around. The way you take care of new players is amazing. I was always impressed by your creativity and knowledge of the game. From the bottom of my heart - Thank you for making these last two years so lovely. Please stay as creative and kind as you were. Lastly, please keep in mind that community management will be taken care of. Nikki and Patrik are taking over my responsibilities. They will have a lot on their plates so please be patient with them. Stay Classy... and something more! ❤️ Anicka
  2. Ahoy, Ylanders! Today, we're diving into the creative process behind our latest trailer, which features an exciting live-action segment. We want to give you a behind-the-scenes look at how we bring our trailers to life, blending in-game footage with real-world scenes. Concept Every great trailer starts with a concept. We ask ourselves: What do we want to convey? What’s the purpose of this trailer? This stage involves brainstorming ideas and determining the key messages and visuals we want to showcase. Script Next, we draft a detailed script. This outlines the individual scenes and specific shots we need. The script acts as our blueprint, guiding the entire production process. Asset Creation Our fantastic artists get to work building the scenes in Ylands. This time, we went a step further and created a real-life set. We transformed an office into a cozy living room, adding an extra layer of immersion to our trailer. Capture With the scenes ready, our super talented video team steps in. Using our internal tools, they capture the scenes outlined in the script. When live-action elements are required, we bring in actors. Luckily, we have an actress on the team—our very own Brand Manager Nikki. She performed in the latest trailer and also did a voice-over for another trailer. Can you find which one it was? Post the link in the comments! (Hint: It was a few updates ago 😉) Editing Once we have all the footage, we begin the editing process. We review the scenes, pick the best ones that fit the script, and sometimes reshoot if needed. Our video team assembles the scenes into a rough cut. Once we’re happy with the concept, they fine-tune it to perfection. Sound With the final cut ready, it’s time to add sound. We choose the music or have our sound team create something new. In some cases, like with this trailer [link], the music is composed first, and the editing is done to match the finished track. We also add sound effects like creaking ship wood, underwater bubbles, and animal sounds to enhance the experience. Endcard Our graphic designers create an endcard based on the marketing team’s information. Sometimes, these endcards are even animated, adding a dynamic finish to the trailer. Final Touches Finally, we review the finished product, export it in the required formats, and our trailer is ready to share with you! This ideal process isn’t always smooth sailing. We occasionally face hiccups due to time constraints and need to adapt on the fly. However, we're proud of how this latest trailer turned out. What did you think of it? That’s all from us for this week! Stay classy, Ylanders!
  3. anna_svecova

    Ylands in Nintendo Switch ?

    Hi there, Ylands on Nintendo Switch releases tomorrow!
  4. anna_svecova

    I need my name changed :(

    Hi there, I changed it for you
  5. Ahoy Ylanders! Today, we are not going to discuss game development as it is. Instead, Štěpán, our designer will delve into a bit of bureaucracy and will talk to you about interdepartmental communication, which may seem straightforward but there are challenges and many layers of complexity. The departments that designers communicate with the most are programmers, artists, testers, production, and marketing. With programmers, the most important thing designers need to communicate is the implementation of a feature and its technical design, where the challenge is to make sure that the overall intention of the feature comes across clearly, just like the smallest of the details. When something doesn't go according to plan, us designers also have to be the mediators between programmers and testers, to a certain degree. When it comes to artists, this is where we (as might be obvious) talk all things visual. Not only do we need to convey the intended use of the feature so that the graphical elements correspond to it, but also we need to check that everything is easy to navigate and does not hinder the use of the feature. Since I already mentioned testers, let's talk about our cooperation as well. With testers, designers need to make sure that the intended functionality and behavior of the feature is as clear as possible and also we need to keep an open mind for feedback when something we thought was good turns out to be... eh... not so good. It's also important that we give them all the help accessing the feature in question and that we are available to help them out with any and all aspects of the feature. The boss of the chaos, aka the producer, is a key person for all parts of the development team when it comes to communication. They set up a timeline for feature development and implementation and perform regular checks to make sure everything is on time and if it isn't, they help us find ways to solve it. Producers also help handle any other non-standard issues that we haven't run into before so it's important to communicate those very clearly. And we also have to keep in touch with marketing on a regular basis. That's not only so they help us write our dev diaries (big grin), but also so that we can explain the feature to them as clearly as possible. This is important because they then have to communicate it to our players and in case of our community manager, she has to be able to assist our players if they run into any issues regarding this feature. Generally, the communication is well established since it's something we do similarly with every feature we work on so it runs well, but sometimes we can run into issues since Ylands is such a complex game with many features being worked on at the same time. Imagine it like this: you start a fire with the intention of sending a clear smoke signal to someone over the hill. Everything seems fine until, suddenly, there's a gust of wind. Not only that, but someone next to you starts their own fire and begins sending smoke signals to someone entirely different. To top it off, it starts raining, and you realize you're standing in the fire. What started as a clear message stating, "Performance has improved, and the previously mentioned issue is no longer present. Thanks," becomes, "Revolution is coming; prepare the oatmeal." But in the end, we all love video games and we want to see the things we are working on bring joy to our players so we all work together to make sure everything gets resolved. I hope that this insight into the development has been interesting and has shown you another side of our work and since all the fires have been extinguished and smoke blown away (for me at least) this will be all for this week and I will go get some more inspiration in sunny Greece. Stay classy!
  6. anna_svecova

    Ylands on nintendo switch soon ?

    That is so wholesome!! Thank you so much for this message Hope you will both have tons of fun with the game!
  7. Hi there, what is your in-game name? We can unlock it for you
  8. anna_svecova

    (New) Dedicated Servers FAQ

    Hi there, sorry about the issue. Could you please send us an in-game feedback report and we will look into what is wrong? Thanks.
  9. Ahoy Ylanders! We will keep it short today. We have an announcement to be made live very soon. The stream will be held on Tuesday, 28. 5. at 3 PM CEST here: https://www.twitch.tv/ylands This news is the result of a lot of hard work and answers repeated calls from our community. We look forward to seeing you there. Stay Classy!
  10. anna_svecova

    Little Herder Achievement

    Hi there, they may be available during this year's Christmas again
  11. anna_svecova

    Share game problem

    Hello, I haven't received any message from you. Where have you contacted me?
  12. Ahoy Ylanders, Let me start by saying that we love all feedback. Both positive and negative. One of the things that makes us happy is reading your suggestions on what to add to the game, how to balance it, and how to make it better. And we get tons of suggestions and ideas every day from you. How we collect feedback Every month or so I go through every site we have (Forum, Steam, Discord, social media, ...) and write down in a huge multipage table what people suggested and how many people want that idea in the game. Then we talk about the most wanted or just generally very creative ideas at a meeting. We discuss how we could implement them, what would it change and how long would it take. The process of getting your idea into the game is not simple. For every Update, we have a list of features that should be added and bugs that should be fixed. So after we talk about your suggestion in a meeting, we try to figure out which Update it would fit in. Generally, it should go with something similar. Example: Many people wanted to see ghost pirates in the game and we needed some more Random Encounters for Temperate Region et viola! So please note how much work and time goes into getting just one idea in the game. And we have collected hundreds of ideas from you. With the process out of the way let's talk about some ideas that already made it into the game! You suggested adding a utility belt, a backpack with more slots in inventory, an ammo pouch, or more containers. Done! We expanded all containers greatly. We have added an ammo pouch. We have added the much-requested lunch box! One thing we cannot do however is add slots to the inventory, imagine the mess it would create. You wouldn't see the icons properly, we would have to make all the buttons smaller and add a scroll bar in the inventory. Overall this change doesn't seem effective to us. We are always thinking about how to make your traveling luggage lighter though! So I am sure we will come up with something to make you even more content in the future. Tech-tree Tech-tree is something that was suggested many times over many years. And from the first time we read the idea - we agreed! After many months of discussions and work the Tech-tree is now a reality. Blank book/ folder to add notes in Done! We added a folder for all your various notes. One suggestion we get a lot is adding a book you could write in. While it is a great idea it is also very complex since it would require a custom UI screen. Chickens Just one word for you - Takahe. Other things you wanted and we added: Custom Editor tools Running Auto-sort in inventory In case you want to know more about what can or cannot be implemented in the game read our Community Corner: here Thank you again for motivating us to make the game better. Stay Classy!
  13. Ahoy Ylanders! Today’s dev diary will be about how we created life and populated Ylands with various creatures. We believe the visual style of Ylands is best suited for hand-keyed animations. We decided not to use mocap in development as the cartoonish animation style brings more freedom for us as creators and is the only way to achieve the desired animations in many cases. Can you imagine someone could train and force an endangered species like a Pangolin to do a special attack in mocap? (big grin) Yeah, we can't either... So it is also very humane and no animal (or monster) was harmed in the process of animation. When we want to get an animal into the game we first work with references. We try to get as many videos, movies, and pictures as we can. That way we can establish the character and behavior of the animal. If we have a clear character for it, most of the work will be much easier as we know what we want to achieve. We animators need to interpret the character of the animal as we are a type of actors who are not standing in front of a camera but are comfortably hidden behind our computer screens. We don’t experience stage fright, that's cool, isn’t it? For some animals, it is easy to get inspiration as we have them at home, or a nearby zoo, for some it is more difficult like the Pangolin we already mentioned. Sometimes, it is outright impossible to get a real-life reference, such as when we introduced alien animals. But this also has a positive side: if there is no reference for the animal/monster, we can use our imagination! And that’s so much fun! After that, it’s pretty straightforward. We have to make a set of 23 animations that we need for monsters - for example, various attacks, walking, running, and idle variants. For tamable animals, we need a few more animations, and for mountable animals, we need up to 32 animations. Making those hand-keyed animations can take up from 2 to 5 weeks. As all entities share almost the same amount of animations it gives you, the player, the freedom to make animals behave as you wish in the Editor. You can force the peaceful rabbit to behave like a rabid monster. And that is what we like at Ylands, it is your call, your game! So go on, find them, take screenshots, can you count how many animals and monsters are in our game? That's all for this week! Stay Classy!
  14. anna_svecova

    RESOLVED adventure mode says data corrupted

    Hello, we are very sorry about the issue. It will be fixed in the upcoming patch. Thank you for understanding
  15. Hello, we are looking into what is the problem.
  16. anna_svecova

    Character name change

    Changed to Nebus
  17. anna_svecova

    Name Change Request

    Changed your name to Robinzon
  18. anna_svecova

    RESOLVED Account name change / character name

    Hi there, I can change it for you but need to know your original name.
  19. anna_svecova

    Character name change

    Hi there, I can change it for you but need to know your original name.
  20. anna_svecova

    error message on data loading screen

    Ahoy, there is an issue we are currently working hard on fixing. Some player's data did not transfer properly and their Adventure map is giving them an error. This will be fixed in a matter of days. Thank you for understanding.
  21. anna_svecova

    Bring cars on the boats

    Hi there, we want to include something like that in the future. Maybe a car summoning mechanics like for the ships. Thanks for your suggestion.
  22. anna_svecova

    2.2 Tremendous Tech Tree - Changelog

    ⭐ HIGHLIGHTS ⭐ Update 2.2: Tremendous Techtree is here! Let's dive into more than 200 improvements and 18 new major features. See Highlights at the top, New Assets in the middle and all of the small and big fixes at the bottom of this page. Tech Tree Progress on your own terms! Unlock core and (most) optional recipes in a brand new Tech Tree. Discover all of the recipe categories, decide what you want to unlock and be the master of your own progress. Curious about details? Find out more HERE. Handbook rewards New rewards for handbook tasks and story. Some rewards can be obtained only through the handbook and nowhere else, so remember to claim them! Compass overhaul Compass is now always visible and has an all-new visual for increased contrast. Yes, now you can see it even during bad weather. We also added the detection of cave entrances, so you know where (not) to hide when the storm hits. Proximity chat Players are now able to communicate via an in-built proximity voice chat in multiplayer sessions. In Adventure mode you can only hear Ylanders that are close to you. In Creative mode you can be miles away and still hear each other clearly. Inspection window overhaul We felt the item detail window was too hidden, so we displayed it more prominently (replaced the "Used In" button). Used In was moved to the item detail window, along with several new functions (Link to the crafting recipe, ability to craft more of the same item, etc.). Alchemy changed to crafting The alchemy table now works as any other workstation (potions are researched in the Tech Tree as most of the other recipes). Region map multiplayer adjustment Do you often run out of space in the region map? Now all your maps are single-player by default. This should double the space for your own ylands! Avatar frames Now you can change the borders of your avatar's face. You can gain some as a reward or buy some in the shop. Your avatar's frames are visible by everyone who sees your avatar. Biotop polishing Flora and fauna are now region-specific. We also changed the visual (both terrain and new entities) of every region. There are now some new animals like hens, and many new plants, rocks, and trees. Random encounters Random encounters are now region-specific (except for vendors). Vendor encounters were rebalanced and their compositions were updated. Optional recipes were separated into smaller pools to reflect progress in the Tech Tree. We also added a new method for the optional recipe and exploration point acquisition (Interactive entities hidden in Random encounters). Quality of life improvements List of valid entities for inventory containers extended (or changed). Tutorial rebalanced for new changes. Items automatically removed from containers no longer drop on the ground Destroyed entities from REs no longer drop resources. Hardened items no longer fall to the ground when terrain is modified below them. Stumps can be removed using a pick tool. Empty categories in the Crafting menu are hidden until you learn their contents. Sailing speed rebalance Boats were rebalanced to be slower than most ships. Ship speeds were rebalanced for a more linear progression. The angle of optimal wind was increased and the negative effect of sailing against the wind decreased. The power of sails and engines is applied by an exponential curve - less power is required to reach a reasonable speed. Aim assist Players playing on mobile are now being assisted with aiming. Secondary Interaction bound to E key Some radial menu actions were moved to a separate hotkey. Feedback improvement You can send feedback messages with attached saved file containing your progress at a selected yland. Indicators for saving and bad connection Whenever the game autosaves, an indicator flashes in the bottom right corner. Should you experience issues with an internet connection, the game will display that as well. Also, losing progress when your internet connection is poor should be mitigated to a minimum. EDITOR: Custom tools folders Organize Toolbox neatly into virtual folders. EDITOR: Debug stepping alpha version Introducing an alpha version of a powerful debugging tool for Custom Games containing complicated Visual Script. Add breakpoints to Visual Script tiles, test the game in the Debug mode, and walk through the script step by step. This feature is hidden by default but can be enabled by /enabledebugging 1. NEW ASSETS ACTORS: Takahe Hen Stormfeathered Banty Skinwalker ENVIRONMENT: Basalt Formations Tall Basalt Formations Chalk Formations Pebble Stones PLANTS: Equatorial Grass Monsoonal Grass Moorland Grass Red Maple Willow Alienifer Alienboo Alienlow Alientato Alienflower Alientail Aliendron Sunflower Cow Parsnip Amorphophalus Ginseng Morel Parasol VEHICLES: Elven Ship (+parts) ITEMS: Folder Suitcase Hunter's Satchel Hen Bait Stormfeathered Banty Bait ADDITIONS / REMOVED [YLD-40870] Added: Crafting screen now hides empty categories and recipe groups until the player learns at least one recipe that belongs to that category/group. [YLD-46698] Added: Border images to the store and profile tab. [YLD-48091] Added: New specific charge attack for colossus. [YLD-48988] Added: Some interactions now have animations assigned (Open/Close doors, containers, Padlock operations, Cannon Reload etc.). [YLD-49572] Added: Created a Diary event condition for a new event guiding the player to create a Torch - NIGHTFALL NECESSITIES. [YLD-36526] Added: VS: Get/set rotation offset for map markers. [YLD-45242] Added: VS: Get platform script tile to client script. [YLD-45843] Added: VS: You can now edit/delete variables in search panel. [YLD-47118] Added: VS: On loading camera fade in started to client Event listener. [YLD-47362] Added: VS: Get/set text size for Text/Input widgets. [YLD-47432] Added: VS: On local player loaded to client Event listener. [YLD-48470] Added: VS: Is open (doors/chests) script tile. [YLD-49586] Added: VS: On Invulnerable Hit event. [YLD-44476] Added: Editor: you can attach AI Behavior to actors from AI Behavior's properties. [YLD-46148] Added: Editor: CTRL+LMB Doubleclick on a Group should select all Groups in the scene. [YLD-46149] Added: Editor: "Remove all" button to properties window for array type attributes. [YLD-46490] Added: Editor: Custom Tools: an "On cancel" branch to the Show Progress Screen VS tile. [YLD-46674] Added: Editor: Layout - you can now select which widget you want to be able reference in scripts. [YLD-47354] Added: Editor: Show selection in explorer to RMB context menu of current selection. [YLD-48467] Added: Editor: entity preview to Properties window. [YLD-48531] Added: Editor: the third view for game logic objects (no icons, just how they will look in game). [YLD-48602] Added: Editor: you can set up visibility of a compass widget now. [YLD-48605] Added: Editor: number of selected objects to Properties window. [YLD-48748] Added: Editor: Open dialogue parameter to each dialogue's option. You may now create dialog trees without using any scripting. [YLD-48884] Added: Editor: Entity class / Any entity filters to Trigger zone. [YLD-49056] Added: Editor: Custom tools: Is Valid In Game Blueprint script tile. [YLD-49114] Added: Editor: Custom tools: Show In Add Entity Panel script tile. [YLD-49220] Added: Editor: Custom tools: tiles working with AI Behaviour game logic object. Added: A couple of Oriental themed Far East region Random Encounters. Added: An exponential curve to Power to Speed ratio for all ships (0.5). Added: Mythical Takahe taming Random Encounter. Added: Tier tags for enemies, tools, weapons, armor, ship and diving gear. Added: VS: Get/set healthbar visibility to custom tools. Added: Editor: "Is Obsolete" Visual Script tile. Added: Editor: Custom Tool Folders. [YLD-46339] Removed: one variant for each Remove label type (entity, game logic, group). Removed: Explosive kegs from Conquistador Fort RE (Explosives balanced for Taiga Region and above). TWEAKED [YLD-44874] Tweaked: Entering Ylands that need to have their data downloaded shows the download progress. [YLD-45277] Tweaked: Increased Project table placing distance to match Blueprint placing distance. [YLD-48103] Tweaked: Goat: Charge attack made a bit slower and the attack with head is visible now. [YLD-48104] Tweaked: Goat light attack is a bit slower, fixed transition to combat idle pose. [YLD-48106] Tweaked: Goat: Use current special attack animation as heavy. [YLD-48108] Tweaked: Deer: Charge attack changed not to look like being hit back and bounce off player. [YLD-48113] Tweaked: Changed Colossus Special Attack animation to be less shaky and added a significant windup. [YLD-48540] Tweaked: Rebalanced existing Vendor Shipments and added new ones. [YLD-48638] Tweaked: Rhino: Character dismount had wrong exit pose rotated sideways, now set correctly. [YLD-48950] Tweaked: Increased angles of favourable and unfavourable wind effects + lowered the speed penalty incurred. [YLD-48960] Tweaked: Attack cooldown for Male and Female NPCs set to 3s; Combat Range set to 100m; Heavy Attack chance set to 30% (previously 60%). [YLD-49638] Tweaked: Ships: Single |W| hit now sets max speed. [YLD-49778] Tweaked: Adjusted the priority of interactible entities when focusing entities, so that the ones that provide an interaction are focused more often that those without any interactions. One specific case where it should help is focusing the ladders on your ships. [YLD-50383] Tweaked: Introduced damage instance caching to the system that takes care of monitoring damage for Handbook purposes. This change should significantly improve performance when getting hurt (i.e. remove stuttering) as well as reduce unnecessary allocations. [YLD-39810] Tweaked: Editor: Duplicate now does not override copy/paste cache. [YLD-44523] Tweaked: Editor: Custom tools: Cancelling Progress screen in Tool mode now does not revert made changes. [YLD-45935] Tweaked: Editor: Game now prevents Script module export if there are any issues in it or in its components. [YLD-46061] Tweaked: Editor: If placing composition with Storage Game Logic objects updates existing ones then now user get message about it. [YLD-46061] Tweaked: Editor: Update Storage Game Logic objects are moved to a new position after a blueprint is placed. [YLD-46128] Tweaked: Editor: Adding new images to Image library and music to Music library is now faster. [YLD-47095] Tweaked: Editor: It shouldn't be possible to playtest/export scenarios containing actors in animated groups. [YLD-48048] Tweaked: Editor: Changing properties of Custom HUD/Window should be now more responsive. (faster). [YLD-48249] Tweaked: Editor: Contextual search is cleared when there is no object to be shown. [YLD-48323] Tweaked: Editor: Behavior of moving entities with terraforming tool. [YLD-48340] Tweaked: Editor: Update font colors for legibility. [YLD-48509] Tweaked: Editor: Even invisible trigger zones can have custom color set. [YLD-48530] Tweaked: Editor: Keep GL view settings in camera preview (now it always hides game logic objects). [YLD-48624] Tweaked: Editor: Block dimension info added into info box for entity under mouse cursor. [YLD-48668] Tweaked: Editor: Size of helper grid crosses when dragging an object. [YLD-48741] Tweaked: Editor: New answer options in Dialogue GL are now enabled by default. [YLD-49413] Tweaked: Editor: .csv file are now imported automatically after you select them in file browser. [YLD-49551] Tweaked: Editor: When creating blueprint consisting game logic objects then Creator's blueprint should be preselected now. [YLD-50004] Tweaked: Editor: Names of text sizes after adding new Medium large size. [YLD-39810] Tweaked: VS: Duplicate for script tiles will not override Copy-Paste cache anymore. [YLD-46283] Tweaked: VS: Error message when trying to send message to server/client with argument of unsupported type. [YLD-46742] Tweaked: VS: You are now able to delete the last canvas. It will also delete all variables / enums in the script. [YLD-46844] Tweaked: VS: Equip item will now equip item to empty slot even though player's inventory is full. [YLD-48411] Tweaked: VS: Show bubble now supports any object as Text argument. [YLD-49119] Tweaked: VS: None is now set as first in the list of enum's options. Tweaked: Implementation in story section so that it's better equipped to detect whether the reward page should be displayed. The section code now also has some idea of where the chapters actually start. Tweaked: Adjusted landscape occurrence in biome regions to increase chance of bigger ylands. Tweaked: Alchemy Table now should work like regular workstation. Tweaked: Beds renamed to be more differentiated. Tweaked: Burning items like candles and lanterns are not extinguished automatically by time. Tweaked: Camel combat animations retimed to new AI combat design. Tweaked: Chairs renamed to be more differentiated. Tweaked: Chilly woes event task so it requires the player to craft Cup of Tea instead of Stew. Tweaked: Chimera: Combat movement is redone to new speed of 3 m/s, more action in combat idle, light attack fixed twitchy legs, heavy attack longer, swipe longer windup phase, charge attack changed not to bounce off player. Tweaked: Clay can spawn in Tropical Mountains. Tweaked: Coconut Drink is now consumed like a potion. Tweaked: Coconut Drinks and Cup of Tea can be drunk no matter the hunger level. Tweaked: Crickephant: Shorter and different light attack; longer, more powerful animation in heavy attack; stronger and longer special attack with more obvious windup phase. Tweaked: Decrease minimal Dig strength on Copper vein so that Obsidian pick can dig it. Tweaked: Descriptions of items tweaked to help with finding them. Tweaked: Digging terrain should no longer give random items. Tweaked: Doors renamed to be more differentiated. Tweaked: Elven bow's accuracy and draw time nerfed. Tweaked: Engineer Vendor now also offers Sulphur Chunks and Rubber Slabs. Tweaked: Farmer's Revenge spread and effective range significantly nerfed. Tweaked: Flint Chunk gets more visible models. Tweaked: Increased base speed of Junk Ship, decreased base speed of Upper Deck Boat. Tweaked: Lamps renamed to be more differentiated. Tweaked: Lowered HP of mutated animals. Tweaked: Mayan clothes renamed to Plumed Clothes. Tweaked: Moved RE101 Mark I Armor Random Encounter from Taiga to Polar Region. Tweaked: Names of carpets and teepees to be more distinguishable. Tweaked: Non aggressive animals flee distance reduced, their ranged vulnerability increased. Tweaked: Potion Ingredient tag removed from Grass. Tweaked: Relict and Encounter Secrets given the No Catalog tag to prevent confusion in editor. Tweaked: Removed Explosive kegs from Conquistador Fort RE (Explosives balanced for Taiga Region and above). Tweaked: Rocks renamed to correspond their color and drop. Tweaked: Sacks, Urns, Boxes and Cabinets renamed to be more differentiated. Tweaked: Ship hulls more vulnerable to fire damage. Tweaked: Signs renamed to be more differentiated. Tweaked: Statues, idols, busts and monoliths renamed to be better differentiated from each other. Tweaked: Stone Armor renamed to Flint Armor and Rockhard Armor renamed to Stone Armor to better resemble their recipes. Tweaked: Tables renamed to be differentiated more. Tweaked: Tombstones and sarcophagi renamed to be more differentiated. Tweaked: Vases renamed to be more differentiated. FIXED [YLD-33503] Fixed: You can rotate actors around X/Z axis. [YLD-34915] Fixed: Player can appear under terrain after reconnect on owned ship near steep terrain in some rare edge cases. [YLD-36691] Fixed: You can see holes under waves if they are close to steep or modified terrain. [YLD-37944] Fixed: Scrolling the mobile inventory fully down before playing through the tutorial that has the player craft a stone axe no longer results in the tutorial flow being stuck until session reset. [YLD-41766] Fixed: Skills: Particle does not appear while wearing a costume. [YLD-41959] Fixed: Saves not found on Linux/Steam Deck. [YLD-43182] Fixed: A rare exception that could occur when you accepted a clan invitation from a clan leader of another clan who also received your clan invitation and decided to accept it before you (it resulted in the original player trying to join a non-existent clan, throwing an unhandled exception). [YLD-43595] Fixed: Issue that was causing needless allocations and spending CPU time on the in-game hotbar. [YLD-43747] Fixed: Barely a Scratch! handbook event now properly unlocks after hiting an actor (animals/players/NPCs...) instead of general units (which also include vehicles). [YLD-44743] Fixed: RE272 has a palm seedling that grows into a full tree on a table, exceeding all weight limits for the particular furniture. [YLD-44838] Fixed: Some haunted entities do not revert color when the encounter is thoroughly exorcised. [YLD-45396] Fixed: Left hand and fingers position in two handed ranged weapons changed. [YLD-46169] Fixed: Game Logic Label GL can be assigned as its own label (can lead to errors). [YLD-46171] Fixed: Mythical animals won't spawn in MP. [YLD-46211] Fixed: Only one detail panel (item / bundle) should now be visible at a time in the trading screen. [YLD-46361] Fixed: You can not playtest games with Player teams with assigned Player roles in some cases. [YLD-46643] Fixed: Head and arms snap no more after attacks. [YLD-46817] Fixed: Custom camera watching player is shaking when player is moving. [YLD-46858] Fixed: Moved terrain on worlds from before 2.0. [YLD-46894] Fixed: Obsolete crossbow bolts cause Blueprints to not load properly. [YLD-46951] Fixed: Capturing Blueprint causes an exception in some cases. [YLD-47739] Fixed: Hitting Return key in input fields should just submit the element and not do another action. [YLD-47930] Fixed: Blunderbuss/Madman's Boomstick: Floating musket ball during reload, fixed missing animation on musket ball in shot to stay hidden. [YLD-47932] Fixed: Bullet visible in barrel during shot for too long. [YLD-47932] Fixed: Flintlock Muskets were showing bullet in barrel due to deleted animation keys. [YLD-48131] Fixed: Missing loop on combat movement for Alpaca, Badger and Lizard. [YLD-48268] Fixed: Smoke particle on engine on boat is now stopped instead of destroyed. Looks visually better. [YLD-48336] Fixed: Mitigated an issue where the whole chat system would completely break when encountering a network issue during loading your clan data. Now it should load the rest of the chat system gracefully. (Reported on the official forums.). [YLD-48364] Fixed: Fixed multiple particles on engine and also small mistake i forgot to check for situation when engine does not contain particle generators for smoke. [YLD-48487] Fixed: Propeller packs that where stuck in overheat mode forever on loading to map should be fixed now. [YLD-48594] Fixed: Text bubbles above the same entity can overlap each other. [YLD-48638] Fixed: Character isn't sliding in dismounting Bear, Rhino and Wolverine. [YLD-48759] Fixed: Set the looping ON in Block with 2H weapons animation. [YLD-49193] Fixed: Mutated animals sometimes generate on tiny islands in the middle of the sea. [YLD-49459] Fixed: Pet Dragons: Made the basic idle short and idle variant 2 much shorter, which were the source of the getting stuck in controller. [YLD-49611] Fixed: Pick all ignores items placed to grid. [YLD-49618] Fixed: Handbook rewards (manifested in Experimental): players with live progress still having unclaimed reward icon. [YLD-49743] Fixed: NPC man/female cannot be selected as default value for entity type variables. [YLD-49859] Fixed: Portraits in social screen should no longer be offset and covering status icons. [YLD-49978] Fixed: Scrollbar in the mobile version of multiplayer settings popup is no longer super chonky. [YLD-50154] Fixed: Layout in the feedback popup could get messed up when the input field got near to the character limit. [YLD-50227] Fixed: It should no longer be possible to close the crafting screen during the tutorial that teaches players how to craft the stone axe, which could get them stuck until session reset. [YLD-38395] Fixed: Editor: Script modules have wrong preview in Blueprints. [YLD-39773] Fixed: Editor: Scenario name change gets reversed when you also change any of the Performance game settings. [YLD-43625] Fixed: Editor: Non-interactive entity spawns when you click on it with LMB and RMB in the same frame. [YLD-46706] Fixed: Editor: It is possible to select entities outside entity weld with Ctrl+double click in weld editing mode. [YLD-46713] Fixed: Editor: Disabling punch attack also disables damage for unarmed NPCs. [YLD-46781] Fixed: Editor: Cut operation gets cancelled when you try to paste onto a ship via RMB context menu. [YLD-46850] Fixed: Editor: Copying objects from group edit mode into scene doesn't work correctly. [YLD-47272] Fixed: Editor: Visual of Path GL. [YLD-47889] Fixed: Editor: If you drag unselected tile in custom window, it will disappear and can freeze the game. [YLD-48094] Fixed: Editor: There is missing "Start" in History panel which would get you before the first undo step. [YLD-48168] Fixed: Editor: Undo for changes on an entity can remove attached Labels from the entity. [YLD-48184] Fixed: Editor: Terraforming terrain near Entity welds breaks entity movement with terrain movement. [YLD-48244] Fixed: Editor: Script module's private component GLs are available in VS to be referenced. [YLD-48250] Fixed: Editor: Changes to a group object's position/rotation from outside of group edit mode don't persist. [YLD-48453] Fixed: Editor: Non items are not added to weld in weld editing mode. [YLD-48536] Fixed: Editor: Camera does not follow a reference point in camera preview. [YLD-48630] Fixed: Editor: Rotation animator set to "Align with translation" does not work correctly in animator preview. [YLD-48677] Fixed: Editor: Pixel cube in properties window is partly invisible. [YLD-48919] Fixed: Editor: Roughen terrain type sub-options are missing tooltips and highlight. [YLD-49388] Fixed: Editor: Removing item from container also cancels placing tool. [YLD-49428] Fixed: Editor: Camera preview does not work correctly sometimes if you try to preview the same camera with different settings. [YLD-49476] Fixed: Editor: There is no visible pivot widget when editing group's/entity weld's pivot. [YLD-49501] Fixed: Editor: Camera looks in empty space on new Yland/Archipelago maps. [YLD-49703] Fixed: Editor: Cut/paste of entities on vehicles does not work correctly. [YLD-44939] Fixed: VS: Copy paste of events with variables does not work correctly. [YLD-46226] Fixed: VS: There is an incorrect error message when you try to move a static group. [YLD-46287] Fixed: VS: Enum to array does not work correctly in Custom tools. [YLD-46371] Fixed: VS: Functions with arguments of Entity/Game logic/Group array type does not work correctly. [YLD-46635] Fixed: VS: A script error in object spawned by Entity template does not navigate you to the source of the error. [YLD-46819] Fixed: VS: Removing active propeller pack from player causes it to continually overheat when reequipped. [YLD-47465] Fixed: VS: There is not working "THIS" available in Entity/Game logic/Group storage scripts. [YLD-47849] Fixed: VS: Show bubble sometimes does not work correctly for animated objects. [YLD-47905] Fixed: VS: Replace <source> <search value> <new value> throws internal error when search value is empty string. [YLD-48325] Fixed: VS: Color literal tile get deselected after closing Color picker window. [YLD-49007] Fixed: VS: There is no reference line to object referenced in Custom enum. [YLD-46626] Fixed: Custom Tools: UI aligned to screen edges is not aligned correctly. Fixed: A problem where searching for new Blueprints didn't work from the main menu. Fixed: An extra ending slash in Blueprint tags list in the Blueprint detail popup. Fixed: Current HP of some NPCs exceeds their maximum HP, resulting in looong healthbars. Fixed: Entering Editor after account switch results in error spam. Fixed: RE103 - Medieval House contains obsolete variants of paintings (replaced with pieces done by a more talented painter). Fixed: Vendor NPCs are not present in a newly created map until another day passes. Fixed: VS: Set AI Behavior does not work. Fixed: VS: Tiles working with recipe have empty slot for recipe.
  23. anna_svecova

    Changing account on steam??

    Hello, you need to use a different Steam account.
  24. I will note it down thank you.
  25. anna_svecova

    Rog Ally no keyboard

    Hello, we do not support Rog Ally at the moment. I need to know names of both accounts to see if they are the same.
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