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anna_svecova

YLANDS TEAM
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Everything posted by anna_svecova

  1. anna_svecova

    Dev Diary #263 Swift sprint

    Hello, no it will be just a function all the time
  2. anna_svecova

    Dev Diary #245 Fun Energy Wanted!

    Hey there, fellow Ylanders! 🌴 There are some things that for a long time didn't work as we all would like them to and which we fixed. Then there are parts of the game that still need a massive amount of love. And today we'll talk about one. The Energy. ✨ It does work. You can build generators and engines and link nodes and light up the darkness and... well, that's about it. There are indeed some cool things like logic gates (AND, OR, XOR and such) but that's not quite... fun. When introduced Energy into the game we had big plans for various machines and things that would either help you do tasks better, faster or easier or things that would be simply fun to play with. And we would still like that. So what we need to do is get the Energy from "it works" to "it's so much fun to mess with". Next year we're definitely going to do something about it and so it's high time we started thinking about it. This is where you step in. Can you please let us know what you don't like about the Energy as it is right now (in addition to being able to hide the links )? What would you like to have us add to the game? Is there anything in other games you would like to see in Ylands? Every idea is appreciated, so go nuts! Until next week... Stay Classy!
  3. anna_svecova

    Dev Diary #261 The places you go

    Ahoy, fellow Ylanders! Do you remember how we mentioned that we're experimenting with making sailing more fun and interesting? You do? Well, today we're not going to talk about that! Don't worry though, we will get to that soon enough (as well as to other stuff like improved AI and much more). Today, however, instead of talking about getting somewhere, we'll talk about the place your ships take you. The actual ylands. Even though we made some improvements to ylands in the past - be it their size or their shapes - there's still too little difference between them. Also, some areas look just way too ... ugly. And unrealistic. We feel that exploring shouldn't be only about finding cool random encounters but also interesting terrain features. Bays, lakes. Shallow water. Jagged rocks begging for a bridge to be built over. And much more... And so one of the things we're working on for the upcoming update 1.12 is the improved terrain generator. We're pretty sure that this will make the exploration much more fun and we can't wait for you to provide us with pictures from your travels. Until the next week - stay classy, Ylanders!
  4. anna_svecova

    Dev Diary #262 Changing Challenge

    Ahoy Ylanders, Let's talk about more changes that you will see in the game in the future. Many of you noticed that we are not oblivious to fixes that need to be done in our game. However, they take time. We take each feature that needs tweaks and we try to rework it step by step. So we asked our designer Prokop what changes is he working on: For some time, we hoped that we can make the combat in our game more entertaining and balanced. And we hope we are on a right track. The AI is now much more responsive with larger zones where it can hit you. Players can no longer easily confuse the enemy by running through it when it attacks or just jumping on a bush and attacking from above. Enemies also respond much better to your repositioning and are able to fluently change attack angles. Spamming dodge and jump attacks will no longer be the way to conquer. Although spamming dodge will no longer stun the player, you will not able to dodge as often as before. Also, jump attack damage will be significantly lowered and enemies should be able to attack you even when you jump above them. The formula for counting damage is changing. Previously, it was using simple (INCOMING DAMAGE) - (TOTAL ARMOR RESIST) = (DAMAGE RECEIVED), which was balanced to the era when Ylands used difficulty tiers and no map traveling. Thus combat mathematics had to adapt to the new systems of difficulty scaling by biomes. The new formula is based on percental damage reduction, a system of vulnerabilities and resistances, which you will be able to explore by yourself while fighting enemies all around the biomes. What we expect from this new combat mathematics is a much more balanced and also balanceable (in the future) system, where it makes sense to use every protective gear you can get while still being able to fight across resources tiers and no longer being invincible like in the previous case of Guardian Armor. This brings us to damage types. Those got some love as well as they will be much more important when fighting with special enemies and monsters in caves and REs. You can expect that ghosts could be quite resistant to physical damage and wood-based golems vulnerable to fire. Players will have more access to various damage-type weapons and armor, and utilizing those will be much more difficult than before. That does not mean that you will need to bring five different weapons and three different sets of armor while adventuring, but it means you will be rewarded with much easier combat, when you learn what themed enemies do and how you can prepare for them, like grabbing some fire-based weapons when going to loot some Temperate encounters in the night. This being said, there are also some minor tweaks, renaming, balance changes, and new weapons, armor, and enemies to be expected, which we will keep as a surprise for now. Thank you Prokop for telling us about all the processes that go into reworking combat. We look forward to exploring the changes in the future. And you Ylanders, Stay Classy.
  5. anna_svecova

    Dev Diary #262 Changing Challenge

    Hello, We are not planning to add much at the moment however we are also balancing weapons and armor
  6. anna_svecova

    1.11 Update Blueprints FAQ

    Hi thank you for the details, I will ask
  7. anna_svecova

    1.11 Update Blueprints FAQ

    Ahoy Ylanders! With update 1.11 comes an option for you to upload your creations (aka Blueprints) to the Workshop so that other players can purchase them while exploring in the Adventure game mode (Game Blueprints) or when making their own custom games in the Editor (Game Blueprints or Creator Blueprints). We feel that the following FAQ will help you to navigate this new functionality. The questions are sorted so that the ones we feel most of you will ask are at the top. FAQ Q: How do I upload a Blueprint to the Workshop? A: You can select an existing Blueprint in either the game or in the editor and click the UPLOAD button. You may also choose to upload a Blueprint as you are creating it in the Editor. Q: What is the most important thing to take into account when creating a Blueprint for others? A: When making a Game Blueprint, the smaller the better. There's definitely a place for huge and complex structures but bear in mind that the simpler your Blueprint the more accessible it will be to others. With Ylands mobile platform becoming more and more important, designing your creations so that they don't contain hundreds or thousands of unnecessary objects makes a huge difference. Q: Why can't I share my Blueprints with everyone for free if I don't want/need to earn coyns this way? A: There are several reasons for this: We need the Ylands economy wheels to start turning. We've been around for quite a long time already and to keep improving and adding new content to Ylands we need to do this. We have quite a strong creators' community consisting of people who spent hundreds or thousands creating content that has hundreds or thousands of assets they can put up pretty much instantly on the Workshop. And because of how classy our player base is at least some of these creators would have no problem putting in their creations for free. Classy as this may be, the sheer amount of top quality free Blueprints would make it quite difficult for those who want, for example, to sell their Blueprints to get coyns to rent a server. Blueprints (and the Workshop in general) need servers accessible from all around the world. And that's something we need to pay for. Q: All uploaded Blueprints need to have a minimum price - do my friends need to buy the Blueprints I created? A: Absolutely not. This is when the new gifting system comes into play. You can gift any of your friends any Blueprints you make. Q: What if I don't want my friend to pay for a Blueprint I made? A: You can open the Details window of your Workshop Blueprint and gift it to your friend for free! Q: I have uploaded a Blueprint for sale, but I wonder...is it safe? A: Workshop Blueprints are protected from capture by anyone besides the author. Q: Which Blueprints can I use on Mobile? A: For the sake of performance, Blueprints of the HUGE size category are not allowed on mobile devices. Creator Blueprints are not available because there is no Editor in Ylands Mobile. Q: If I contribute to a Blueprint, will I get credited? A: Each Blueprint detail window has a list of users and their contributions measured in a number of objects. Q: Okay, but how do I cooperate in making a Blueprint then? A: You can still share Local Blueprints with the people you trust. Each of you can contribute your part. Once done, choose one of you to upload to the Workshop. Be careful though - files shared this way tend to have a life of their own and are not protected. Q: I want to manage my uploaded Blueprints. Is there an easy way to access them? A: The easiest way is to navigate to the My Uploads tab in the Blueprint Browser screen. Q: I uploaded a Blueprint, but I don't want it to be public anymore. What do I do? A: Open the details screen of that Workshop Blueprint and click the DE-LIST button. You can revert this action at any time with the LIST button. Q: What happens to the delisted Blueprint? A: For you and for anyone who has previously bought it, the Blueprint remains listed in the Blueprint Browser - only the gifting feature is disabled. For anyone else, the Blueprint is not available in the Blueprint Browser. Q: How do I change the details of my Workshop Blueprint? A: You can open the details screen where the editing of the Name, Price, Image reel, and Tag selection is available. Once you are happy with the changes, hit Confirm and Close the window. Q: But what if I want to update the composition of the Blueprint itself? A: You can do that by first editing the source Local Blueprint and then clicking UPLOAD. The game will know that these two are linked and will Update the Workshop Blueprint instead of creating a new one. Q: I want to make my Workshop Blueprint as presentable as possible! How do I make the thumbnail pretty? A: You can edit the image reel with up to 5 images taken using the 3D view. It is up to you how you compose the image using the orbit and the free camera. Q: Is there a limit to how many blueprints I can create? A: There used to be a limit, but we have since removed it. As long as you can navigate through them, blueprint away!
  8. anna_svecova

    1.11 Update Blueprints FAQ

    Hello, Our QA just tried it and it works fine for them, what seems to be the problem exactly?
  9. anna_svecova

    a bug with a hand drill

    Hello, We are sorry we know about this issue. After the Update the iron will be gone from tutorial
  10. Ahoy Ylanders! As we have moved from the designing phase to fully implementing 1.12 features, we will - as always - start sharing with you information about various new or improved features that you will be able to find in the next update. Today we would like to mention two specific changes we made based on your feedback. The first one we already mentioned in the last Live Stream (which was a lot of fun as usual ). We know that sailing can get a bit tedious at times, so for 1.12 we're making some exciting adjustments that should make it more fun. The first one is - fishing on moving boats! Got a few moments to spare before you reach your destination? Take out your fishing rod and spend some quality time getting the pretty fish (and other stuff). The second thing is more subtle but many will love it. For quite a long time some of you have complained about the camera not moving smoothly - which was especially obvious with higher fps. Well, we made some changes to the camera system and we're pretty sure you will notice the difference. There's a ton of other cool stuff planned for 1.12 so stay tuned ... and classy!
  11. anna_svecova

    Blueprint Marketplace Rules

    Blueprint shop rules No stealing! If you encounter stolen Blueprint please report it You may then be asked to prove that it was stolen (screenshots, videos, ...) This applies to Ylands original dev creations too (Random Encounters and such) Appropriate name of the Blueprint Clear name that represents what the Blueprint is (numbers can also be a name if the context of the Blueprint allows it) All the names have to be in Latin alphabet Purposeful use Blueprints that are not allowed are those that misuse the lack of knowledge of new players (such as propeller pack blueprint, where you need to insert a built propeller pack to build it.) No low effort Blueprints For example two blocks, creator cube, .... Breaking the rules After breaking these rules if you do not continue in such behavior you may stay in the shop If you continually break the rule you will receive Blueprint shop ban
  12. anna_svecova

    Community Corner #4

    Ahoy Ylanders, For those who missed the last live stream on Twitch, here are some of the questions our Project Lead Ales answered together with Community Manager Anna. Ales: We talked about your ideas and feedback in a meeting today before the stream. We have gone through the things you want the most and one of them should make it to Update 1.12, which is the possibility to name containers. Energy when? Ales: We have a roadmap which we will show you soon. For this year we have planned 3 updates so far - 1.12, 1.13, 1.14. Energy is planned for 1.14. We decided that when we're going to do it, We're going to do it right. We want to make energy more interesting, fix annoying issues, and add new devices. It might not be good news as to when it comes but the updates before that are already full of good things. Anna: We really do read your feedback. Sometimes you won't see your feedback addressed as a separate issue but that doesn't mean we're not talking about it. For example lot of you suggested that you would like to be able to change the weather in Creative Mode, we would like to try to include that in the Energy Update as some sort of weather-changing station. Of course, we will first have to see if it fits in the update. Who's gonna ask Ales about bicycles and make him roll his eyes? Ales: Yeah... I wouldn't want to be the one to push our team to implement them, or to be around the people who have to implement them Are you still planning to add car claiming? Ales: As you know you can summon ships. We would like to add an option to claim and summon more ships. That goes along with the option to summon cars which we are also currently discussing. What about adding map markers? Anna: Yes we want to do it as soon as possible. It is one of our priorities. Ales: The current plan is to have a look at the by the end of the 1.12 development process. So maybe it could be in 1.13. Planes and flying cars? Ales: We have floating ylands which is something we planned to release a long time ago. We left that one open and we still have the technology. We are able to generate floating ylands. It is linked to many other features like AI that still need more fixes. When we do something big in ylands it will probably be floating ylands and flying machines. However, it is not planned for this year. We have a lot in store for you this year and hopefully, once you see it you will understand. We decided to go down into the sea, dungeons and the next step is up. Will there be smaller letters and signs? Ales: Have you been to our meeting? You are asking us exactly what we discussed today . Today I asked our team about smaller letters, I myself am annoyed by the big letter we have. We are definitely doing this. Will you share the roadmap for 2023? Ales: Yeah maybe in about two weeks after we do some small changes. Haven't you thought about letting us work with terrain on shores and seabed again? Ales: Those who have been playing Ylands for a long time remember that this option used to be there but it was too demanding CPU-wise. We do not have that option in any planned update yet but in the future, we want to add a system that water would fill the gap instantly. It wouldn't look too cool but it would prevent those awful-looking holes around the shore. We need to discuss it further tho if it doesn't break something. Saddlebags? Ales: We have been planning them for a longer time. We considered doing this by having a container slot in the animals. There are some issues tho. First of all, should differently sized animals have different amounts of container slots? But then players could use animals just like containers, summon them and send them away. Should the animals have one shared container? We also discussed it with animators and in the end, we felt we should show some sort of saddlebags, however, that added more work. Possibly this year but no promises. What we are doing right now we are looking into how containers work, and how we could improve those. We are trying to merge some junk objects so they don't take up so much space. When 1.12 comes out you will see a lot of changes and we will see where to go from there. Will there be an option to give server rights to a specific group of people or individuals rather than all your friends or clan? Ales: Yes that was the plan from the beginning. It is even in the design document for the feature. Due to time constraints, it never made it into the game. This is something we can definitely add and ask programmers how difficult would it be to add it as soon as possible. Could we have someplace to share custom tools? Ales: Oh yes. I also want to add it, it's such a huge and amazing feature so we want to give you a place to share it. Maybe in the shop just like Blueprints. NPCs like merchants as decoration in Adventure. Ales: We talked about having a population in Ylands. To be able to fill the cities with NPCs that would live there. We would like to implement that one day. Thank you all who joined and come around next time to ask your questions. Stay Classy!
  13. anna_svecova

    Dev Diary #258 Behold, Blueprints!

    Ahoy Ylanders, You have probably noticed that a new exciting section of our in-gam shop has appeared with Update 1.11 - Blueprints! You may remember from this Dev Diary, that the Blueprint shop is a great place to gift, buy and sell your wonderful creations. And since the launch of the feature, we have seen some truly magnificent pieces, which is what today's Dev Diary will be about. Seeing all those incredible ships, buildings, cars, and many more different kinds of Blueprints, we realized that we wanted to show those to everyone which is why we will start regularly highlighting specific Blueprints. Each week, we will handpick a few of your creations and promote them on our social media along with a few details about the specific Blueprint. For now, we are mainly going to promote the creations of the members of our Creators Club (Not a member? Join here.) so that everyone can see their exceptional talents! To make sure you get to see what some of these Blueprints look like in the game, we regularly look at some during our stream. We even have a special map to showcase the Creators Club Blueprints during each stream. You can already take a peak at what that looks like! https://www.twitch.tv What are your favorite Blueprints? Have you uploaded and/or downloaded any yet? If so, let us know which ones! That's it for today and we will talk to you again next week! Stay Classy!
  14. anna_svecova

    uuuhh ii Just opened this game for 2 days bruh?

    Hi, we were updating the game at that moment. Follow our social media where we post alerts. https://linktr.ee/Ylandsgame
  15. anna_svecova

    1.11.0.3 Patch Changelog

    Highlights 💰Additional Coyns packages. 🐛Tutorial bug fixes. 📘Blueprints shop fixes. Fixed [YLD-41901] Fixed: Exploration local save entries are now flagged as 'unsaved' before the first write to disk actually succeeds. If a player attempts to continue an 'unsaved' entry, it transparently redoes the initial starting sequence to avoid corruption of that particular map entry. [YLD-41902] Fixed: Blueprints: The main carousel does not update the download number until restart. [YLD-42121] Fixed: Blueprints: Preview does not sometimes show particles when rendering the preview for a second time. [YLD-41422] Fixed: Blueprints: Sometimes have their generated preview image missing. [YLD-41844] Fixed: Glowing carpets and sledgehammers are pickable in one of the haunted encounters. [YLD-41870] Fixed: Arrows and space keys can no longer control UI elements when the tutorial overlay is on. [YLD-41916] Fixed: Rabbits drop raw rabbit meat again instead of raw meat. [YLD-37944] Fixed: Tutorial: Mobile flow for equipping an axe did not account for not all inventory slots being visible on mobile at all times and could get the user stuck. [YLD-41874] Fixed: Tutorial: Flow explaining how crafting works should no longer highlight incorrect entries under very specific conditions. [YLD-41895] Fixed: Editor: multiselection of objects referencing different objects in the same property can break the Properties window. [YLD-41885] Fixed: Editor: you can not change the color of the brush entity. [YLD-42100] Fixed: VS: Show next/previous usage does not work. [YLD-42017] Fixed: Custom HUD/Window: Undo does not work correctly when deleting tree of widgets with buttons as leaves. [YLD-42015] Fixed: Custom tools: Undo in tool's script and editing HUD layout may break tool's script. [YLD-42178] Fixed: Custom Tools: Duplicate Objects tile doesn't work in Tool Mode. Fixed: DLC gifting was producing "invalid input" errors. Added / Removed / Tweaked [YLD-40072] Added: Confirmation popup displayed when unlocking a biome via the Expedition now displays the resources required. [YLD-29662] Added: Multiplayer games can now also be removed from the games list. [YLD-40121] Tweaked: When a popup that requires input from the player opens on mobile, it will try to position itself so that it's at least somewhat visible under the software keyboard. [YLD-42182] Tweaked: Coyn packages in the in-game shop are now sorted by their price and not alphabetically. [YLD-42280] Tweaked: Errors during login/registration are now more specific. From now on, the generic "check your inputs" message will be shown only in cases, where we get an unspecific response from the backend.
  16. anna_svecova

    Name change

    Hi, done
  17. Hi, could you please send us a log and the scenario file? For the scenario, open it in Ylands and write into chat /sf scenarios For the logs go to this location: C:\Program Files (x86)\Steam\steamapps\common\Ylands Thank you we will do our best to help.
  18. anna_svecova

    Dev Diary #257 The things you say

    Ahoy, fellow Ylanders! As you might have read in the previous Dev Diary, we do read your reviews and feedback. We read both the positive and negative - and even though in the last two years we see the negative ones appear less and less with every new update (hence the rising average recent reviews score), there's surely still a good deal of those thumbs down. There are reviews like these "I was expecting this to be a single-player sandbox game, but it's more like an MMO with in-game shops. Not for me. Others may like this but I can't recommend it." "The game is bad. Every minute is a waste on this piece of garbage." "This shizznit sucks cannot get past the tutorial cuz the game keeps finding a new glitch to softlock me from continuing" "boring" "What exactly did I just download?" (copied from recent ones, Steam, English) Some obviously provide a bit more feedback than others (and those we answer), but most negative ones don't really help us make the game better - and that's fine. We don't really expect everyone to spend their time telling us what exactly they don't like about our game. However, there's one specific type of negative feedback that we consider unfair. From time to time we see people posting about Ylands "still being a Roblox clone", "focusing on the platform and ignoring the exploration" and so on. The interesting thing about this is that we, as the devs, see for each player when was it they last played the game, and most of those who post (or update) such reviews have not played the game in the last two years or more. And that's the only thing we're asking - if you want to tell others about what the game is like, give it a try. Two years ago we had to change the course back to where we started because we spent some time going in the wrong direction, but now we're back. In many ways, we are much better than the game you once loved. We have larger maps than we ever had. We have better AI. The game is way more optimized and the multiplayer code is way more stable. Don't just take our word for it, though, this is what other players say: "Its been a while since I've played this game and at the time I deleted it within 30 min. I decided to try it again and they seemed to pull off No Man's Sky level updates and they're still going strong. Give it a shot If it's been a while or you're thinking about trying this game especially if you like games like Minecraft, Ark, Alas, Sea of Thieves, or Deadpoly." "open world survival game where your main base is a ship. Has come a long way since launch, and it rocks pretty hard now" "...So why the positive review? Because as of a year ( or maybe two) ago, Bohemia has come to their senses and decided to focus heavily on exploration. The game is far better now than it was even 6 months ago..." "In the beginning the game was trash, it performed badly, there was basically no gameplay, no advanced game mechanics, and a very short, very strict tutorial on how to play the game. Now the game performs very well, it is not hard on your GPU usage and they added more features, more animals, and basically more stuff that the player can enjoy. So I voted yes because the DEVs have done an amazing job since the beginning :)" "I played this game since 2017 and have seen many changes in the game, some good and some not so good. I took a year off of playing and just came back earlier this year and wow the changes and the games sure have changed. I love this game from the early days and fell in love with it all over again. I have met a lot of players over the years and became friends with many of them. I would recommend giving this game a chance and you will be surprised." "I am very surprised how far this game evolved, and I really appreciate the hard work of the developer team. I enjoyed many hours exploring, crafting, building and everything was pleasable." (copied from recent ones, Steam, English - and there's plenty more where those come from ) This is the result of almost 40 people working tirelessly on the game for the last two years. To provide you with cool updates - the 48th is on the way. Yes, we've already brought you 47 updates and if nothing else, it should be enough for you to give the game yet another try and then tell us what you think. If you still don't like what you see, let us know. We'll fix it and the next update can be much better because of you. (mrknutí) Stay classy, Ylanders! PS: Yes, 47. Here they are (the game was available even before it entered Steam EA) 1.11 Crafty Crafts 1.10 Ymproved Ylands 1.9 Ocean Odysseys 1.8 Awesome Achievements 1.7 Marvelous Mysteries 1.6 Trading Territories 1.5 Enhancing Exploration 1.4 Creators Club 1.3 Watery Water 1.2 Astonishing Adventures 1.1 Eastern Endeavors 1.0 Ylands Yncoming 0.14 Playful Platform 0.13 Fine Friendships 0.12 Smooth Sailing 0.11 Peak Performance 0.10 Clever Coding 0.9 Comfortable Cooperation 0.8 Meaningful Music 0.7 Cheerful Characters 0.6 Countless Colors 0.5 Rainy Roads 0.4 Stylish Sharing 0.3 Wonderful Writing 0.22 Fabulous Funfair 0.21 Dangerous Depths 0.20 Playful Presents 0.19 Boats & Buccaneers 0.18 Endless Exploration 0.17 Enjoyable Editor 0.16 Wicked Woodsman 0.15 Enormous Explosions 0.14 Wild West 0.13 Armored Appearance 0.12 Happy Horse 0.11 Fancy Furniture 0.10 Extended Editor 0.9 Classy Container 0.8 Elementary Editor 0.7 Gorgeous Gallery 0.6 Amazing Alchemy 0.5 Happy Holidays 0.4 Energy Exposed 0.3 Egyptian Euphoria 0.2 Release Rampage 0.1 Statue Science (25th October 2015)
  19. Hi Yes, you can open the map you are on for your friends. Once you are together you can be on the same ship and travel to other maps together.
  20. Hi, could you please send us the tools? We will try our best to help out and are sorry about this issue. You can find the file here: C:\Program Files (x86)\Steam\userdata\<steamid>\298610\remote\Tools
  21. anna_svecova

    multiplayer exploration mode bug

    Hi there, We are sorry about the issue. We will come up with a fix in the future but for now we would recommend doing the tutorial in single player.
  22. anna_svecova

    Bug/Tech Issue

    It should be fixed in the next patch
  23. Hi, So sorry I must have missed the file somehow
  24. anna_svecova

    Bug/Tech Issue

    HI there, We are so sorry this happened and we will look into it.
  25. Hi there, our devs are trying their best to help. Could you please also attach the tool file? It can be found here: C:\Program Files (x86)\Steam\userdata\<steamid>\298610\remote\Tools
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