rihapat
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Ylands Announcement - 10 years since development started
rihapat posted a topic in General Discussion
Ahoy Ylanders! Can you believe it's been almost 10 years since the development on Ylands has started? Throughout all those years, a crazy amount of stuff got done, even crazier amount got changed, edited and improved, but most importantly, a crazy awesome community formed around Ylands. As developers, we are so incredibly grateful for the driving force you have become and for the joy that interacting with you has brought us. We all know that without you, your creativity and your voice, Ylands would not have come all this way to become the game we all love. A huge thank you goes out to each and every one of you. See this cool video to find out more about the last 10 years of Ylands: For a game such as Ylands, 10 years of development is a long time and at this point in the development cycle, we wanted to let you know that we are not planning to add any more updates or content to the game. The game will continue running in its current state, servers will remain online and so will we. We'll be here to chat with you, jump into the game with you on occasion and help you out if you get stuck or if your game experiences critical bugs. We of course understand that you may have lots of questions so we prepared a short FAQ below, but please do let us know if there's something else that you want to ask or tell us. And as C.A.G members, we love correspondence, so if you'd like, send us a letter to the office: BOHEMIA INTERACTIVE, Czech Republic, Rozkošného 762/5, Smíchov, 15000 Praha 5 And always carry with you, the most important lesson of them all: Stay classy, Ylanders! FAQs 1. Does this mean the game is no longer actively supported by developers? This change means that there will be no new updates with content or features but we will still dedicate time for fixing critical issues and staying in touch with our community. 2. Will there be any future content updates, or is development completely finished? We don't believe there will be any more future content updates. 3. What happens if we encounter bugs or technical issues? Will they be addressed? Players can still report bugs through the in-game Feedback option. We will address more critical bugs that are preventing players from accessing the game and similar. 4. Are the servers going to remain online indefinitely, or is there a planned shutdown? The servers will remain online, there is currently no plan to shut them down. 5. Will there be any new events or in-game content going forward, or is what’s available now final? No events or content is planned, which makes the game final in its current state. 6. What does live ops mean for player-created content? Players can still upload their creations to the blueprint shop and workshop, nothing changes about this. 7. Will there be any more communication from the developers? Occasionally, we may post a note but more likely we will stay in touch with our players on Discord. If you haven't joined yet, here is the link to the Ylands Discord server. 8. Are there any plans to bring back active development in the future, or is this decision final? There are currently no plans to bring back active development. 9. Will there be any moderation available, especially for stolen BPs on the workshop and similar? We will occasionally check in with our players on Discord or check the feedback reports. In more severe cases, we will interfere. 10. What will happen to Creators Club? Creators Club will be closing down and we will be in touch with players that will be affected by this change. If you have an active membership, it will continue to be active until the end of your subscription and then it will cease to exist. 11. Why have you decided to end an active development of Ylands? After 10 years of numerous updates and shaping the game in close cooperation with our lovely community, we feel we have reached all our goals. We have created a game that we are proud of, the game that is loved by players across platforms. 12. Does that mean Bohemia Interactive is leaving development of Unity based games? Journey of developing such a complex game as Ylands brought a deep knowledge to our dev team and to a company as a whole. We are indeed looking into possibilities how to further utilize this knowledge so stay tuned.- 1 reply
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Highlights NPC conversation bubbles - You can now read all text in conversations much more slowly and still get the main point. Claiming more vehicles bug - You can now claim all the vehicles for which you have available slots. Random Encounters in ancient ruins - Our bad! Now you can actually get rewards from ancient ruins! FIXED [YLD-53877] Fixed: Cut scenes on Story ylands are 2 times faster. [YLD-53890] Fixed: Vehicles will be only auto claimed on construction when there are available free slots. [YLD-53891] Fixed: When deleting an yland in a region other than the one the player is currently in, the exploration map refreshed with data from the region the player is currently in - instead of the one they're looking at. [YLD-53951] Fixed: Issue when companion would be set free and indices of elements in the UI rm menu would not match db indices of companions. [YLD-53961] Fixed: Recipe for cobalt ingot is now in correct workstation. [YLD-53896] Fixed: Editor: Naming custom variables/functions with the same name as dev properties/functions can cause problems. Fixed: Drop from animated furniture. Fixed: "Laugh" emote is not available in the radial menu. Fixed: Placeholder emote definitions are visible in the radial menu. Fixed: Some Ancient Random Encounters have an inaccessible Encounter Secret.
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⭐Highlights⭐ Claiming more boats and vehicles You said you wanted to flex with your stylish ship or car and we heard you. Now you can claim more than one and switch among them as you see fit! You can get the limit expanders via store/radial menu. Multiplayer setup simplification Playing with your friends is now easier than ever, as we have streamlined the multiplayer game setup and made it more user-friendly. Multiplayer sessions can be created directly from the Region Map in Adventure mode and can seamlessly be changed to any type on the fly. Rented server behavior changed Rented servers can now be purchased for 7 days to make them more accessible. Additionally, they can function as a travel server. When traveling to a different scenario, the server owner can swap the current scenario with the destination scenario on a single Rented server slot. This makes group travel much more convenient. Animal Taming Improvements We made some small changes to the way animals are tamed. Baits now have to be deployed instead of just placed, attract animals more reliably and all the animals take the same amount of time to actually eat the bait (heartfelt sorry to all rhino tamers). More companions Even more types of animals can now become your companions and it's easier and more fun to tame them. You can also expand your companion slots to hold up to 30! Aggressivity and baiting indicators We have changed the old aggressivity and animal baiting indicators to new, flashy variants. These also direct you outside of your field of view, so you can be aware of those pesky badgers in time this time. Avatar Portrait Let the world see how great you look! Your avatar portrait now reflect what cool clothing you wear. Open Tech Tree with "P" Did you ever want to quickly access the Tech Tree? We know you do and so you can now do that via the "P" key. EDITOR improvements: Custom scenario localization: added UI to simplify localization key editing, importing and exporting. Custom Interactions are now Custom Actions. New Game Logic called Action which can be referenced on objects. Up to 3 Custom Actions can be defined on an entity (including items held in hand). Added ability to use animations for Custom Actions. Game Logic objects can now be snapped to vehicles in the editor (this does not apply to Game Blueprints). Drag and Drop to reorder items in NPC and Container inventories. New Assets ACTORS Animated Furniture Jötunnlin Mutated Golem Alpha Mutated Hyena Alpha Mutated Tiger Alpha Mutated Puma Alpha Mutated Wolf Alpha Mutated Bear Alpha Mummy Warrior Automaton Enforcer Automaton Sentinel APPAREL Mountaineer Armor set Lantern Backlight Light Bulb Backlight TOOLS & WEAPONS Mythical Fishing Rod Alien Hand Drill Monofilament Knife DECORATIONS Stone Plank Copper Plank Steel Plank Mason Statue Lady Automaton Statue Sir Automaton Statue Engineer Statue BUILDING Tall Mast With Sails Spanker Sail Copper Blocks Roped Log Joints Wooden Ship Window (2 variants) Steel Ship Window (2 variants) Trash Bin Roof Blocks (Steel, Straw, Wood) Completing various missing block sets ANIMATIONS Exploring Emote Sad Emote Job Done Emote Bossy Emote Impatient Emote Yawn Emote Air Heart Emote Sniffing Emote Yeehaw Emote Chicken dance Additions / Removed [YLD-41660] Added: Popup with ship details will now display the preview of the ship in question. [YLD-53382] Added: Info about number of container slots / power of engines + masts / usable power by vehicles to a crafting menu. [YLD-40159] Added: VS: Transform direction / Inverse transform direction script tiles. [YLD-40295] Added: VS: Rotate around script tile. [YLD-52404] Added: VS: Relation lines between objects when you use just variable/function from script of another object. [YLD-52500] Added: VS: You can now set custom functions to be displayed vertically by default. (one argument per line). [YLD-52501] Added: VS: Global storages can now have attached Logic storage in editor. [YLD-53214] Added: VS: Add Enable custom camera <player> <camera> <blending style> <blending time>. [YLD-53246] Added:: VS: Remove diacritics script tile. [YLD-53257] Added: VS: Weld entities script tile. [YLD-53612] Added: VS: Is Local Player Ready script tile. [YLD-53640] Added: VS: On local player ready event for single player games. [YLD-52823] Added: Editor: Option for scenario settings to disable stamina feature (to have infinite stamina). [YLD-53496] Added: Editor: Export button for Data set GL so it is easier to review which data you have currently imported. Added: "TINY" landscape preset that fits into default universal area. Added: You can now see visual of ship in ship UI. Added: Automaton statues. Tweaked [YLD-53183] Tweaked: Explore: when you learn a new recipe from RE then you will see its image in notification. [YLD-49741] Tweaked: Wind direction in new map will point from player position to center of the map. [YLD-52452] Tweaked: GUI: inconsistent behavior of pets/costumes tab when you have nothing selected. [YLD-52796] Tweaked: The free-placing indicator will no longer bounce when it's hiding. It's sad you no longer need it, after all. [YLD-53028] Tweaked: Usable items for blueprint are now shown first in the project table UI. [YLD-53232] Tweaked: /unstuck command now always acts like the mode 1 (/unstuck 1), modes 0/2/3 were removed and the syntax is just /unstuck. [YLD-53702] Tweaked: The white panther in the Druid House random encounter is no longer friendly, just indifferent. [YLD-52268] Tweaked: Editor: You can now use decimal comma ',' in properties window for decimal numbers. [YLD-52766] Tweaked: Editor: Spot light's angle is now limited to 175°. It is not working well above this value. [YLD-52934] Tweaked: Editor: changing property sliders for Light game logic now have immediate visual effect. [YLD-53585] Tweaked: Editor: .ylands file name do not use |ct| anymore. Instead there is a valid English translation. [YLD-52641] Tweaked: VS: String literals now supports multiline input. [YLD-53038] Tweaked: VS: Text variant of VS script now does not add number in the end of each variable/function identifier. Tweaked: Smaller Mythical Animals now run closer to the bait instead of walking at the beginning of the scripted encounter. Tweaked: New monsters were added to random encounters (mummy warrior, animated furniture, jotunlinn and automatons). Tweaked: Since you can have more companions now we create separate categories for tamed animals and companions in radial menu. Tweaked: Axes which cannot be used in crafting are no longer stored in toolbox. Tweaked: New mutant alphas replaced the old alpha bear which spawns during night in adventure. Tweaked: Any new multiplayer game has turned OFF PvP by default. Tweaked: Players with visitor coop rights can no longer summon animals. Tweaked: Bronze Plank is now made in Copper Caster. Tweaked: Crickephant animations removed overscaling of it's trunk due to scales on Trunk03 joint. Tweaked: Removed minimal required dig strength for Rock voxels. Tweaked: Better hand and spine movement in player Pet Ostrich animation. Tweaked: Better spine movement in Player Pet Rhino animation. Tweaked: Exposed emotes for editor updated. Tweaked: Polished player movement in Bear Pet animation. Tweaked: Bear Combat Walk is matching Combat Idle for better transitions. Tweaked: Big Cat's Combat Walk has pose more closer to Combat Idle resulting in cleaner transitions. Tweaked: Increased spawn rate of eggs in bird nests. Tweaked: Propeller Pack discovery node no longer costs Exploration Points. Tweaked: Elemental weaknesses of enemies are more significant. Tweaked: Temperate made little bit less grindy. Tweaked: VS: Switched positions of Enum and Variable main categories. Fixed [YLD-21272] Fixed: Respawning on a different yland temporarily shows weather from previous yland. [YLD-29710] Fixed: Drinking tea and coconut drinks should have proper sound now. [YLD-49357] Fixed: Connecting certain types of unsupported controllers should no longer confuse the input system. [YLD-49723] Fixed: Map generating: surface cave is sometimes connected to a sea cave. [YLD-52324] Fixed: Store BP section header layout (button icons overlaping button borders). [YLD-52578] Fixed: Free-placing indicator on mobile should correctly size to fit its contents and will now be located on the left side of the screen. [YLD-52757] Fixed: Droping BP camera will disable the related actions. [YLD-52919] Fixed: Equip command now checks also inventory containers when used. [YLD-53013] Fixed: Incorrect hands in profile window after being in creative and equiping costume. [YLD-53166] Fixed: Lowering hardness of rock so players can flatten/smooth terrain. [YLD-53341] Fixed: Recipe for mud moloch bait has correct seed now. [YLD-51376] Fixed: Editor: Plus button in value slot of array tiles in CT doesn't update correctly based on array's data type. [YLD-51990] Fixed: Editor: Undo does not work correctly for moving child groups with Custom tool's script. [YLD-52145] Fixed: Editor: Object storage variables don't reflect type change in properties of objects with assigned storage. [YLD-52988] Fixed: Editor: Updating script module can cause delete some function calls. [YLD-53200] Fixed: Editor: Camera transitions between static cameras could behave not as expected. [YLD-53479] Fixed: Editor: Active FPS camera in Creative/Adventure mode affects visibility of player in custom game with a custom camera. [YLD-53581] Fixed: Editor: Player can still jump using W in game using side scroller camera even though jumping is disabled for him. [YLD-53646] Fixed: Editor: There is a label with animal name next to animals for animals which are set to be not interactable. [YLD-52609] Fixed: VS: Update/Fixed updates triggers even if game is paused. [YLD-53339] Fixed: VS: Function with recursion can cause crash when saving the game. [YLD-53032] Fixed: Blueprints: "Active" on "use blueprint" button isn't present on PC. [YLD-53163] Fixed: Mobile UI: Incorrect string in profile window : add credentials. [YLD-53238] Fixed: Terrain: Player respawns under the terrain when dying on specific position. [YLD-51585] Fixed: GUI: Full inventory icon disappears after reconnect. [YLD-51662] Fixed: GUI: Cannot use craft more in certain cornercase. [YLD-52221] Fixed: GUI: Delete account button is not functional after you close ''are you sure'' dialogue (the popup now closes upon changing your mind). Fixed: You are stuck in loading if you close steam overlay quickly with escape (this is driven by Steam backend and there's nothing we can do to properly fix this, so we added a Cancel button to the specific loading overlay). Fixed: Several encounters were missing tasks and could not be finished properly, should be fixed now. Fixed: Several random encounters have inaccessible secrets, should be fixed now. Fixed: Fortress library mystery yland should no longer remove your unique items like Cosmic ray shooter. Fixed: Camera is no longer faster in editor when you are in energy mode. Fixed: Many phones including iphones 13-15 should now her proper audio. Fixed: Some hats missing the Head tag. Fixed: Recently played games search does not filter the files correctly. Fixed: Garden Fence recipes in Wooden Fence group. Fixed: An issue where secondary action trigger mapping for gamepad input devices was ignored.
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Ahoy Ylanders! Are you ready for the latest update? We are, and we hope you'll find it enticing since this update is bringing something MORE to the game! More vehicles! One ship simply doesn't cut it. Every adventurer knows that. Finally, the solution is here! Now you can claim far more ships, boats, cars, and other vehicles. See the radial menu and shop to get your limit expanders so you can show off in front of your friends! More furry friends! Whether you are based in the arcitcs, temperate or tropical, some things don't change. More animal companions are ALWAYS better. There is nothing worse than not being able to catch them all. Well, not anymore! Not only can you get companion limit expanders, but the animal baits have also been refreshed. Befriending those cutie pies has never been so simple. More friends! Playing with friends has never been so easy! Feel free to start your multiplayer sessions directly from the Region Map in Adventure mode and change them to any type on the fly. What's more, you can now rent servers even for just 7 days, and we've changed them so that any group travel you want to undertake with your friends is as easy as it can get. As always, you can find all the changes here in the changelog: https://ylands.com/community/topic/32896-24-fleet-friends-changelog/ Stay Classy!
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Ahoy Ylanders, We've been hard at work on the upcoming update, which we titled Fleet Friends. And before we release it, we bring you the experimental build! Available only to Steam users, the Experimental build offers you guys a chance to: test upcoming features & changes report any bugs & provide early feedback (#experimental_build room on our Discord server is a great way to do that) HOW TO TRY THE EXPERIMENTAL BUILD Go to your Steam library and right-click Ylands Select Properties, click the "Betas" tab, and enter "YExperimentalPublic" as the password (excluding the double quotes) This will unlock the "i_will_back_up_my_saves" branch. (Please note that you don't need to back up your saves anymore this is just the name of the branch). After selecting the branch and confirming it, Steam will begin downloading the new experimental branch SUPER IMPORTANT INFO! Any progress you make on the experimental build DOES NOT carry over to your live game!!! When you start playing experimental, we will now copy your live progress into experimental for you. You can try your actual progress in the new update right away (remember that you are playing in a separate environment so it will not affect your progress on live by any means). What WILL be copied: - Adventure mode progress, - All editor scenarios and tools, - Non-protected workshop scenarios and all the blueprints you have uploaded to the workshop - All your purchased blueprints - All your local blueprints What WILL NOT be copied: - Sharegames - Rented servers (if you want any of those maps on experimental, you will need to turn them into singleplayer maps before you start experimental for the first time) - Any workshop assets with global user data (leaderboards, game sets, etc) Do not copy any local files! Any TAMPERING with local data can lead to irreversible loss of progress!!! Not all features that will be released in the full release are necessarily available in the Experimental build. It is possible that some features available in the Experimental build might be changed, balanced, or removed before the full release. ...with that out of the way...onto the good stuff! Highlights Claiming more boats and vehicles You said you wanted to flex with you stylish ship or car and we heard you. Now you can claim more than one and switch among them as you see fit! You can get the limit expanders via store/radial menu. Multiplayer setup simplification Playing with your friends is now easier than ever as we streamlined multiplayer games setup and made it more user-friendly. Multiplayer sessions can be created directly from the Region Map in Adventure mode and can seamlessly be changed to any type on the fly. Rented server behaviour changed Rented servers can now be purchased for 7 days to make them more accessible. Additionally, they can function as a travel server. When traveling to a different scenario, the server owner can swap the current scenario with the destination scenario on a single Rented server slot. This makes group travel much more convenient. Animal Taming Improvements We made some small changes to the way animals are tamed. Baits now have to be deployed instead of just placed, attract animals more reliably and all the animals take the same amount of time to actually eat the bait (heartfelt sorry to all rhino tamers). More companions Even more types of animals can now become your companions and it's easier and more fun to tame them. You can also expand your companion slots to hold up to 30! Avatar Portrait Let the world see how great you look! Your avatar portrait now reflect what cool clothing you wear. Open Tech Tree with "P" Did you ever wanted to quickly access the Tech Tree? We know you do and so you can now do that via the "P" key. EDITOR improvements: Custom scenario localization: added UI to simplify localization key editing, importing and exporting Custom Interactions are now Custom Actions - New Game Logic called Action which can be referenced on objects - Up to 3 Custom Actions can be defined on an entity (including items held in hand) - Added ability to use animations for Custom Actions Game Logic objects can now be snapped to vehicles in the editor (does not apply to Game Blueprints) Drag and Drop to reorder items in NPC and Container inventories New Assets ACTORS Animated Furniture Automaton Enforcer Automaton Sentinel Jötunnlin Mutated Golem Alpha Mutated Hyena Alpha Mutated Tiger Alpha Mutated Puma Alpha Mutated Wolf Alpha Mutated Bear Alpha Mummy Warrior APPAREL Mountaineer Armor set Lantern Backlight Light Bulb Backlight TOOLS & WEAPONS Mythical Fishing Rod Alien Hand Drill Vibro-knife DECORATIONS Stone Plank Copper Plank Steel Plank Mason Statue Robot Statue Engineer Statue BUILDING Tall Mast With Sails Spanker Sail Copper Blocks Roped Log Joints Wooden Ship Window (2 variants) Steel Ship Window (2 variants) Trash Bin Roof Blocks (Steel, Hay, Wood) Completing various missing block sets ANIMATIONS Exploring Emote Sad Emote Job Done Emote Bossy Emote Challenge Emote Impatient Emote Yawn Emote Air Heart Emote Sniffing Emote Yeehaw Emote Chicken Dance
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Ahoy Ylanders! The summer holiday season is in full swing, people are having a great time outside the office, but do you know what makes them excited to come back to work? It's our furry colleagues! We figured we might introduce some members of our team who you probably don't know yet. Ylands Canistheraphy Team Yes, we have our own team. Working in the gaming industry is quite mentally demanding and this is the best way to cope with all the stress. Let's meet the team! Rocky This good boy is a senior canistheraphist for Ylands team who is present almost every day and boosts our morale tremendously. He received his canistheraphy license in 2019 (seriously, he passed the test) and is spreading joy in our team for almost year and a half now. Haiki She might be small but her dedication to driving away any potential threat is immense! Sometimes, it's a bit too much, as pigeon outside a window can mean an involuntary break from a meeting. Yet, she makes up for it by letting us scratch her belly, so win-win! Charlie The smallest of our therapists, Charlie sits at the reception, making sure we are always stocked up on fruit, vegetables and candies. Home Office Squad It would be a pity to stay in the team of Ylands so we've included more Bohemia Interactive pet workers from other teams as well. Especially cats, as they are the most active home office helpers. You know, sitting in your spot, judging the quality of our work or sleeping on our keyboards. Slack channel for cute pets photos Yes, that's what we do. Whether it's from the office, home office or holiday people are sending their cuties for others to admire. It is called #Random-Aww and everyday you can find photos just like these there. A lot of our furry friends even have their own emoji on our company Slack! Feel free to share your own pets with us here or on our Discord server: https://discord.com/invite/ylands Stay Classy!
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Ahoy Ylanders! As you probably know, it takes a while to create a video game. Once it is done, there is still a long way to go as the testing begins. The story ylands are basically like small games within Ylands and testing them before the experimental is released can get quite interesting. Peek behind the curtain and see some of the more interesting screenshots from our testers. We will go from the least disruptive bugs to the most, so you have something to look forward to. 1. Once the Starcharter sends you here the door should unlock for you. These minor scripting errors are basically must-haves. 2. Off with the heads! Eh...we mean, not the heads but placeholder statues. Yes, even "bugs" like this is what our testers are capable of noticing. 3. How many dogs do you see? Even though someone might see one cerberus those are actually just two dogs in one spot. One bug, two dogs. 4. Let's enter the mobile realm which is abundant with proper bugs! Forget barely noticeable double dog or easily fixed locked door we present you random blank spots! It appears that parts of the Ylands world ceased to exist here. Ooopsie! 5. DANGER! DANGER! PARTICLE EFFECTS OVERWHELM! But if you played the 3rd story yland you know that we successfully managed to mend all of these. In case you didn't play the story, you should definitely do so! Let us know how you like it once you are done. In the meantime... Stay Classy!
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Hello Ylanders! Today, we want to share one of the bugs we've encountered in our game. As developers, we sometimes come across bugs that are more funny than frustrating, and today was one of those days. While testing costume changes in the profile window, we discovered that when you go into the game and change into any costume, after returning to the main menu, you might be in for a surprise when you check your profile window. Instead of seeing your character in their default outfit, you’ll find them standing there in their undergarments, but with the hands from the last costume you had on still attached. We reproduced this bug several times with different costumes, and the results were quite interesting. While this bug has given us a good laugh, it’s something we need to fix. Sometimes, issues can be funny and easy to solve, but it's not always like that. Some issues are so complicated that we can spend months sending them back and forth until we find a fix. It is very important to see reports from you about the issues you are experiencing. For example, there are many combinations of hardware, and we cannot have them all in our offices. But if you experience something that we are not, sometimes even looking at your log can give us answers we need to solve your issue. Thank you for your continued support and for your feedback that helps us make our game more bug-free. Happy Ylanding and Stay Classy!
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Ahoy Ylanders, The term "GOOD GAME UI" doesn't necessarily imply that the user perceives a smart or enhanced user experience. In fact, the best UI is achieved when the user does not think about it at all.Allow me to briefly outline our UI process for you in this diary. The initial phase of designing a new UI feature always involves extracting as much information as possible from the feature designer. This primarily entails understanding their vision and the intended user experience. The subsequent phase typically involves research and brainstorming. If similar features exist in other games, I review those UI visualizations and distill the vision into simple wireframes and sketches, based on those precedents, to avoid reinventing the wheel. These preliminary mockups (which I refer to as "grayboxes"), utilize mainly text and gray boxes to represent buttons, headers, tabs, text areas, scroll areas, etc. I use shades of gray because, for conveying UI ideas, nothing more in this phase than contrast and size is essential. These elements resonate universally. Colors I usually incorporate later, recognizing that color perception varies among individuals.If any ambiguity persists after discussing the mockups and the flow or user experience remains unclear to anyone, we turn to Figma prototypes - For those unfamiliar, Figma is a brilliant tool for facilitating idea communication among designers, UI programmers, and UI artists. Anyone can test the feature in a working prototype within a few hours. Once the design is crystal clear, I commence creating visual mockups tailored for the various platforms we support. This phase involves collaboration with the art director to ensure alignment with the visual style. Screen design is influenced not only by diverse display sizes (resolutions and aspect ratios) but also by the method of control: Touch display (mobile, tablet) Mouse + Keyboard (PC) Controller (Xbox, PlayStation) Controller + touch display (Switch) Each platform comes with its own set of rules and requirements, necessitating seamless and predictable accessibility for every aspect of the feature. For instance, standardized text sizes differ between mobile and PC, while mobile touch buttons are typically substituted with controller hint icons on consoles, and so forth. Subsequently, we create Unity Engine UI layouts based on the visual mockups. And let the UI programmers do their magic. Then comes the polishing phase – replacing placeholders, animating buttons, localizing texts, incorporating hover elements, adding subtle visual effects, fine-tuning transitions, etc. Following that, QA tests and optimization ensue. This phase often involves resolving numerous bugs, glitches, and incorporating implementation feedback from playtests. A particularly challenging scenario (my private nightmare) arises on Switch with russian language. Switch is using large standardized texts and other large UI element sizes with long texts alongside controller hints. That's it for today. Thank you and Stay Classy!
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⭐Highlights⭐ Random Encounter Objectives We improved random encounters so now you are able to keep track of RE objective progress. We hope it will motivate you and your friends to explore ylands even more now. Luring lighthouse A new chapter of the story takes you to the Monsoonal region where strange things started happening. Could this have something to do with the arrival of elves into the region? It is up to you (and Horatio Reginald Elmwood, of course) to find out what's going on! Gamepad You can finally play Ylands with a gamepad, including an aim-assist support to help you during combat. New Random Encounters created by community Ross Bob had a makeover by our community. In each Region, you can find new stalls, galleries, and houses made for Ross Bob! Quality of life improvements You may now use the free-placing feature for your blueprints, it can be freely rotated and snaped to ground at your will. Medieval House in Random Encounter 103 contained obsolete variants of paintings so we replaced them with pieces done by a more talented painter. EDITOR improvements: Polished ease of use of input fields throughout the editor. Merged Terrain and Advanced Terrain Tools and split Game Logics into Basic Logics and Script Logics. Custom Enums are now a standalone Visual Script Category. Custom Localizations basic workflow introduced - create your own localization tables for custom games. Positions and Rotations in Visual Scripting reworked to be more intuitive. New Project Browser makes searching and opening Editor Scenarios much easier. New Assets ACTORS Highland Cow Pinewood Owlbison Magic Gardener Ancient Hunter Ancient Huntress Territorial Merman Territorial Mermaid Infested Elf Infested She-elf Animated Knight Armor Animated Samurai Armor Drowned Deckhand Drowned Canonneeres APPAREL Rhinoceros Armor Set Gunslinger Armor Set Starcharter Clothes Set Moonseeker Mask Voidsmith Mask Fardreamer Mask TOOLS & WEAPONS Alien Bow Orichalcum Saw Cow Bait Pinewood Owlbison Bait DECORATIONS Chess Pieces Checker Piece Domino Pieces 6-sided Dice Additional Roman Numeral Blocks Elven Statue Elven Carpet Elven Painting Elven Quipu Elven Astrolabe Asset Changes Cave Mushrooms changed names and now can be cut down with a knife, plus they yield useful resources Cave Plants changed names and now can be cut down with a knife Additions / Removed [YLD-47555] Added: Character actions that take longer for the character to do will no longer use the progress bar to visualize the progress, instead utilizing the hints with hold progress visuals. Floating hints should also no longer overlap the hotbar under specific camera angles. [YLD-49572] Added: Created a Diary event condition for a new event guiding the player to create a Torch - NIGHTFALL NECESSITIES. [YLD-50244] Added: Inventory can now display details of items in the hotbar (if the user navigates over them via gamepad). [YLD-51145] Added: When placing BP that is not vehicle it is possible to switch to between grid/freeplacing. [YLD-51809] Added: Completion Achievement for Luring lighthouse yland. [YLD-49676] Added: VS: Get Recipe Node <entity type>. [YLD-49911] Added: VS: Alt+T keybind to switch between expression/statement variant of the same script tile. [YLD-49933] Added: VS: ternary operator ? : (expression if <condition> then <return if true> else <return if false>. [YLD-50188] Added: VS: + in Set variable script tile will add automatically tile of variable's type. [YLD-50220] Added: VS: Format string <format> <arg 1> ... <arg n> script tile. [YLD-50382] Added: VS: On shear/milk events. [YLD-50864] Added: VS: Get Screen DPI script tile. [YLD-51595] Added: VS: Warning when you use Get local player before local player is fully initialized/available. [YLD-51628] Added: VS: "Reset fade" argument to Camera fade in/out script tiles. [YLD-49913] Added: Editor: Items now shows both buy and sell price in properties window. [YLD-49916] Added: Editor: Percentage resistance next to resistance value in properties window. [YLD-50155] Added: Editor: Game logic template now supports "referenced" variant. [YLD-50619] Added: Editor: You can multiselect in Object explorer with mouse by holding SHIFT key. [YLD-50620] Added: Editor: "Public scripts" property to script modules so it is now easier to test/debug their exported version. [YLD-50739] Added: Editor: You can now set "selected color" for buttons in Custom HUD/Window layout editor. [YLD-51731] Added: Editor: Ability to disable "switching variants" while placing. Added: Pinewood Owlbison Mythical Animal Random Encounter (Taiga Region). Added: Winning competition entries based Ros Bobb (painting vendor) Random Encounters for each Region. Added: Project Browser. [YLD-49891] Removed: Editor: "Simple" editor view with text buttons in top header. [YLD-49912] Removed: Editor: Highlight of group entities when group is edited. [YLD-50413] Removed: Editor: Use Playlands equipment toggle from Player role. Removed: Hostile Native Random Encounters. Replaced with a set of Ancient Hunter Random Encounters. Tweaked [YLD-42904] Tweaked: Milk/Shear ready text overlaps animal's name. [YLD-45540] Tweaked: Take all button in containers now adds items directly to inventory containers. [YLD-49303] Tweaked: Alpaca light attack is a bit slower. [YLD-49304] Tweaked: Unique Golem charge attack to other attack animations. [YLD-49312] Tweaked: Golem light attack less twitchy on the end. Changed also combat idle pose to remove twitchiness. [YLD-49313] Tweaked: Changed lizard light attack to be a little bit slower. [YLD-49314] Tweaked: Crablin has a little longer Light Attack animation. [YLD-49314] Tweaked: Ostrich Light Attack animation is a bit longer. [YLD-49316] Tweaked: Penguin light attack is a bit slower. [YLD-49317] Tweaked: Longer windup in Golem heavy attack animation. [YLD-49318] Tweaked: Changed Lizard heavy attack to have more visible preparation. [YLD-49322] Tweaked: Rhino Heavy Attack has a longer preparation phase (by 10 frames) and a different attack style to be easy readable. [YLD-49331] Tweaked: Wolverine use Special Attack animation for Heavy Attack. [YLD-49332] Tweaked: Golem special attack has a visible preparation. [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-50598] Tweaked: Color of animal's/monster's text in chat is now same as color of NPC's text. [YLD-50694] Tweaked: 3D selection tool previews selection more frequently now. [YLD-50703] Tweaked: You can not reference entities from blueprints in scripts. (protection of those blueprints). [YLD-50793] Tweaked: Optimized the Sort Inventory button. It should no longer allocate tens of megabytes of memory and should be substantially faster. [YLD-50869] Tweaked: Removed the Unsummon button from the Pets screen. Previously it was showing everywhere, even on currently not-summoned pets which, while it worked, was confusing. Now the only place on the Pets screen where you'll still find the Unsummon button is if you click the currently summoned pet. [YLD-51048] Tweaked: Wolf Pet animation slightly changed hand position to touch wolf on flat terrain. Dog pet point set closer so the character hands have contact with dog (only on flat terrain). [YLD-51955] Tweaked: Hide previous notification if the new one is the same. [YLD-51966] Tweaked: Steam pack descriptions so that the new lines are easier to read and do not overlap the images. [YLD-52005] Tweaked: Collectibles that are part of Steam DLCs will now be displayed in the in-game shop upon purchasing a DLC. [YLD-50187] Tweaked: VS: + button in Set array at index will now add script tile of array's type. [YLD-50976] Tweaked: VS: In explorer Search in dropdown is now set to "Script tiles" by default. [YLD-51094] Tweaked: VS: Animals can have quite big reaction time to a Move to target script tile. [YLD-49887] Tweaked: Editor: Teleporting player on maps with no terrain streaming now does not need to start loading. [YLD-49918] Tweaked: Editor: Preview of placed object is now shown next to a mouse cursor. [YLD-49945] Tweaked: Editor: 2D game logic icons and transform widgets are bigger on 4K screens. [YLD-50004] Tweaked: Editor: Names of text sizes after adding new Medium large size. [YLD-50005] Tweaked: Editor: Enum values like Text size / Audible distance are now sorted by their value (instead of sorting by name). [YLD-50321] Tweaked: Editor: Colorized game logic icons in the game logic panel. [YLD-50348] Tweaked: Editor: Animals with disabled interaction will not show shear/milk ready text now. [YLD-50421] Tweaked: Editor: Sliders in properties window now work also in multiselection. [YLD-50440] Tweaked: Editor: Scale widget is more responsive now in Basic shapes tool. [YLD-50486] Tweaked: Editor: Position/rotation should get updated live when moving objects by drag and drop / using widgets. [YLD-50582] Tweaked: Editor: Promote ENUMS sub-category to main category. [YLD-51861] Tweaked: Editor: Error information about referencing objects which will be destroyed by Object templates on export. 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: Added source elements for Cave and Mushroom Roots thus making them blueprintable. Tweaked: Cave Mushrooms renamed and rebalanced. Tweaked: Changed Ostrich Charge attack animation to be less intense. Tweaked: Changed Rabbit heavy attack animation now feels stronger. Changed distance of attack not to go through player. Tweaked: Changed style of Wolf charge attack to be different from other attacks. Tweaked: Changed Wendigo Charge Attack animation to be different to other attacks. Tweaked: Different animation of Stone Guardian's Heavy Attack. More powerful and longer windup. Tweaked: Different animation of Swipe attack for Ocean Spirit with more power. Tweaked: Distance of all Rabbit attacks is shorter not to clip through player. Tweaked: Doubled amount of Energy Coil produced from one recipe. 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: Horse Charge Attack is different to heavy attack. Tweaked: Horse Light Attack visually better transition to combat idle. Tweaked: Longer Undead Heavy Attack, added side variants for Undead's Heavy and Light attack. Tweaked: An Undead Charge Attack is different from a Heavy Attack. Tweaked: New Hyena Charge Attack not a copy of Light Attack. Tweaked: Penguin has longer Heavy Attack, different animation with more impact. Tweaked: Potion Ingredient tag removed. Tweaked: Relict and Encounter Secrets given the No Catalog tag to prevent confusion in editor. Tweaked: Rhino Swipe Attack animation has more powerful head swing and is longer by 15 frames. Tweaked: Slower Heavy attack (by 10 frames). Tweaked: Stone Guardian has different Charge Attack not a copy of heavy attack. Tweaked: Terrorbird different heavy attack with head, polished leg movement. Tweaked: Terrorbird isn't floating above ground on flat terrain. Tweaked: Terrorbird legs and finger movement in light attack is more polished. Tweaked: Terrorbird Swipe attack is now with legs to be different from heavy. Tweaked: Wendigo Heavy Attack has longer, more visible windup phase. Tweaked: Wendigo Swipe Attack is longer. Tweaked: Wolverine special attack is different to light and heavy. FIXED [YLD-19918] Fixed: Rake and Shovel animation made compatible with 2H holding for more natural look. [YLD-29306] Fixed: Message System: whisper shows player's username in All message section. [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-45920] Fixed: Blueprints might have some of their entities shifted when placed in universal scenarios (only applies to newly captured blueprints). [YLD-48743] Fixed: Terrain Generation: weird cut off rocks appear on the edge of beaches. [YLD-49520] Fixed: Ships: Camera starts moving by itself after traveling. [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-49823] Fixed: Map generating: RE can be spawned on islets around the island. [YLD-49859] Fixed: Portraits in social screen should no longer be offset and covering status icons. [YLD-49867] Fixed: When players were charging an object that required inventory and was inside a container (e.g. a mining drill inside a toolbox), the inventory screen did not update correctly. [YLD-49917] Fixed: Position of the text in the button of the research node is now correctly centered when using gamepad. [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-50225] Fixed: You can not move properly when using rake. [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-50344] Fixed: Item notification will now correctly display custom colors of the picked up item, if it is painted. [YLD-50609] Fixed: Particles not visible in inventory character preview. [YLD-50617] Fixed: Gifting a blueprint from the Editor produces an error message if you didn't open the Shop first during the play session. [YLD-50735] Fixed: Give players the collectibles that they were supposed to get from Handbook rewards. [YLD-50813] Fixed: Integrity : broken terrain on particular explore map from 1.8. [YLD-50834] Fixed: A handbook memory leak that would occur upon changing the active session (leaving a game into the main menu, changing a server etc.). [YLD-50888] Fixed: Main menu: Back button leads from community games sub-categories to Main Menu. [YLD-50909] Fixed: A null pointer reference when drag&dropping various corner-case stuff from your hotbar into equipment slots. [YLD-51046] Fixed: Wolf clip into character when attacking too much. [YLD-51054] Fixed: Wolf legs clip into eachother in walk, trot, run. [YLD-51229] Fixed: Ship Wrecked Shenanigans event could not be completed if you already owned a ship after the first yland. [YLD-51750] Fixed: Using saw on tree from BP will destroy original tree. [YLD-52188] Fixed: The displayed cost for EP in the tech tree now shows correctly when discounted by partially unlocked nodes. [YLD-52254] Fixed: Golem's lower body opens too much in Special Attack and Hit Reaction animations. [YLD-52320] Fixed: Issue in hint sorting mechanism that could needlessly eat performance. [YLD-50263] Fixed: VS: there is unnecessary ':' in chat window when showing bubble with hidden speaker. [YLD-50664] Fixed: VS: Custom enum's names are shown in Upper case on script tiles. [YLD-50901] Fixed: VS: Opening Transaction window from Dialog window does not work. [YLD-50949] Fixed: VS: The Count instruction in visual scripting will no longer end in an infinite loop if it's starting from 1 and going towards -1 by increments of 1. [YLD-50988] Fixed: VS: There is a wrong tile in context menu of variable of custom enum type. [YLD-51374] Fixed: VS: Plus button of array setter tile adds a single value tile. [YLD-51741] Fixed: VS: Changes to argument of copied function can affect argement of the original function. [YLD-51816] Fixed: VS: Time trigger set to specific game hour fires when a scenario is launched in some cases. [YLD-51968] Fixed: VS: Switch with all cases + default branch merged together breaks VS. [YLD-52462] Fixed: VS: Count with does not work correctly in some situations. (when using language with decimal comma). [YLD-42529] Fixed: Editor: It is not possible to change static camera position in properties window in Preview camera mode. [YLD-49703] Fixed: Editor: Cut/paste of entities on vehicles does not work correctly. [YLD-49822] Fixed: Editor: Trigger zones do not register some entities. [YLD-50261] Fixed: Editor: It is possible to summon any animal with high base domestication level by any player. [YLD-50317] Fixed: Editor: Objects in Object explorer are not sorted correctly when contextual search is active. [YLD-50685] Fixed: Editor: Rotation and position changes to groups in hierarchy via custom tool script behaves incorrectly. [YLD-50796] Fixed: Editor: "Death penalty" in Player role is not translated. [YLD-51224] Fixed: Editor: Transform widget can be destroyed when you unload map part containing it. [YLD-51257] Fixed: Editor: If you press RMB while editing shape in Shapes Tool then a gizmo deactivates (and cannot be reactivated). [YLD-51659] Fixed: Editor: It is not possible to set Game time with "minutes" precision. [YLD-51687] Fixed: Editor: Group templated do not ignore original group rotation. (the same way as Entity/GL templates do). [YLD-51880] Fixed: Editor: Animated entities have wrong position in blueprint preview image. [YLD-52405] Fixed: Editor: Updating Script modules with Image library does not work correctly. Fixed: Alienflower should now be blueprintable. Fixed: Current HP of some NPCs exceeds their maximum HP, resulting in looong healthbars. Fixed: RE103 - Medieval House contains obsolete variants of paintings (replaced with pieces done by a more talented painter). Fixed: Small twitch in Rhino's belly during light attack cleaned up. Fixed: Vendor NPCs are not present in a newly created map until another day passes.
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Ahoy Ylanders! We have been hinting for some time that we are working on gamepad support. Well, we have finally managed to do it for next Ylands update 2.3. Ylands will have full gamepad support and it should be possible to play completely without mouse and keyboard. In this programmer diary we will look what this actually entails. Input abstraction First step for gamepad support was already mostly done – input abstraction using action triggers. Action trigger represents specific game action (forward movement, reload, submit…) and has bindings for individual input devices. Each frame we check currently active input device for pressed keys or buttons. Each key/button can correspond to several action triggers. This is used to construct frame input that converts this information into which action triggers are active and for how long. Then (from individual screens or gameplay scripts) we can ask frame input if specific action trigger is activated in a way we are interested about. That could be instance we press it, release it, after tap, or after long press. If we detect this, we can consume action triggers using same binding so that next system will not react to same button. This way individual systems do not have to care if we are using keyboard or gamepad – to them it is same because of these frame input events. Navigating the menus Next big step was to create new gamepad navigation system that can work with our UI. It consists of new navigation elements, sub contexts, headers and sub headers, proxies, and navigation manager itself that controls all that. Its job is to register/deregister all elements, pick best element when navigating, check what sub context are we in and more. Individual elements can be then set up in many ways to handle all our needs for given screen. That could include limited navigation space (sub context), navigation events (when we need to react to navigation to specific element), hardcoded navigation routes etc. Control hints Ylands have complex controls over many game situations and UI screens. That’s why we had to create new system of visual control hints. These are universal object that contains many images and texts. Based on assigned control device and action trigger it will use all its elements to construct the hint. There are also other settings that can alter the appearance like if it should react to long presses if it should display name of action trigger and many more. So, we just need to place this universal hint to correct place, set couple parameters and connect it to script. Every time there is input device change or hint was spawned it will check if it should be displayed and toggles visibility as needed. Updating our user interface Last part of gamepad support was the biggest time sink – updating all our screens and popups so they are fully usable only with gamepad. For most screens it means these steps: 1. Add navigation elements to all selectable things we want to be able to navigate. 2. Split areas into navigation sub contexts if necessary (for example divide main are from search field). 3. Add selection visuals for all navigable objects. For that purpose, we have universal orange selection box we can just quickly place and connect with navigation element. 4. Replace old buttons with new. They look the same, but they have control hints built in, so we don’t have to allow navigation to these buttons. 5. Add remaining control hints and helper objects that hold them (if we want some extra graphics with those hints). 6. Set up all control hints with correct action triggers, press lengths etc. 7. Check if layout of the screen is ok if we switch from keyboard to gamepad. When that happens many new objects will appear that can cause chaos. Fortunately, we can solve almost all these issues with automatic horizontal/vertical layouts that will resize individual elements for us if we set them up properly. 8. Expand the screen script with new hints and helper objects, add reactions to specific action triggers in frame input and sometimes add some custom gamepad logic if the screen is too nonstandard. Hints also needs to be refreshed on any input device change so that we know which should be active. 9. Connect all hints and helper objects with the script and hope you did not make any mistake. Main issue is the sheer number of individual screens that are present in Ylands. Many are quite straightforward, but some are highly specialized and need lots of custom coding for gamepads or lots of control hints. For example, blueprint detail popup has 16 control hints (average is 3-5) and several sub popups it can access and many configurations how it can look. Conclusion It was long work (and long diary, sorry), but we have finally reached state we can present it to you. From update 2.3 onwards you can play with gamepad only. We will continue to improve the gamepad experience and fix any bug you will send us. In the meantime, Stay classy!
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Ahoy Ylanders! 🌴 Calling all seaworthy explorers! We are thrilled to announce the upcoming Ylands: Nintendo Switch™ Edition release! The game will be available exclusively for digital download on the Nintendo Switch on June 20th worldwide. This release marks Bohemia Interactive's second game on the Nintendo Switch platform, following the previous success of Vigor. Ylands: Nintendo Switch™ Edition is the ultimate creative open-world adventure game. Prepare to be immersed in an enchanting, low-poly universe, optimized to deliver a seamless gaming experience on the Nintendo Switch console. The game features the same core gameplay mechanics as Ylands on PC or mobile, which means exploration, sailing, crafting, building, and light survival elements. This combination of mechanics offers a unique and engaging experience for players of all ages. You can already wishlist here: ylands.com/nintendo-switch-edition Watch Ylands: Nintendo Switch™ Edition’s announcement trailer to see this unique exploration experience in action: Ylands Offline For The First Time Ylands: Nintendo Switch™ Edition will be playable fully offline, which is a first for this series. After the download and initial launch, players don’t need an active internet connection to play the game. All player game worlds, creations, and progress are stored locally which ensures smooth uninterrupted sailing, wherever they choose to play. Buy Once, Play Forever While Ylands on PC and mobile is a free-to-play title, we've decided to go for a simpler premium model for Ylands: Nintendo Switch™ Edition. This, in combination with its offline nature, means there are no pay-to-progress mechanics, less of a need to grind to accumulate resources and no monetization pushes. All planned updates for Ylands: Nintendo Switch™ Edition will always be included for no additional cost with the option to purchase optional cosmetic DLC packages also supported. Adventure and Creative Modes Ylands: Nintendo Switch™ Edition is an experience that supports and encourages creative development and thinking at every stage. There are virtually unlimited building opportunities available to the player; both in the more story-centric Adventure mode and the sandbox-orientated Creative mode. If players don’t wish to create from the ground-up it will also be possible to purchase different types of buildings, ships, and even pets via the Nintendo eShop. With the full release scheduled for next month (June), excited adventurers can now add Ylands: Nintendo Switch™ Edition to their wishlist: ylands.com/nintendo-switch-edition
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Ahoy Ylanders! Today we are proud that we can show off 6 new homes for one of our vendor painter Ros Bobb! All of them created by our beloved community during competition on our Discord server: https://discord.com/invite/ylands All of these are currently found on the experimental build, so feel free to try that one here: EXPERIMENTAL Build - 2.3 Update Ylands Tropical Region These ancient ruins are designed to cool Ros Bobb's head while he paints, made by @handofthesly. Arid Region When you want to run an art shop in the middle of the dessert you sure need reliable way to get out before the noon strikes, therefore the car. Stolen art shop by @AAAFrom. Monsoonal Region Yet another stunning creation by @handofthesly. Home as colorful as the region itself! Temperate Region Everyone deserves a nice house. Ros Bobb managed to achieve it even in this economy, thanks to @YoHasLEGO. Taiga Region Taiga is dangerous, everyone knows that. Just like @Elenis, which is why they created this sturdy house for our beloved painter. Polar Region When you cross polar circle it ain't easy to keep yourself warm while painting. However, this epic station by @MuffinBytes will most definitely do the trick. We are truly excited about these fantastic builds and want to thank you for all the wonders you create in Ylands. And if you're interested in competitions like this or having your creation featured in the game, don't forget to join Ylands Discord server for more competitions! Stay Classy!
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Ahoy, Ylanders! Here we go again, our beloved hardcore adventurers. The Classy Adventurers Guild calls for aid! As you know, the world can be a bit... wonky. It's not easy to find and fix all the wonkiness, and that's where you shine. Okay, let's get down to business. We would be thankful for any feedback and time spent with the experimental version of update 2.3. Appropriate rooms on our Discord are waiting for your feedback and opinion. Join the Ylands Discord server here: https://discord.com/invite/ylands Just to tease you a bit, you can look forward to the next story yland in the Monsoonal region and some BIG improvements for random encounters. You can find all information about the experimental version, including changelog and highlights, here: https://ylands.com/community/topic/32825-experimental-build-23-update/ Thank you so much for your help. We can't wait for Update 2.3 to go live. Until then, Stay Classy!
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Ahoy, Ylanders! Some of you may have already caught the little hint about what's coming up in the next Story Yland. The fancy-looking, slender guy made of stone, holding a weird astrolabe-like contraption, tells us a little bit about the next focus of Elmwood's interest. In the upcoming update 2.3, after Sunken Sands in the Arid region, the Adventurer and Mr. Horatio Reginald Elmwood would delve into the next region to visit some magic-using guests. As Mr. Elmwood learns from the ancient library, there are some humanoid sailors from a different world who are building something in the Monsoonal landscape. These guys have greyish skin, grow no facial hair, and have pointy ears. Who are they? You've guessed it, those are the Elves. But we are not going to spoil anything else about them. If you want to learn more about the Elves, you will have to play it yourself. And, oh boy, there will be chances to learn a lot for those who are willing. There are over 20 unique lore entries for you to find and read. This is something not yet seen in previous Story Ylands, but if you, as the players, like this option and are eager to study the lore behind each region more, we shall wear out our keyboards to catch up. While working with the Elves, we also came to a conclusion about other NPCs and created a new "dehumanized humanoid monster type" that would, in time, replace all aggressive NPCs in Random Encounters, so you know at first glance if someone is definitely an enemy. This should also prevent players from mistaking the Yland natives for something they are not. Some of those new enemies will be encountered on the Monsoonal Story Yland as well. So, sharpen your blades and your wits for the upcoming challenges and stay classy, Ylanders!