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rihapat

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  1. 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!
  2. 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!
  3. rihapat

    Dev Diary #326 Good UI

    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!
  4. ⭐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.
  5. 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!
  6. 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
  7. 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!
  8. 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!
  9. 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!
  10. Ahoy, Ylanders! There are new packs in the shop for both new and hardcore players among you. Let's see what we have in store... literally. STARTER PACK Starting with the starter pack, which will ensure any new or longtime player swiftly starts off their adventure! So let's see what you get for a mere 2.99 EUR. Arid Region unlock 300 Coyns Bushcraft Avatar Frame Toolbox Lunchbox Herb Bag Obsidian pick Obsidian knife Wooden fishing rod 20× Clay 10× Leather 15× Flint 20× Feather 10× Healing Herb 30× Stone As you can see, there is plenty of useful stuff here. So where is the catch, you ask? Yes, there is a catch, but only a little one. You can purchase the Starter Pack only once per account. It may not surprise you, but in fact, this pack was your idea all along! It took us a while, but we finally found a reliable way to deliver resources to you in the game without breaking its natural progress. SUPPORTER PACK Now we are looking at you, our dearest hardcore Ylanders. An exclusive costume, title, avatar frame, and emote are waiting just for you. On the other hand, your support will mean a lot to us and will help us to continue working on Ylands and bring you many more new updates. On top of that, every supporter can enjoy their own role on our Discord as well as a special "Supporter only" room. Just in case, you can click here to join the Discord server now! Thank you for your never-ending support. Stay Classy, Ylanders! You can find the packs here: https://store.steampowered.com/app/2904300/Ylands__Starter_Pack/ https://store.steampowered.com/app/2904310/Ylands__Supporter_Pack/
  11. rihapat

    2.2.2. Patch Changelogs

    🌟HIGHLIGHTS🌟 STARTER PACK Starting resources and other important stuff for bargain price! Can be purchased only ONCE per account. This pack is based on our players' feedback and is an ideal choice for starting players who want to enjoy a little boost to the start of the game. https://store.steampowered.com/app/2904300/Ylands__Starter_Pack/ SUPPORTER PACK The most exclusive and top shelf cosmetics for the biggest Ylands fans who want to support the game's development. Entry to a special Discord "Supporter only" room is included in the pack. Not a member of our Discord yet? Click here to join now! https://store.steampowered.com/app/2904310/Ylands__Supporter_Pack/ INTRO For months we evaluated what should be showed off more and now it's going live! New players can get a better taste of what they can experience in Ylands from the very beginning. The time to invite your friends to play Ylands (or reset your progress) is now! New Assets STARTER PACK: Avatar's Tropical Frame SUPPORTER PACK: C.A.G. Admiral Costume Noble Wave Emote Avatar's Baroque Frame C.A.G. BENEFACTOR title ADDITIONS Added: New playable Intro where player will be introduced to C.A.G and main features of the game. FIXED [YLD-51838] Fixed: Story: Players lost progress from Elmwood outpost. [YLD-51621] Fixed: Editor: All damage immunity / No player vs player damage check boxes are wrongly checked in Game settings. [YLD-51083] Fixed: Editor: On Invulnerable Hit event does not trigger for invincible players. [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.).
  12. Ahoy Ylanders! All of the beautiful melodies that accompany you on your adventures in the world of Ylands are here for you now. Purchase the Ylands Original Soundtrack by the composer Varhan Orchestrovič Bauer on Steam! Going out to grab some groceries? Put on the dungeon music (aka Memorable Mysteries) and feel the thrill of a golem lurking around the corner on the streets of your own town! Changing a lightbulb or fixing a shelf? Casually Crafting or Building Blueprints are the songs for this occasion! But be careful, you might start to see polygons if you give in to that feeling too much. Facing an aggressive person on the street? Don't forget to change the song on Hostile Hyena and remember, if you manage to gain a certain distance, they'll leave you be! The time to bring adventure to your everyday life is now. Get the soundtrack here: Ylands Original Soundtrack on Steam (steampowered.com) Track Listing: Adventure Awaits - Bohemia Interactive, Varhan Orchestrovič Bauer Serene Sunrise - Bohemia Interactive, Varhan Orchestrovič Bauer Casually Crafting - Bohemia Interactive, Varhan Orchestrovič Bauer Building Blueprints - Bohemia Interactive, Varhan Orchestrovič Bauer Propeller Pack - Bohemia Interactive, Varhan Orchestrovič Bauer Evening Encounters - Bohemia Interactive, Varhan Orchestrovič Bauer Very Vague - Bohemia Interactive, Varhan Orchestrovič Bauer Hostile Hyenav - Bohemia Interactive, Varhan Orchestrovič Bauer Memorable Mysteries - Bohemia Interactive, Varhan Orchestrovič Bauer Naval Navigation - Bohemia Interactive, Varhan Orchestrovič Bauer Underwater Universe - Bohemia Interactive, Varhan Orchestrovič Bauer Quirky Quests - Bohemia Interactive, Varhan Orchestrovič Bauer Lazy Life - Bohemia Interactive, Varhan Orchestrovič Bauer Interesting Idea - Bohemia Interactive, Varhan Orchestrovič Bauer Kind Kerfuffle - Bohemia Interactive, Varhan Orchestrovič Bauer Gloomy Ghosts - Bohemia Interactive, Varhan Orchestrovič Bauer Fluty Flute - Bohemia Interactive, Varhan Orchestrovič Bauer Diving Deep - Bohemia Interactive, Varhan Orchestrovič Bauer Terrorbird Terror - Bohemia Interactive, Varhan Orchestrovič Bauer Omnious Omen - Bohemia Interactive, Varhan Orchestrovič Bauer Random Rest - Bohemia Interactive, Varhan Orchestrovič Bauer Just Join (Already) - Bohemia Interactive, Varhan Orchestrovič Bauer
  13. Ahoy Ylanders! With update 2.2, those who started a new game (or reset their progress) can experience a new introductory scene before arriving at the starting island. Let's discuss why it was added and what it brings to Ylands. One of the biggest challenges for free-to-play (F2P) games is retention. Many players try them out, but only a few stick around long enough to make a significant impact. Casual F2P games, like shooters, puzzles, and match-threes, have it easier. They can showcase their core gameplay almost immediately after the player starts the game for the first time (despite clicking through countless popup windows). For a game like Ylands, this is much more complicated. Up until 2.2, you started with nothing and very little to do besides picking up items. You picked grass, sticks, stones, and flint. These were your first minutes in the game, and based on this, you decided whether to give it more time, which could turn into hours. The math is simple: more new players playing the game equals more effort put into improving the game for everyone. In update 2.2, we added the Tech Tree and Handbook Quests. Suddenly, you can clearly see what you can achieve and how to get there. There's always something interesting to do. However, this doesn't entirely solve the problem I mentioned earlier. For the new player, it's more like a promise that there are some great things ahead and that the game becomes much more fun and interesting once you get past the "gathering phase." What we wanted to do was give players a taste of how great it is to have your own ship, explore various unique places, and do it as soon as possible. This is why the short playable intro scene was added. Based on the numbers we've seen, it seems to be working. More new players are finishing the subsequent tutorial than before, and they are staying longer. Knowing that this works, we can safely proceed to the second phase of the Intro scene operation - releasing a vastly improved and polished version of the intro scene. We believe this will give new players even more reasons to invest time in the game, discovering its unique and complex nature. This new version of the intro scene, featuring sailing, underground exploration, and more sailing, should become available in about a month or two. Have fun and stay classy, Ylanders!
  14. Ahoy, Ylanders! You may have noticed we do a lot of competitions on Discord. Well, this time we have something extra special for you! Have you met Ros Bobb? Doesn't it feel sad how he is just standing there in the open, his paintings getting washed away by the rain, so he has to repaint them every day. Well, now you have a chance to save him. We want you to build a house, a studio, a stall, or anything else for Ros Bobb and we will add it to the game! How to join: Join our Discord: https://discord.gg/ylands Look at the rules in #competition_announcements Submit your beautiful entry and get a chance to get your asset in the game and win 1000 Coyns. We are most excited to see what our creative community can come up with. And Ros Bobb? Ros Bobb is eagerly waiting in the rain for your help. Stay Classy, Ylanders!
  15. Ahoy, Ylanders! Have you ever wondered how feedback works and what goes on behind the curtain? Some of you are in contact with our beloved community manager, Anna, who keeps communication with you. When you write in-game feedback, Anna sifts through all the messages and forwards any unreported bugs to our QA team. Feedback is sent along with the Adventure save of the game from when you submitted the feedback and log files. Often, it's like a detective job, scouring log files for anything suspicious, especially related exceptions or errors. Thanks to this process, we can progress in our attempts to reproduce reported bugs. HUNTING Some issues are obvious, like visual glitches such as bugged icons of assets. However, often it's not that easy, and we may spend hours trying our best to reproduce the reported bug. In cases where reproducing the bug isn't straightforward, we use Unity tools to import data from log files sent with the feedback to our characters. This helps us see the issue from your perspective, allowing us to piece together the mystery. This tool is valuable, especially because a bug might only be reproducible with your data, aiding programmers in potential fixes. Additionally, it helps us consider scenarios of what happened, better enabling us to understand the situation. Our character, with your data imported, has your clothing, inventory, and map. Combined with the report, we can more easily imagine what was happening when the bug occurred. During our search, we often uncover many unrelated bugs, making the search itself effective in bug hunting. With a small team of testers and numerous elements in our game, it's challenging to keep track of everything. Your reports are crucial, and we take the time to address each one, enhancing the game thanks to your contributions. FEEDBACK It's not just about bugs; it's crucial to see your perspective on what's annoying or unpleasant. We are immersed in the game daily, sometimes missing obvious things or getting lost in details. Your feedback helps us see the bigger picture—the game as a complete product, not just individual pieces. We value your feedback and strive to improve the game accordingly. Some of us in the Ylands team keep a close eye on Discord channels to catch all the bugs or other issues. Feedback on the game can sometimes be contradictory, so we consider the majority of feedback and the core direction of the game. COMMUNICATION Solving reported bugs involves communication with various areas of our Ylands team, especially programmers. We may need help understanding log files, exceptions, and errors. Cooperation with designers is essential too, as sometimes issues are more design-related than bugs, requiring the input of designers. Testers also provide feedback when a new feature is implemented, contributing to the polishing process before the feature becomes fully functional. In the case of your sent feedback, we are the ones trying to reproduce reported bugs, and our community manager then maintains communication with you. RANDOM BUGS These are the tricky ones, and we're powerless against them since random bugs may appear once and never again. Fortunately, we have Unity tools to mitigate the damage from these bugs, such as a tool for restoring lost items and exploration points. As mentioned, feedback, whether bug reports or general feedback, is crucial for us to uncover hidden bugs. Your help in catching them is invaluable. Thank you, and have a fantastic day! Stay classy and keep providing feedback!
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