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0.12: Happy Horse (26/04/2016)

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CHANGELOG

Happy Horse - 26/04/2016

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Look! There's a horse right there! Let me pet it for a whi... hey! Why is he ignoring me?
Because, my friend, he doesn't trust you enough! Would you feel safe around a double-headed dragon who tried to touch you with his claws? But what if he fed you with a 4 cheese pizza? Wouldn't you then feel different about the dragon? No need to answer to that, it might just be me...
Aaanyway! Give some yummy stuff (the yummier the better) to the horse and he'll become your best buddy! Mount him and run like the wind until the sun sets! (or until he decides to kick you, everyone knows 1 out of 8 horses behaves more like an ass)
Only then you will be able to give him a name - but you can only do this once, so choose it wisely! (otherwise he would get confused by the different names, and we don't want that, do we?) And if you lose him out of sight, you can call him by pressing F9 and he'll come to you.

Our ylands are becoming more and more civilized and from now on we will use our hands to open doors, instead of bumping into them like rugby players.
But one cannot be cautious enough, right? Lock the door after leaving to make sure no one steals your goods.
This is how it goes: you have a door with a lock on it, you take a blank key and lock said door (you can then rename it so that you don't end up with 500 keys that look the same in your pockets). From now on you'll be able to unlock this lock only with this key (the one and only key to rule them all! Actually just one door,  so it's not that epic), and this key will only work in this lock. The same goes for chests!

 

Note: We are aware of the issue where in some cases in multiplayer games the player may see other players and the horses they are riding not properly synchronized (the rider being ahead of their horse etc.). We are already working on the fix.

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NEW FEATURES

  • Horse domestication
  • Horse riding (at various speeds)
  • Horse calling
  • Locking / unlocking doors and chests
  • Doors are now opened via action, not by pushing into them
  • Added dart shooters to the game. They can be triggered by an event in the editor
  • Terraformer: you can add water to an existing water volume more easily
  • [Editor] You can test your scenario and return to the editor without going through the main menu scene
  • [Editor] Added several new types of trigger objects to the trigger zone (any player, any animal, any item, specific entity, specific entity type)
  • [Editor] Added new trigger actions: move/rotate item instantly
  • [Editor] In the character mode trigger zones can be triggered: they will write to a console what would happen if it was not in the editor
  • [Editor] When selected, trigger zones show connections to objects they affect
  • [Editor] Added a new game logic: event listener (Example: mounting an animal, opening a container, picking a specific item etc. can trigger an action)
  • [Editor] Added new "Ask player" action which can be used in all triggers (in event listener too). This action will open an input field with a question for a player to answer. They can write something in it and confirm that field. Different actions may be triggered based on given answers
  • [Editor] Visual overhaul of the game logic object settings panel - now it's cleaner and better arranged (also, some fields can be closed/opened via arrows)
  • [Editor] Added the possibility of copying the position or rotation of a selected object via context menu (RMB) and to apply these values to other objects (via context menu or inside the game logic object settings panel).
  • [Editor] The state of the editor buttons is now remembered

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NEW ITEMS

  • Horse collar
  • Horse
  • Armchair (color variation)
  • Ottoman (color variation)
  • Keys
  • Blue steel block
  • Books
  • Egyptian busts
  • Egyptian cat idol
  • Egyptian vases
  • Golden chalice
  • Hay bale
  • Horse head totem
  • Horse hide
  • Pile of hay
  • Sandstone ledge corners
  • Horse statue
  • Spikes

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MAJOR FIXES

  • [Editor] Fixed difficulty opening the game logic object setting via double clicking if some transform widget was visible
  • [Editor] If you add spawn points in the editor but you do not add any player role, you will be spawned randomly on one of the spawn points
  • Fixed Festive tree input port
  • Fixed darkened visuals of particles emitted from the terraformer and other tools if player's character was transparent
  • Fixed painting via terraformer sometimes not behaving as expected
  • Improved focusing of interactable objects
  • Fixed the issue with animals going under water
  • Fixed the issue with dying from hight/low temperatures too fast
  • Fixed idle animals - now they have a bit randomized animations to prevent their synchronized idling

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COMING SOON

Coming Soon to your ylands… Armored Appearance!

Armors and weapons! Do I really need to elaborate this to convince you? Maybe if I say it louder... ARMORS... AND... WEAPONS!
But this will not only be a visual thing (although let's admit it, looking deadly as hell when wearing a shiny battle outfit feels pretty satisfactory) - depending on what armor/weapon you are carrying the damage you receive/inflict will get affected.

 

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Update: 03/05/2016

Version: 0.12.18880

  • Fixed artificial light sources (lanterns, torches) affecting fps even during the daytime
  • Doors should now be easier to place
  • Fixed paintings/tablets not being properly oriented in the inspect view window
  • Fixed issue where horses were unable to walk deeper in the water
  • Fixed issue where it was impossible to summon the horse while standing in water
  • Fixed issue where it was possible to hit the horse itself when shooting while riding it
  • Fixed issue with feeding animation when the player was feeding a horse with the Creator Cube equipped
  • Fixed issue where mounting the horse could sometimes make it stuck in "aware" animation 
  • [Editor] Fixed relation lines not correctly being updated after some actions
  • [Editor] Fixed issues arising when the selected object was unloaded
  • [Editor] The default instant move/rotate actions values are now in absolute numbers
  • [Editor] Fixed the issue where game logic objects couldn't be selected via multiselection
  • [Editor] Updated copy/paste naming policy - now the newly created objects should have nicer names
  • [Editor] Taming a horse in the editor no longer breaks the interaction with the horse in created game (horses tamed inside the editor can be mounted by any player in the game created from that scenario)
  • Fixed some new keybindings showing as string keys instead of valid names
  • Fixed jump speed and height for horses
  • Player on the horse can no longer jump while they are not moving
  • Fixed swimming animation for mounted player
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    Update: 05/05/2016

    Version: 0.12.19048

    • [Editor] Fixed issue where sometimes after deleting an object the editor would become unresponsive
    • Fixed issue where under some circumstances the player would be unable to pick up keys dropped in the level
    • Fixed issue where the player´s character emitted a faint green light even without having the Creator cube equipped
    • Fixed issue where some energy lamps could emit light even though they were not connected to the energy grid

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