Adam Snellgrove 1451 Posted January 30, 2020 1.1 Eastern Endeavors - 30/01/2020 FEATURE HIGHLIGHTS Farming You can now easily plant vegetation in a grid, which makes neat rows, or outside of it (switch modes with free placing button). Another plant cannot be planted on a voxel already occupied by another plant. Vegetation can now be planted on specific terrain voxels only (grass for temperate, sand for desert plants, etc.). Fast planting (click instead of hold). New Minigames for Playlands Forest Friends - Support your local forest, collect trash and free animals caught in traps! Save the Sheep - The farm is under alien attack, save your sheep from being abducted! another game coming soon Far east biome New biome inspired by the far east China and Japan. New vegetation - Sakura trees, Tea bushes and more! Biome specific random sites. New animal Bigfoot Mutated Tigers (3) Audio Improvements "Sound effect" game logic improved, allowing creators to customize sounds (volume, repeat delay time, audible distance). Cooking System Improvements Many new food items with complex recipes. Some meals that take longer to prepare now provide strength boost for a limited amount of time. Particle Game Logic improvements Ability to scale particle effects via visual scripting. Ability to stop particle emission (rather than turning it off altogether) via visual scripting. Explore Difficulty Scale Option to set one of our 3 preset difficulties for explore mode, or set up your own difficulty by changing individual parameters. (Damage multiplier, health amount, etc.) User-Controlled Post-Processes "Custom post process" game logic for the editor. Allows adding effects like Greyscale, Sepia, Negative, etc. to your games. New Costume Cyborg Editor Improvements Various small fixes and improvements for the editor, individual improvements listed in the "Additions/Improvements" section. Editor: New Scene Wizard + Templates Scene creating wizard for the editor that guides you through setting up your own game and its parameters. You can choose to start creating from empty maps or our pre-generated game templates, like platformer, adventure and racing. Editor: Help panel Panel in the editor with links to editor wiki and various tutorials for creators. Editor: Custom object parameters Allows setting up variables in such a way so they can be seen and changed in the object properties window. This means variables can be easily accessed in the object properties window instead of having to go into the script and changing variables there. Editor: Visual Scripting Comments / Notes Special script blocks that have no function but to help you organize code. Choose from freely placed "sticky note" like block and a line comment, which you can insert into your script stack. Both comments and notes support rich text formatting, so you can make part of texts bold, change their color and much more. 2FA support for link account (all platforms) Added two-factor authentication for account linking in order to improve security. Mobile: tweak car/horse controls Switched joystick type controls for directional arrows. Fixed compatibility issues Resolved crashes / abnormal game behavior with many devices Added English profanity filter Chat, character and server names are now filtered. Existing texts are not affected NEW ITEMS Rain coat Straw hat Striped shirt Wellingtons Chef hat Chef coat Swimsuit top Swimsuit shorts Meat pie Gelatin dessert Ice pop Tortilla Hamburger French fries Croissant Lollipop Vanilla cake Hot dog Bread soup Jiaozi Berry pie Khachapuri Shashlik Hawaii pizza Large cooking pot closed Large cooking pot open Small cooking pot closed Small cooking pot open ladle Rice Cup of tea Tea leaves Sakura tree White cherry tree Tall white cherry tree Larch tree Cedar tree Metasequoia tree Tea tree bush Rhododendron bush Coniferous bush Iris Lily Ramie Rice ADDITIONS / IMPROVEMENTS [YLD-21085] Added: Editor: Custom cameras have now 3 fading options (cut, ease in, linear) [YLD-20934] Added: Editor: There are now usable sliders for properties with min/max value set [YLD-20598] Added: VS: Get other connected entity tile [YLD-20806] Added: VS: Get/set/push array from/to other array tiles [YLD-20803] Added: VS: Clear entity and game logic label instructions [YLD-20754] Added: VS: Array sort method with custom sorting support. Optimized: Entering debug session from editor is now smoother and faster. [YLD-21059] Tweaked: Editor: Rocks and most of the vegetation can be used in Entity welds [YLD-20349] Tweaked: Editor: View of NPCs is toggled on/off with animals now [YLD-20756] Tweaked: Editor: You can now break several groups in one click [YLD-20659] Tweaked: VS: Set weather instruction have a new argument Instant. You can now change weather instantly for players staying in area were weather was changed. [YLD-21475] Tweaked: VS: Added instigator argument to Damage, Kill, Throw entity tiles. [YLD-21072] Tweaked: VS: Animator cycle end event is not shown in VS window if events for animator are not enabled [YLD-21100] Tweaked: VS: Tile search now prefers tiles with searched text found in their name to the tiles with searched text in argument's name [YLD-21096] Tweaked: VS: Search ignores accent of letters. (in czech environment you can write "cas" to find "čas") [YLD-20891] Tweaked: VS: Writing to console content of variable which referred to destroyed entity will print "Invalid entity" instead of "None" [YLD-20908] Tweaked: Editor: You are now able to create entity weld from a single entity [YLD-19503] Tweaked: Hitting universal game bounds with projectile is now count as a Miss [YLD-8454] Tweaked: Bubbles now disappears with destroyed entity [YLD-20948] Tweaked: Editor: You can now set up custom price for unique stackable items [YLD-20730] Tweaked: Some fallen trees have too large collider Tweaked: Maintenance panel is now much more player friendly. Tweaked: Editor: 1-4 keys are now used to change selection widget. Tweaked: Increased resource spawn rate in caves FIXES [YLD-20533] Fixed: Editor: Undo/redo of editing vehicles did not work [YLD-20944] Fixed: Editor: Event Listener events' names translated in Genesys [YLD-20686] Fixed: Editor: You can not exit editing empty group now [YLD-20664] Fixed: Editor: Using cut-and-paste during editing welding caused the game to get stuck [YLD-20612] Fixed: Editor: Group pivot will change after weld is created inside the group Fixed: Editor: Old maps can not be play tested from editor without manual save [YLD-21012][YLD-20988] Fixed: Editor: Undo/redo of vehicles copy did not work correctly [YLD-20852][YLD-20923] Fixed: Editor: It was not possible to make composition/copy generated flora in new sandbox/exploration maps [YLD-20843] Fixed: Editor: It was not possible to color entities in old maps which had "shining white" in them [YLD-20830] Fixed: VS: Trying to kill already dead NPC with script could cause an error [YLD-20496] Fixed: VS: Copy of raycast referenced variables from the original raycast tile [YLD-19386] Fixed: VS: It was not possible to copy from entity/game logic template object's script [YLD-20714] Fixed: VS: Spawning vehicles from entity template not in construction mode did not work correctly [YLD-20688] Fixed: VS: Trying to edit empty entity scripts 2 times in a row did not work [YLD-20657] Fixed: VS: Start distance in Follow tile did not work as expected (was always same as End distance) [YLD-20658] Fixed: VS: Dpawning NPC with Spawn entity type tile did not work [YLD-20765] Fixed: VS: Empty holes in For cycle tile Fixed: VS: You did not see your custom variable names for Throw entity arguments [YLD-21095] Fixed: Items : Sewing kit will be lost after used it to craft Festive sock. [YLD-21060] Fixed: shooting AI agents sometimes doesn't register the hit [YLD-14819] Fixed: Main menu: Recent editor files works same in Main menu as in editor (it is enough to open scenario in editor to have it appear in recent game list) [YLD-21033] Fixed: Price of coyns is always shown in euro value [YLD-20857] Fixed: Can't change active controller in options [YLD-20968][YLD-20967] Fixed: Friend list: mobile: Changing account leads break ID in friend list [YLD-20935] Fixed: Blueprints: Text: Incorrect notification when trying to assemble not finished vehicle blueprint [YLD-19660] Fixed: Placing now properly checks for required terrain (water/ground) [YLD-20874] Fixed: Building: Last item building doesn't work on vehicles in construction mode [YLD-20840] Fixed: Terrain: When spawn point is obstructed, player falls through the world after respawn [YLD-20882] Fixed: Non-aggressive animals won't trigger danger audio feedback when approaching the player (e.g. calling horse won't activate combat soundtrack anymore) [YLD-20750] Fixed: Horse that was loaded far from a client should now properly become visible when it gets closer. [YLD-20427] Fixed: New left handed item dodge animation [YLD-20854] Fixed: NPCs can't get damaged when PVP is turned off [YLD-20530] Fixed: Blueprints: Blueprints are not aligned to the grid (older blueprints may still be misaligned) [YLD-20450] Fixed: Lion statue behaving like an entity now, lion statue has a recipe now [YLD-20611] Fixed: Emotes: Premium emotes can be used without costume if they are in quick access slot [YLD-20814] Fixed: MP: Camera for clients on vehicles does not turn with the vehicle [YLD-14391] Fixed: Freeplaced items sometimes dropping through moving ships [YLD-20477] Fixed: Falling items can get stuck mid air if they are very high [YLD-21069] Fixed: Indestructible, unpickable but interactable sticks were welded together on export Fixed: Friend list: Device can be stuck on receiving data when accepting request Fixed: Trading with NPC will no longer select bundles tab if there are no bundles offered Fixed: Vehicles from blueprints that are not yet complete will no longer allow you to switch construction mode off and thus break the vehicle after exiting and reloading the game. 2 5 Share this post Link to post Share on other sites
Indomitus 388 Posted January 30, 2020 It will be unusual for me, not being able to stack when planting, but we've needed improvements to the farming mechanics for quite a long time. And the restrictions for terrain types for different kinds of plants makes a lot of sense, as well as giving us a use for all the soil and sand we end up collecting. Does it restrict us from placing plants on bare building materials? Might have to re-think my stone gardens. ? Looking forward to trying that out. Does it "preview" where the plant will go or will we still have to guess that? I'm hoping for some type of indicator, as a small arrow or hologram preview, so we know exactly where we're placing it before we plant it. And is it able to "lock on" to the small planter boxes, so we can plant in them and make it look good? Of course, you would introduce and interesting new biome as I'm knee-deep in digging an ambitiously huge underground base in my current save (spanning almost the entire size of the barrier). This is one reason why I never finish things. (heavy sigh) 2 Share this post Link to post Share on other sites
bojo2736 1016 Posted January 30, 2020 Not a big fan of the limited planting to certain biomes. Each biome does not have what I want or need. Ther is nothing edible that will be plantable on polar. And not much on taiga or arid. Bad move. Also, the definition of soon has been stretched out of all reality. Nitrado is not going to be an option, clearly. Playgrounds still broken? More misinformation. But hey, bigfoot woot woot. 1 Share this post Link to post Share on other sites
Indomitus 388 Posted January 30, 2020 47 minutes ago, bojo2736 said: Not a big fan of the limited planting to certain biomes. Each biome does not have what I want or need. Ther is nothing edible that will be plantable on polar. And not much on taiga or arid. Bad move. I think that's where the collected dirt and sand comes into play. We could place it down to create a gardening area for different plant types. That's what I expect, at least. We'll have to give it a try. I am a little concerned about restricting some to "grass" unless the dirt we place counts as grass. Share this post Link to post Share on other sites
Pyelot 51 Posted January 30, 2020 Good update thanks "[YLD-20882] Fixed: Non-aggressive animals won't trigger danger audio feedback when approaching the player (e.g. calling horse won't activate combat soundtrack anymore) " ------ Minipylot and I are happy that this one is fixed. It was pretty annoying. "[YLD-20730] Tweaked: Some fallen trees have too large collider" ----- Is this a fix for the floating trees after we chop the tree stump before the tree trunk? Share this post Link to post Share on other sites
bojo2736 1016 Posted January 30, 2020 @Indomitus I hope you are right. I don't mind having to make sure the soil 0.7 s right, or building greenhouses on colder biomes. My guess is that's not true. Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted January 30, 2020 (edited) Pizza ? Any news on servers? Edited January 30, 2020 by RedEagle_P1. Share this post Link to post Share on other sites
WijkagentAdrie 384 Posted January 30, 2020 I really like the first implementation of farming, it's a much needed mechanic for explore gamemode. Some suggestions for it: Grass seeds that turn a dirt voxel into grass, Moisture/temperature system for plants. Moisture could be based on the biome, but also improved using irrigation. Temperature could be improved using heaters. It would be nice if plants would have 2 temperature ranges, one range where it will grow, but really slow, and one much smaller ideal range. This won't make farming impossible but will add lategame content as people will have to make multiple "greenhouses"/farming systems for different plant types. Can't wait for more explore content/polishing as that's what made me buy the game in the first place. 1 Share this post Link to post Share on other sites
Indomitus 388 Posted January 31, 2020 (edited) The new planting system doesn't work for bamboo. And seriously, PLEASE, fix the horse AI. They keep getting between me and predators during a fight. Not acceptable. Edited January 31, 2020 by Indomitus Share this post Link to post Share on other sites
bojo2736 1016 Posted January 31, 2020 Bamboo is a hot mess. it used to look like bamboo. Now it's blobby and ugly. Share this post Link to post Share on other sites
Fompster 141 Posted January 31, 2020 1 hour ago, bojo2736 said: Bamboo is a hot mess. it used to look like bamboo. Now it's blobby and ugly. Honestly I think its an improvement, looks much more natural now ? 1 Share this post Link to post Share on other sites
bojo2736 1016 Posted January 31, 2020 With the blobby bits? To each their own. I Share this post Link to post Share on other sites
bojo2736 1016 Posted January 31, 2020 23 hours ago, Indomitus said: I think that's where the collected dirt and sand comes into play. We could place it down to create a gardening area for different plant types. That's what I expect, at least. We'll have to give it a try. I am a little concerned about restricting some to "grass" unless the dirt we place counts as grass. I ran a brief test this morning. I used dirt on polar and was able to plant sisel. I could not plant it in the planter boxes, which should be universal if we don''t have the option to make soil specific ones. So you can grow in the different soils on different biomes. This being the case, I think I do like it as it adds a bit of game play to the game. I can now go to polar, build a green house (for realism) put down dirt, and have harvestable plants. Share this post Link to post Share on other sites
bojo2736 1016 Posted February 2, 2020 Playing on the hardest mode. Riding my horse and a honey badger hit me and killed me in one shot. This isn't hard, it's stupid. The badger never even came into contact with ME. So at worst, the horse should have taken damage. If we are going to take damage on horseback, we need to be able to defend on horseback. Share this post Link to post Share on other sites
bojo2736 1016 Posted February 2, 2020 Seriously. Either let horses sprint, or let us defend. It's ridiculous. It's not hard mode, it's stupid mode. Share this post Link to post Share on other sites
Brbrmensch 32 Posted February 2, 2020 On 1/31/2020 at 7:33 PM, bojo2736 said: I ran a brief test this morning. I used dirt on polar and was able to plant sisel. I could not plant it in the planter boxes, which should be universal if we don''t have the option to make soil specific ones. So you can grow in the different soils on different biomes. oh that's what i thought of when i read about soils, good you checked that @Adam Snellgrove can you say realistically when will ylands be feature complete? Spoiler that's probably not a question for cm though Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted February 3, 2020 13 hours ago, Brbrmensch said: oh that's what i thought of when i read about soils, good you checked that @Adam Snellgrove can you say realistically when will ylands be feature complete? Hide contents that's probably not a question for cm though Well not sure what you mean by Feature complete, but we plan to add stuff for at LEAST the next five years ? 1 Share this post Link to post Share on other sites