Ane 1213 Posted November 16, 2017 CHANGELOG Countless Colors - 16/11/2017 Please note that this update contains very extensive internal changes to many of the game’s systems - both because of the existing or newly added features and future extendibility. Please help us by reporting any bugs and providing feedback - in the weeks leading to the upcoming public Steam release we’ll be polishing and fixing issues very intensively. Thanks! Also, with the introduction of coyns we'd like to show our appreciation to you, who have been with us so far, by giving you 9200 coyns to start with (equivalent to over 40 USD). You should see them when you enter the store in the game. In order to claim this you have to link your Steam account with the Bohemia Interactive Account or Facebook (for more information see ylands.com/link-account) - if you haven’t your coyns balance will show 4600. Don’t hesitate to contact us if you have any questions about this process. HIGHLIGHTS Painting. Terrain and flora can’t be painted (flora only gets colored as a whole object before losing the color again - it should be paintable in one of the future updates) but most of the other game objects can be. Every object has defined up to three colorable sections and players can decide which section (all of them by default) they want to paint. Colors can also be “picked” from objects in the world and stored, and any changes can be reverted back to the original state. If you’re close to a paintable object a GUI element will appear to assist you. When painting in the game every color uses some color pigments - you can craft these from various objects in the game with the help of a stone mortar. Special containers. You can now craft things like material containers, herb pouches, key chains, pigment jars and others that can be used to store specific items, thus freeing your inventory space (when picking a suitable item, it gets placed into the appropriate container if available). Key chains can be placed in the hotbar and used just as a normal key with locked objects - the proper key is found and used automatically. Padlocks. One type lockable with a key, the other with a code or password to protect most of the interactive objects in the game. Objects locked with a padlock are more difficult to destroy. Labels. Game scripting just got much more powerful with the introduction of “labels”. You can attach labels to entities and later affect only those. You can use labels to track the progress of your game or certain objects and much more. What can be done is demonstrated by some of the games we are now running on our dedicated servers, and we’ll be covering this in depth in one of the future Dev Diaries. New animations and character controller. Many animations have already been improved, more are coming soon. The character controller allows for a more precise controls. Please note that because of the new system some actions may be temporarily unavailable - most notably jumping in the newly introduced “combat mode”, which will be added shortly in a patch, and also that these changes are 3rd person view only - FPS mode will get improved in one of the future updates as well. New environment audio system. Ambient sounds are now fully 3D and take into account your surroundings so, for example, when it rains you can hear the raindrops hit leaves of a tree near you. Store. New store is accessible via coyn symbol both from the main menu and ingame. It contains first small batch of items, with Decorations to become available (as well as avatars and pets). Radial Menu. First iteration of the radial menu - you can access all emotes available to you via RM and assign seven of them as your favorites. You can conveniently access features like placing mode trigger or horse summoning. We can now design objects in the world to have more possible interactions because all secondary ones are then available via RM. General rule is - all interactions with the objects focused in the world are under the leftmost button, while actions of the item you hold under the rightmost. If instead of a single action the active item has more elaborate settings (like a terraformer or a paintgun) you can conveniently access those directly by keeping the RM open button held a little longer while skipping the root level. Dedicated server testing. We have created some dedicated servers running games for you to play. Give them a try and tell us what you think! Known issues. Some of the newly added features (excluding radial menu - you may need to map its toggle to some button first, though) do not fully support gamepad. That should be fixed before coming to Steam. Tech tree update. We went over existing formulas, ingredient counts and pace how players uncover new ones and made changes to make the experience more enjoyable. Explore mode “respawn”. When character dies in the Explore mode now, they start as a successor, one that gets keys, maps, knowledge, tamed animals and other things from the deceased avatar. NEW FEATURES Attacking is now possible only while holding a weapon or with the bare hands active Map now shows character position and orientation as well as world directions New ingame panel combining News and Changelog New consistent way of loading cannons and catapult New MP Lobby Workstations now follow a new fuel flow (You actually require wood now) Added more nests and feathers on ground (for arrows) on all islands Drop yields from veins increased Islands in Explore mode are bigger now Raft speed increased NEW ASSETS Padlocks New models for workstations (first step to make them whole upgradable in some future update) New emotes FIXES We’ve done some changes to how we worked with issues. Starting with the next update/patch the issues will contain our internal bug tracker IDs so that you can easily find yours or cross-reference them with the ones posted on forums. [Editor]: Time Triggers did not work correctly if repeat time was lower than initial time Animals will now run away when getting hit with a firearm from a close range by a player wearing Creator Cube Animals will flee when they spot an arrow landing near them Animals will now flee if the sound they heard sounds dangerous (weapon fire, explosions, drilling, etc.) Animals now take the height of entities into account when planning their path (they only took height of the terrain in account previously) Animals are now afraid of cars with at least one engine on Animals will no longer find invalid paths through fenced areas which they think are valid Fixed an issue where some AI behaviours would stay active even when their parent behaviour ended, resulting in some animals getting stuck in the behaviour for the rest of their lives Fixed character sitting on a latrine Fixed certain workstations not smoking when burning Fixed too many subgroups for mushrooms in Cube Shells do spawn in sea as well now Fixed issues with some panels wrong scaling in some resolutions Disabled some weapons in the game because they were too similar to each other (Superior flintlock pistol, revolver rifle, Snubnosed revolver, sawed-off shotgun, flintlock rifle, X crossbow, x crossbow pistol, Hunting bow) Renamed "Reflex bow" to "Wooden bow" and "Straight bow" to "Iron bow" Fixed charpanel toggle playing generic panel toggle sound instead of specific ones Fixed hotbar slot change and item crafted sound effects not played Center and Close buttons no longer disappear below the map Alchemy Stand now has a scrollbar and it can be scrolled with mouse wheel, too Dyeing Stand now has a scrollbar and it can be scrolled with mouse wheel, too Searching in Cube resets category icon to ALL Game version in main menu now shows also current update name Rudder is animated even after loading a game, where you are controlling a ship Fixed anchor switching Items can be dragged from container to inventory Dragging items from inventory onto another item in container no longer breaks the container Character does not start punching after equipping item via lmb 2 3 Share this post Link to post Share on other sites
A3_Melle 150 Posted November 16, 2017 Congrats on this great update Ylands team! Already painting a bit in game, switching color and than use that color is not working for me yet, but just the first minutes in the game with the update and my son is in control of my keyboard now ? so I'll test that in a hour or so. I really like the new interaction menu! Awesome work on that! Tried to summon the horses and they get teleported to my position Once again, outstanding job! 2 Share this post Link to post Share on other sites
WijkagentAdrie 384 Posted November 16, 2017 Thanks for the loads of Coyns! I'm already looking forward to the furniture skins, I'm gonna pack my boat with them! The Ylands dedicated servers seem stable for the few minutes I played, is there an update/fixes for it? If so I'll start it ASAP Adrie Share this post Link to post Share on other sites
kimbuck 746 Posted November 16, 2017 Whoooopie! ...currently having my breakfast, but when finished and with 2 days of forecast rainy weather here, will be into Ylands and not able to be distracted ...except if someone brings me coffee and chocolate biscuits..... 2 Share this post Link to post Share on other sites
BigBoss87 68 Posted November 16, 2017 I haven't seen anything I didn't like so far.I particularly enjoyed the gameplay, now I can react more effectively to a surprise attack of a wild animal.I liked the radial menu (you made it perfectly for me too! Thank you!) Sound is much much better now, where the sound come from is something very important. You did a great job Thanks! 1 1 Share this post Link to post Share on other sites
WijkagentAdrie 384 Posted November 16, 2017 (edited) Here's a few screenshots of my sail yacht Chernogorsk with a fresh new coat of paint I've also added a small wooden gate that can block access to the living room and the bedrooms. Also, he/she who came up with the "palette" button is a genius, it makes it so easy to come up with a working palette for large builds and apply it on the go. +rep to you Edited November 16, 2017 by WijkagentAdrie 2 1 5 Share this post Link to post Share on other sites
kimbuck 746 Posted November 17, 2017 it appears some workstations are no longer being used ie stonemasons... will we get a list of redundant work stations we can remove? Now a chemistry station required for making gunpowder? cannot find any reference to crafting it just yet... any hints ? Share this post Link to post Share on other sites
kimbuck 746 Posted November 17, 2017 (edited) New update has changed the game entirely... i now have lots of redundant workstations ...cannot find new ones ,..and have difficulty interacting with others... ie cannot feed them or light them. Is there anywhere where we can get information about the new crafting procedures? I know there's a new station feeding interaction thing , but where, how and ??? currently i cannot light any forge/foundry/etc .. do i have to destroy the old redundant stations first? Are the old saved games not able to be ?modernized" with the new stuff? Do we now have to dump a weeks work and exploration ..and start a new game? I tried google search and the ylands wiki ... but turn up nothing helpful.. Edited November 17, 2017 by kimbuck Share this post Link to post Share on other sites
BigBoss87 68 Posted November 17, 2017 (edited) 12 minutes ago, kimbuck said: New update has change the game entirely... i now have lots of redundant workstations ...cannot fine new ones ,..and difficulty interacting with others... ie cannot feed them or light them. Is there anywhere where we can get information about the new crafting procedures? I know there's a new station feeding interaction thing , but where, how and ??? currently i cannot light any forge/foundry/etc .. do i have to destroy the old redundant stations first? Are the old saved games not able to be ?modernized" with the new stuff? Do we now have to dump a weeks work and exploration ..and start a new game? I tried google search and the ylands wiki ... but turn up nothing helpful.. They don't work anymore, you can destroy. What you did there you do now in the charcoal.I know what's needed for one of them. I'll leave it there if it helps. Edited November 17, 2017 by BigBoss87 1 Share this post Link to post Share on other sites
kimbuck 746 Posted November 17, 2017 Thanks... Tried to light the charcoal kiln ... the lighter wouldn't show any interaction. tried to feed it ... zero .. Guess i have to play around trial and error style until i either find out how .. or simply abandon a great game and start again form zero .. which i am reluctant to do. We need more instructions.... Share this post Link to post Share on other sites
Khanecz 79 Posted November 17, 2017 2 hours ago, kimbuck said: Thanks... Tried to light the charcoal kiln ... the lighter wouldn't show any interaction. tried to feed it ... zero .. Guess i have to play around trial and error style until i either find out how .. or simply abandon a great game and start again form zero .. which i am reluctant to do. We need more instructions.... You need to fuel workstations with wood first in order to light it now. 1 Share this post Link to post Share on other sites
BigBoss87 68 Posted November 17, 2017 13 minutes ago, Khanecz said: You need to fuel workstations with wood first in order to light it now. And we are not punching workstations anymore too 1 Share this post Link to post Share on other sites
kimbuck 746 Posted November 18, 2017 1 hour ago, BigBoss87 said: And we are not punching workstations anymore too Yes! what a relief...my knuckles were getting sore 2 hours ago, Khanecz said: You need to fuel workstations with wood first in order to light it now. Yes ...i knew that .. everything started to work properly after a log out and re log ...maybe there was something queued to update. Now ...wondering how to craft a belt drive ...tried leather rope .. will work it out soon. But pleased in my exploration today i found one yland with abundant saltpeter ..and the next had a mountain peak of sulphur! ... bought back 800 units ... ( and an shark) and now have enough ingredients to destroy the world ... now wheres that chemistry station?? (evil snicker) Share this post Link to post Share on other sites
kimbuck 746 Posted November 18, 2017 With the avatar movement changes...its rather difficult to "aim" with the tool you are using.... if you are not careful with your axe or hammer, the nearby walls or objects might get accidentally destroyed instead of what you are aiming at. Also encountered a small temporary glitch when putting things in a cabinet... if you are not accurate and place the item near the border of the compartment, it can glitch ..and affects all other items you try to move in that cabinet. I found that by taking everything out, dropping them, then re logging from main menu fixed it .. i could then pick the items up and return them correctly to the cabinet. Overall, the changes on this update are positive it might be my imagination but the colors of objects seem to be brighter. every tome i log in i find more craft-able items in my inventory... Share this post Link to post Share on other sites
Aleš Ulm 1725 Posted November 18, 2017 Thanks a lot for all the feedback! On Monday we'll post some more explanations and answer all your questions left unanswered so far. Please keep the feedback coming (for those who haven't found out yet - Adrie has already started a special thread for that here (thanks!), but reporting anywhere on forum will get the job done as well ) - we now have a less than three weeks to polish the game enough to enter the Early Access in as good shape as possible 2 Share this post Link to post Share on other sites
TerrAttack 0 Posted November 18, 2017 (edited) Hey guys, I have a bug were when i lower my screen percentage ( because I have a potato pc) the screens zooms-in and i cant see anything. Now I have to play the game on 100% screen-percentage with a low framerate, can you maybe take a look at that? Btw I really like the new update, keep on the great work. Edited November 18, 2017 by TerrAttack Share this post Link to post Share on other sites
kimbuck 746 Posted November 19, 2017 Looking forward to Monday - The reasons why i post here is i am reporting "anomalies" that might need "fine tuning". This is a really enjoyable game, and with all changes and upgrades, there's always something that needs a tweak or two to make it work smoothly. What is pleasing is to know and see that when something is reported, its noted for action and a response appears. There are other games i used to play, but not any more because just basic things were ignored by those developers and the game became unplayable. I am actually starting to like those sharks ... their menacing smile leads me to think of ways of painting mustaches on them Share this post Link to post Share on other sites
Aleš Ulm 1725 Posted November 20, 2017 Let me thank you again for all the feedback (it's more important now than ever before) and give you an update on the current situation * we are currently putting all the reported issues into our system (since it's all done in a single thread we won't be changing its name to show the issue number but if you ever needed to know under which number is a certain thing filed ask Ane and she will tell you) * later today we'll be making a post describing all the changes made to the tech-tree and what it means for you (we'll provide the link in here) * for Dedicated Server Beta to work properly with this Steam version some things need to be addressed first and it's quite likely that the updated version will be available shortly after the game released on Steam and not before that since now we're focusing mostly on bug fixing * absolute priority fixes for us currently are: - Dedicated servers crashing with players unable to log in - Adding ways for players to easily return to servers where they played via MP Lobby - MP games getting unplayable as soon as ships come to play We plan to release a large patch on 29.11. (releasing one sooner would mean a lot of additional time spent on closing it down and putting it to test at the cost of bug fixing) which should contain these fixes (obviously along with dozens of others - it's time the jumping sharks finally started to behave ) - that will basically be a Steam release candidate for us. Please note that in the upcoming days we will be working extremely hard so the communication from other people than Ane may be rather sparse and you may get some answers with some small delay. If you encounter any additional bugs we will very grateful if you report them to us. 3 Share this post Link to post Share on other sites
Aleš Ulm 1725 Posted November 20, 2017 Actually, there's one more issue that needs to be addressed asap - we just became aware that formulas for the newly introduced padlocks may not show in the crafting panel. There will be a small hotfix coming out for this shortly. 1 Share this post Link to post Share on other sites
BigBoss87 68 Posted November 20, 2017 8 minutes ago, Aleš Ulm said: Actually, there's one more issue that needs to be addressed asap - we just became aware that formulas for the newly introduced padlocks may not show in the crafting panel. There will be a small hotfix coming out for this shortly. I was able to do the Vice, it's just Drive Belt to build the Locksmith to do the paintgun.Drive Belt doesn't appear anywhere to me ... Maybe I'm missing something. Share this post Link to post Share on other sites
Aleš Ulm 1725 Posted November 20, 2017 This (any other questions) will be answered in the post I mentioned - it should become available in an hour or two I will let you know in here as soon as it's been posted. 1 Share this post Link to post Share on other sites
Rudy.cz 41 Posted November 20, 2017 1 hour ago, BigBoss87 said: I was able to do the Vice, it's just Drive Belt to build the Locksmith to do the paintgun.Drive Belt doesn't appear anywhere to me ... Maybe I'm missing something. We have posted a sumary post about crafting changes, you can check it out here Share this post Link to post Share on other sites
Ane 1213 Posted November 23, 2017 Update: 23/11/2017 Version: 0.6.41081 Switched to a more recent Unity Engine version (fixes several types of ingame crashes) Share this post Link to post Share on other sites
handofthesly 214 Posted November 23, 2017 On 11/21/2017 at 1:57 AM, Aleš Ulm said: Actually, there's one more issue that needs to be addressed asap - we just became aware that formulas for the newly introduced padlocks may not show in the crafting panel. There will be a small hotfix coming out for this shortly. ^^ THIS was driving me mad! I thought I must be missing some crucial ingredient or material The recipes show after the patch, thanks, now I can update the Wiki Share this post Link to post Share on other sites