It is a wonderful feeling to have the team back and kicking! We are all back from PAX South and @TheCamboRambo is here to give you a quick brief on how it went down.
Hey ladies and gents!
We want to thank every single one of you that came by our booth to visit us! You are all awesome and we could not have asked for a better experience! It was an awesome surprise to meet many of our backers and you guys are the reason why we are here.
Preparing for the convention and releasing an official update required a lot of magic energy but we survived. PAX South was our first convention and we were fortunate enough to get a sublease because they book real fast! The location is about 5 hours from us so you can bet there were a lot of mischief during the road trip.
So what’s next? Our first phase of multiplayer and terrain generation v2 is released so that gives us some wiggle room to focus on tech features and contents. Our leads will be sitting down next week to rework on our development roadmap and this will bring us back to our original 3-4 weeks update schedule. We are as excited as you all are so stay tuned. In the meantime, check out some pictures we took on our potato phone.
Preparing the booth!
The pins went out real fast! We wonder why?
TUG art print raffle that were signed by our leads and artists!
Dinner with the FTB & Curse Team:
Our youngest fan so far!
Not TUG related but sweet cosplay! TUG Space Age?
That’s a wrap!
Did you attend PAX South? Feel free to share any pictures you took of us on twitter @nerdkingdom
Its been quite a while since we have brought a build off of indev and into the main branch, so this update is a really big deal for us. We have gone through quite a lot in the past several months, and it feels great being able to hit this milestone with the engine getting the first phase of multiplayer running, and letting all of you guys enjoy TUG with your friends *cough*.
We moved new terrain into the main branch, and its faster than its ever been. With that, we also have got some non blocky blocks within the world for various interactions in survivor and a bit of an overhaul on controls in creative mode, to allow you to scroll through shapes. Its all still a bit crude, but it will help get things done. This is a big step for us, but its nowhere near the last… lots of big stuff is still on the way.
A big chunk of our team is on their way to PAX South today, and setting up to show off some progress to the gaming community, so this is a big deal for us. You can visit us at booth #1483. With this milestone, we are also pushing that price increase we have been talking about for some time. But, to allow some last minute backers/contributors/buyers/people, we are putting the game on sale at the $19.99 price point (which means its gonna sit at $10 for a while). Not sure if we are going to do a price increase again… but as we did in this case, we will share those thoughts as soon as we know… it will all just come down to how far we can push this project.
Below, you can check out a descriptive list of things we’ve fixed and still need fixing. You will see some more focus on features and content with the next few updates, and the occasional hot fixes. And If you come across any errors, crashes, or weird instances that just don’t seem right, feel free to let us know on our forums or contact us [email protected].
As always send all your cuddles to me on the twitters @inoritewtf and any potential nerd rage to @joshuabrookover, hes one of our new engineers… and he needs a good hazing. Also, gratz to Cobell who was moved up from PM to Producer on TUG! (get a twitter already… GOSH).
New Terrain Engine
New UI System using CEGUI
Expanded Mod capabilities
New AI Characters
Significantly changed controls
Creative Mode is now functioning and multiplayer ready
Fixed several window focus issues
Fixed some display errors with the Load Game and Delete Game menus
UI Toggling should now work by default (without needing to rebind the key)
Using the ‘h’ key to move your hand item into your backpack should now add that item into any available stack
The Debug console should now be disabled by default
You can once again create copies of your saves and have them appear on the Load Game menus
Fixed an error pop up with crafted Leaf Backpacks
Stability updates when creating, leaving, or exiting a game
Server’s entering the menus will not stop the processing of the game world
Fixed an error pop up with the Return Stone being set and used when very far from other players
Fixed a crash when a player tried to join a server where other players were actively digging and performing other actions
Fixed the issue where generated objects could appear above and below the terrain
Fixed an issue where the Sun was piercing through the distance fog and terrain
Fixed some seams when altering terrain
Fixed a some terrain desync issues
Rock cannot be directly tilled
Fixed issues where a Client’s hand item or Inventory overflow would appear at the Server’s location
Fixed issue where Clients will see red lines at the base of characters showing where physics capsule is heading to
Fixed an issue where consumable potions were consuming a charge when trying to place them
When Clients die, their hand item does not drop at the Server’s position
Players do not spawn in with the exact same head and headwear
Removed the durability display for several objects that did not wear out on use
Players should see other Players crouching properly now
Player now has animation and sound when taking damage
Quick swapping to another item while in Z placement will now exit the placement mode
Fuel (in a Fire Pit and Stone Furnaces) should now save
Fixed an issue with multiple death notices appearing
Return Stone should save it’s return position correctly between game sessions
The size of a voxel with a max stack count has been scaled small
Sound plays correctly for the brown geyser and for a failed craft at the alchemy table
Fixed an issue where spawn locations after using a bed were being reset
Predators now again properly respect torches held in the player’s hand
Spawn rate of Mushroom Man slightly increased
Fruit and Growables
Generated trees should no longer have extra, duplicated fruit
Plucked fruit should have proper icons
Fixed an issue with growable plants and harvesting their fruit if it was still on the vine/tree
Fixed an issue with growable plants not growing (during the day) if they were planted at night
Growable plants should not have their growth states interrupted if you leave/resume the game before it has fully grown
Adjusted the Cabbage Trap’s growth times
Greatly improved performance of Terrain
Improved performance of Lua Scripts
Minor performance improvements to Rendering
Work In Progress
Multiple Creative Mode quickslot bars
Cabbage Trap functionality
Tool and Weapon damage states
Particle FX on certain objects
Some keybinds do not work unless you delete you user_config.txt file
Sometimes you lose the ability to change the place/dig voxel size. Reloading into that world will fix it
Single Player and Multiplayer names are different
Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
If Clients all join at the same time, the Server may lock up
If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
If a Server shuts down while Clients are still connected, the Clients may crash
When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
Torch FX is getting detached from the torch
Sometimes objects will load in with no textures
Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location
Cabbage Traps grow into a closed state
Rarely objects will turn into another random object
In Creative, going going full screen will shift the relative location of the quickslot bar and inventory
Clients that crash may sometimes leave a body in the server