Hello everyone! We’re back from PAX South and back to more frequent updates!
It was a blast getting to meet people at PAX South and the game played really well for everyone who stopped by the booth. We noticed a few nagging issues during the event that we wanted to get a patch out for and that’s what you’ll find in this update.
Now that we have the first phase of multiplayer out, we’ll be shifting back into more content creation. We can’t wait to get you even more things to do in TUG!
Check out the list below for all the fixes and additions you can expect in this update. If you run into any issues not mentioned below, feel free to let us know on our forums or contact us [email protected]
If you feel the urge, send any best wishes, cyber hugs or well meanings to me on the twitters @X_Nekochu_X
Have fun and keep surviving out there on TUG!
Torches now have a limited number of uses to light a Fire Pit or Furnace
Gourd torch has been adjusted to work as a light source but not a fire based torch
Adjustments made to the stalker spawn and the player’s starting position
Crude tool repair recipe has been adjusted to work similar to the bronze tool repairs
Bamboo Shaft can now be used in any recipe that formerly only used the Wood Shaft
Small rocks no longer affect terrain
Removed spacing check on growing items; still have a radius check to plant the initial seed
The Esc key will now close the Inventory menu
Terrain should finish generation until before the loading bar fills
The sword applies a run speed buff again
Creative Mode UI was not disabling when the UI Toggle was used
Lua errors when a Client is in motion when a Server shuts down
Thrown and stuck spears not saving
Objects not being cleaned up properly when stacks were merged in the backpack
Damage States for weapons/tools not showing up
Gourd Torches making fire sounds
Layers of voxels were generating too many times below ground
Dropping a stack of seeds would consume a full stack of seeds for one plant
Damage taken when starving was interrupting the eat animation
Crude/Bronze Hoe were held too close to the head in first person view
Fixed known bug where cells were not being saved in certain situations
Addressed some saving corruption issues
Proper sounds now play when you eat something
Crude/Bronze Hoe now takes durability damage when farming
Cached physics collision meshes are cleaned up with each new engine release to a player, which fixes certain items having offset physics and graphics meshes
Tools and weapons now take damage from attacking other players
Removed the “reload assets” key (default F5). Lua scripts can now be reloaded by leaving the game and reloading it. This also addresses some occasional graphics glitches that could sometimes be experienced
Various minor fixes to the engine and gameplay have been addressed
If you are unable to change your brush/block size, tap the Caps Lock key once.
Any recipe crafted using the Bamboo Shaft in place of the wood shaft does not reflect the bamboo wood in the final result
Cabbage trap never opens after growing to full size and does not trap anything
Clients lose stamina while walking with a Sword in hand
When full screen the gems on the volume slider bars cannot be grabbed with the mouse cursor
Large items can get stuck in the player’s head when placed near a wall or in a low ceiling area
Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.
As usual, don’t forget to share any bugs you run into, on the forums (here) follow us (here) and follow our progress on our trello (here)
Bronze weapons and tools
Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil
New Ores that can be combined to make bronze
Updated textures to the predator
Ores set up to generate from certain rock materials
Material drops from terrain and trees adjusted to match new block digging sizes
Updates to the predator behavior, it now fears campfires and hunts other critters
New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)
Existing tables also received new recipes in line with the new age of tools
Repair and deconstructing recipes added for bronze tools
Rock heads for crude tools have a chance of dropping from terrain materials
You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube. The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.
Modders now have the ability to register and create their own slash commands. RegisterSlashCommand(“command”, “functionToCall”). Arguments are passed over as a table. See Survival:TargetInfoCommand function for an example!
New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.
Proving Grounds has been temporarily disabled.
Multiplayer has been temporarily disabled while we revamp that whole system.
Fruits have durability bars
When a fruit is held in your hand, the voxel ube outline for a tool appears.
Thrown (not dropped) spears stuck in the world aren’t saving properly
Critters don’t save their positions between game sessions
Critters love to get stuck on the terrain and other objects.
The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
Can place items (right click or Q) through voxels if you are too close to the voxel.
When (right-click) placing a Vine Fence, it places inside of the player.
The game can crash on exit.
Sometimes when resuming the game, the same sounds will play
Weapon/Tools placed in the environment return to full durability between game sessions
The shovel’s animation is not playing correctly. The shovel can still be used to dig.
When digging voxels, sometimes their collision will remain there.
Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
So we did it… We blundered it all up and everything is broken. Babies are crying, I lost my glasses, and we’re fairly certain that everything is as bad as they say it is… Except, not really!
We’ve decided to push back calling the game’s current state a “Beta” and keep it in the Alpha phase, at least for now. But fear not! We are still opening up the game to all our Beta backers, and the game will be available for purchase again. Most of the systems we wanted to implement are ready to go online, and we’ve had a chance to refine many things for this next major milestone. *high fives all around*
Starting out, we managed to raise a bit of capital to help us build the core of many of our systems without worrying about our doors closing. The best part about those deals is that they were structured in a way that allowed us, the developers, to retain control of the project going forward. We are now entering a new phase of development, which will require the help of you, our community, to get the word out about what we are doing, and to help expand and build our community. We need your help, but we don’t want you to help just for sake of helping. We want the game to be something you can all be proud of–something you feel inclined to share for that reason.
We are going to start implementing more methods of public communication with you all in this coming phase/year as well. Things like public milestones on our technology development, more dev blogs and vlogs, and a stronger presence with a bunch of our YouTube content creator friends. The tech is just about where we need it to be to truly make the experience something compelling, and we think this next stretch is going to make some AMAZING systems happen in the engine (even water! *gasp*).
We do plan on dropping the price of Alpha access down a bit, but those who are interested in donating more to our madness will have the option to do so! We haven’t decided on the exact prices yet, but we will have a handful of tier options available for varying levels of support. We are fortunate to be working with the Humble Store, of the Humble Indie Bundle fame. This will allow for a much smoother purchasing process for everyone who is supporting us (and will finally enable us to automatically send out Alpha keys… no more waiting for us to manually send them out at the end of the day!).
We’re also preparing to launch a Steam Greenlight campaign on January 29th, which is a super exciting opportunity for us. We’ll make an announcement as soon it’s live, and then we’ll need help from all of you in spreading the word!
We have come a long way since our crude demos in Kickstarter. Gameplay is actually happening, and we have a full blown development studio with amazing engineers, artists, designers, and scientists all working towards an OFFICIAL Beta milestone. To reach this milestone, we will list some criteria we feel must be met for us to be very comfortable making it official. Remember that though we’ve opted to not call it Beta for now, our goals have not actually changed… we’ll still keep building, we’ll still keep sharing, and we’ll still keep updating, probably more than ever!
This year is certainly going to be our year. Lots of exciting things are in store for us all within this Kingdom of Nerds that we’ve built… and we could not be more excited or grateful to have you guys here to help push us.