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
We talk a lot about how we are going to use data to make the game better and how we are going to make smart choices and iterate on design to really make things work. Today, we finally get to talk a bit about what we have planned and what sort of things you can expect to see from it.
TUG – The Untitled Game – is this sort of amorphous blob that has the potential to be anything we collectively want it to be. We’ve talked a lot about what some of those things might be, and as a result of our need for better understanding the gameplay environment we are creating, it probably comes as no surprise some phases of testing will require more formats than just creative tools.
This next phase, which we are calling “Survival Games” (working title), is our first example of that. Consider this a 1.0 of what real conflict and interaction will look like on what TUG’s Survival servers will one day become.