We’ve got another development post today, to bring you up to date with what we’re working on and how things are going.
I touched upon this in the last Dev post but I’d like to start off by talking about the options menu re-work that we’ve been carrying out. It’s still very much work in progress and some of the options may not appear in the initial release but it’s coming along nicely.
As you can see above we’ve added an extensive list of video and audio options and we’re working on system to allow the remapping of base game controls such as; the camera, simulation start hotkey, etc.
The options menu will launch with some basic control customization, such as rebinding the camera hotkeys, with more being added as time goes on.
To the right of the options you can see a sample of game’s visuals which updates in real time as you alter the video settings. Please note that this is all still very work in progress, things are likely to change and much of it still needs a good layer of polish added to it.
I’d also like to take this opportunity to give you a sneak peek at some of the things we’ve been working on that will feature in new upcoming campaign levels.
The next level update will feature the first fortress of Valfross and for the construction of this fortress we’ve re-designed the Tolbrynd physics brick system, giving it a new aesthetic to suit the island's frozen wastelands. Pictured below is a small section of the fortress and its new brickwork system.
Please keep in mind that all of the above is still very much work in progress and at this point we’re not sure exactly which things will make it into the next update and which ones might come later, but we wanted to try taking a more open approach with you guys and talking about what we’re working on sooner than we normally would like.
We're going to be trying a different approach to releasing content for Besiege, in the past we've tried to assemble various features into a single update and have a specific focus for that update (Levels for example), but going forward we're going to try releasing individual items when we feel they're ready.
I also want to take this opportunity to thank those of you that participated in the “Favorite Levels” poll that I posted in the last article, we had a really great response and it was interesting to see which levels you all enjoyed the most!
The top five most voted for levels were as follows:
1st. The Duke’s Plea (Zone 16)
2nd. The Duke’s Dear Freighters (Zone 20)
3rd. The Martyr Knights (Zone 38)
4th. The Frozen Path (Zone 35)
5th. Aras' Refuge (Zone 34)
Honorable mentions include; The Queen’s Fodder, Scouts of Tolbrynd, Wynnfrith’s Keep & Argus’ Grounds.
We hope that this has helped wet your appetite a little and we hope to be bringing you these new features very soon.
Cheers,
Von
Development Post 31/01/2017
Hello Everyone!
Today we thought we’d take a bit of time to talk about some upcoming features and get your opinions on Besiege's campaign levels!
We’d like to start by talking about a couple of useful features that we’ve been working on.
Localization (Multi-Language Support)
Something that’s been quite hotly requested in the community, particularly by our Chinese friends, is for the base game to support multiple languages. To that end we’ve been working on a system that allows you to change the in-game language to one of your choosing. The game will come with a small number of supported languages by default but it will also have workshop support, meaning that community members can upload their own translations to the game for others to use!
Options Menu Re-Work
We’ve been re-working the options menu for Besiege, providing you with substantially more customization over the game. The menu is still very much work in progress at the moment so I’m afraid we don’t have any screenshots for you today but I can tell you that it will include a variety of sound options, more detailed graphical options and the ability to customize Besiege’s base controls.
We are also very interested in what your favorite Besiege campaign levels are! Please take a few moments to vote on your favorite levels using this poll: http://directpoll.com/v?XDVhEtlXiHx5SphVzQDZ6YjJbAwWAc2
If you’re unsure which level is which you can find them all listed in this post on our forums: http://forum.spiderlinggames.co.uk/index.php?threads/what-are-your-favorite-besiege-campaign-levels.5962/
Thank you all for your support of Besiege & it’s development team, and we hope you continue to enjoy the game as we bring it closer to full release!
Cheers,
Von
Hotfix B - Version 0.42b & Build Announcement
Hey Guys!
We've just released another hotfix to deal with some issues created in the 0.42 update, at the bottom of this post I've included changelogs for both of them if you are interested. We have also decided to display letters next to the version number of the game to indicate which hotfix you are using, to cut down on confusion.
If you experience any problems after an update, please make sure to verify your game files through Steam as this solves most issues people experience immediately! Restarting your computer or Steam can also help resolve any issues you might experience!
We'd also like to remind everyone that Besiege currently doesn't have any official mod support and as such, whenever an update is put out, all mods will stop working.
Something we have been considering for some time now is having the previous build available for people to use if they wish to wait for their mods to be updated before playing the latest version of the game.
You can now access the last build whenever we update the game through the Steam Beta's menu. To access it, go to your Steam library, right click on Besiege and select properties. Navigate to the "BETA" tab, click the drop down arrow and select the option "-previousbuild". Once you have done this, Steam should begin downloading the last build and you will be able to play it when its finished. As shown below:
We hope you are all enjoying the latest update and we'll have some more development news for you sometime next week!
Cheers,
Von
Hotfix 0.42a Changelog:
-Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods.
-Fixed an issue with the grabber.
Hotfix 0.42b Changelog:
- Added missing Template skins
- Fixed an issue where the Log block couldn't receive a skin for the short version
- Fixed an issue where the game would freeze if a cannon was fired too early when starting simulation
- Fixed Camera resseting to center everytime a block was placed
- Fixed an issue where the symmetry pivot would reset its position in unwished scenarios
- Fixed an issue where skins on balloons wouldn't load correctly on the rope
- Fixed an issue where rockets would have their trails blocked by the rocket itself
- Fixed an issue where dragged blocks added to rockets would be applied an uninteded force after the rocket exploded
- Fixed an issue where camera would focus on a wrong point upon entering levels
Update 18 - V0.42 (The Attractive Update)
Hello Everyone!
Today we’ve got another Besiege update for you, Version 0.42. V0.42 brings with it 3 new blocks, updates to existing blocks and several bug fixes.
The new blocks added by this update are the Crossbow Block, Log Block & Vacuum Block. The Crossbow Block allows you to fire large arrows at enemy targets and has 30 rounds of ammunition before it is depleted.
The Log Block is… well, it’s a log. The block is three times the length of a single wooden block for use on larger scale machines.
The Vacuum Block creates a suction force that pulls; enemies, objects, debris, etc towards it. This block was designed with both environmentally conscious players in mind (To help them clean up their devastation) and also for those players enjoy obscene levels of chaotic violence.
We’ve also been gradually working our way through some of the game’s original, more dated looking blocks, updating them with improved textures and models.
As previously mentioned in our development post, we have compiled and uploaded a skin pack to the workshop which contains all of the original textures and models for the blocks, for those who wish to continue using them. They can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=821757028
Development on other areas of the game is continuing to progress well and we’ll hopefully be announcing some new pretty major features soon! But for now we really hope that you enjoy these new blocks and look forward to seeing what you use them for!
Cheers,
Von
PS: The machine used for the Gif was created by Phantom and can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=482201288
Changelog V0.42
Updated Models & Textures for the following blocks:
- Cannon
- Shrapnel Cannon
- Spike
- Hinge
- Ballast
- Bomb
- Bomb Holder
- Decoupler
- Balloon Rope
- Flamethrower
- Rope & Winch
FIXES
Fixed fire smoke effect bug
Fragments now maintain material properties
Fixed flipping issue with Steering Hinge
Fixed Piston extension/contraction inversion error on copy/paste
Fixed an issue with Undo/Redo system
Fixed an issue with balance in level 35
Attempted to fix fleeing issue in Zone 38
Fixed freezing zone in sandbox to cover entire area
Fixed an issue with spamming simulation at level load
Fixed error with tree crown interpolation offset
Fixed bug where a block with no joints can’t take damage
Melee Axe enemies now apply a force to what they hit
Fixed damage texture for wooden pole
Fixed bug with damage texture intensity exceeding 100%
Fixed Yak colouring
Boundary grid now correctly updates in build mode
Fixed an issue involving the rope & winch in Zone 37
Fixed rotation issues with rope & winch and braces
Slightly improved Cannon precision in certain set ups
Fixed all bugs and added invisible ghosts to make it look like there's bugs
Hotfix changes:
Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods.
Fixed an issue with the grabber.
Development Post 19/12/2016
Hello!
Today we’ve got another development post for you, to bring you up to speed on when you can expect to see the next update and what it’ll have in it!
The coming update will be focused on blocks. We’ll be bringing you 3 new blocks to incorporate into your engineering masterpieces, as well as a much needed visual re-work of many of the game’s existing blocks! Below you can see some of the re-worked blocks (On the right) compared with the originals (On the left).
Now, I’d love to tell you what all the new blocks are and what they do… So I will!
First up we’ve got the Crossbow Block. This block fires a replenishing projectile in the direction is pointed, has adjustable power and rate of fire!
Next we’ve got the Log Block. The Log Block is the length of 3 small wooden blocks, has a different aesthetic and is much tougher than the original wooden blocks.
And last but not least we have the Vacuum Block. This new block produces suction, pulling nearby enemies, objects or debris towards it! (We can’t wait to see what you use this for ^^)
We had hoped to bring you this update before the Christmas holidays but unfortunately, due to the new and unique nature of the Vacuum Block, we’ve encountered a number of issues that need to be fixed before we can release it. That means that we’ll probably be looking at a release after Christmas, we apologize for the delay but we hope that it’ll be worth it!
In other development news, we have been continuing work on a number of longer term/larger game features but we're still quite a way off being ready to release, but we will keep you updated as they get closer to completion.
Alongside the posting of this development update we have created a skin pack of the original block models and textures so that if you wish to continue using them, after the new models are released, you can. http://steamcommunity.com/sharedfiles/filedetails/?id=821757028
I’ve also taken the liberty of uploading the machine’s used in the Besiege trailer to the workshop, for anyone who is interested in taking a look at those masterpieces! http://steamcommunity.com/sharedfiles/filedetails/?id=821759383
Well, that’s all we have for you right now, all the remains is to wish you all a great time over the coming holidays and a happy new year!
All the best guys!
Cheers,
Von
Update 17 - V0.4
Hello Everyone!
Today we’ve got another update for you to sink your teeth into, V 0.4. Version 0.4 brings you the first 4 levels of the new island Valfross!
Valfross is a freezing ice continent inhabited by ferocious axe wielding warriors. The island is littered with ancient holy sites and legendary strongholds that have withstood the ice and snow throughout the ages. No-one has ever been able to withstand the warriors of Valfross, their monstrous armies lay waste to all before them.
We’re sorry that this next set of levels has taken us longer than we previously predicted, unfortunately the final layer of polish took a bit longer than we’d planned and we experienced some performance issues with one of the levels.
Cheers,
Von
Changelog V0.4
ADDITIONAL CONTENT
Added 4 new campaign levels and a new island, Valfross
FIXES
Fixed issues affecting Water Cannon particles. They now collide with all the blocks they should again.
Fixed an issue where the boundaries grid wouldn't show up in building mode upon translating the machine.
Development Post 19/10/2016
Hello!
Its been a while since our last post so we thought we'd bring you some more information about what we're working on at the moment!
Today we'd like to give you a sneak peak into the new island Valfross, with a look at one of the new levels that will be coming in the next update as well as a first look at the inhabitants of the frozen isle.
The new island is inhabited by a fabled, ferocious civilization of axe wielding warriors. Their holy sites and legendary fortresses have stood firm against the ice & snow throughout the ages, their monstrous armies laying waste to all before them. They stand unmatched & undefeated, in the frozen expanse that is Valfross.
In tandem with the new level production we've also been working on an improved AI system for the new civilization that you will find on the new Island. This new system allows the AI to better navigate obstacles, right themselves if they fall and gives them a slightly more strategic approach to attacking your war machines (Not that it'll help much because you guys and girls are absolute maniacs!)
In other news work on our long-term features is going very well and we're all really excited to see what you make of them. We're hoping to announce them next month so watch this space!
Well I'm afraid that's all we've got for you for now but the next update is just around the corner and as previously mentioned it will contain the first few levels of the new island Valfross!
Cheers,
Von
Update 16 - V0.35
Hello!
Today we’ve another update for you, Version 0.35, which adds the last 4 campaign levels to The Island of Tolbrynd. The next set of levels to be released will be the first ones of Valfros, a new island, and we hope to be bringing you the first installment of them in the next update!
Some of you keen eyes individuals will have noticed us doing a few hotfix patches to the game since the last update to resolve a number of issues with the game. We decide to push these fixes ASAP instead of holding them back fro the update’s release, which is why there is pretty much no changelog accompanying this post.
We apologize for the massive delay in bringing you more campaign levels but we hope that you enjoy this installment of new levels and we look forward to seeing the crazy machines you build to conquer them!
Cheers,
Von
Changelog V0.35
ADDITIONAL CONTENT
Added 4 new campaign levels, completing Tolbrynd
Hotfix - Version 0.32
Hello!
Today we’ve got a small hotfix for you that rectifies some issues that have cropped up with version 0.32 since its release. Unfortunately with so many changes made to the game’s code a few bugs managed to slip past through our testing process so we apologize for that!
Thanks to everyone that made the effort to report these issues to us, if you come across any further problems, we always welcome your help in identifying them and reporting them!
Cheers,
Von
Changelog V0.32hotfix
FIXES
Fixed an issue where war machines could collide with bombs
Fixed an issue where the flying block would stay have force when frozen
Fixed a bug where the wooden pole sometimes wouldn’t display when using skin packs
Fixed a bug where machines could collide with wood piles in build mode
Fixed a bug where the firework wouldn’t be ignited by fire
Fixed a bug where 3d key mappings would be displayed when placing blocks
Update 15 - V0.32
Hello everyone!
Today we have another Besiege update for you, Version 0.32! Over the past few weeks we’ve been working hard to eradicate a lot of Besiege’s bugs, that have been building up since release. Whilst this update is mainly about those fixes we’ve also got a new tool for you to try out, The Symmetry Tool!
The Symmetry Tool
The symmetry tool has been on the cards for a while now, basically it allows the builder to symmetrically place blocks with a single click. You can mirror the placement of blocks across three different axis in order to speed up the production of your war machines!
Bug Fixes
The main portion of version 0.32 is bug fixes, in total there are fixes for 62 bugs in the update and made a number of improvements.
We've also had to make significant changes to the game's joint system in order to address some fundamental flaws that were causing serious bugs. As a result we have improved joint stability, however it is possible that certain machines may not function as before and that certain build practices will be adversely affected, these include:
---We fixed a rotation bug that would prevent blocks from attaching correctly, machines that relied on this bug will no longer work properly.
---The Pin Block is now far more rigid, some machines may experience parts snapping off if they are not properly supported when using Pins.
In other news, level production is going very well and we’re hoping to have the next couple of campaign levels soon! Work on other unannounced features is also proceeding well and we should be announcing them in the near future!
We really hope that you find the symmetry tool useful and enjoy a less buggy experience whilst playing Besiege. We’re sorry for the lack of new content in this update but we wanted to spend some time fixing the many bugs that have been mounting up since Besiege’s early access release.
Thank you for your continued patience and enjoy!
Von
Changelog V0.32
ADDITIONAL CONTENT
Added Symmetry Tool
IMPROVEMENTS
Undo/redo now works with the flipping of blocks
Changed pin block to use a kinematic system to increase performance of it.
Switching from camera block to default camera now has a smoother transition
Added new option, "More Accurate Physics" that increases physics accuracy
Various GUI tweaks
Switched engine to Unity 5.4.0f3 offering increased performance due to:
---Improved multithreaded job execution (Engine).
---Improved multithreaded rendering (Engine).
FIXES
Fixed a bug where some machines would break on starting simulation, if rotated in build mode
Fixed a bug with the save files and brace on Linux systems
Fixed UV mapping of bomb to allow for texture on skin.
Fixed a problem where the short version of a skin wouldn't update correctly.
Fixed a bug where the short wooden pole didn't load skins.
Fixed a bug where it was possible to open the skins bar ui during simulation.
Fixed camera block issues where it would slightly affect frame rate after a lot of simulations.
Fixed an issue with wooden poles and double wooden blocks where they would fail to connect.
Fixed music resetting to enabled upon loading new level.
Fixed a problem with selecting a skin pack.
Fixed an issue where only some joints would be broken by freezing.
Fixed various bugs with explosions, now more uniform & are more physically sound.
Fixed a bug where shortened blocks would be saved as their long counterparts.
Fixed rope being able to break in invincible mode.
Fixed invisible crystals in zone 30 breaking before displayed
Fixed an issue where using the Steam Overlay would hide the game’s UI
Fixed bug where Modifier + Tab hides UI
Fixed bug where Tornado force would stack at 0% simulation speed
Fixed issue with the size of the old sandbox’s boulder
Fixed problem where pressing Tab to hide gizmos and 3d hud wouldn’t always work
Sacred flame holder can no longer be moved in build mode
Odd Contraption handle can no longer be moved in build mode
The well bucket can no longer be moved in build mode
Fixed Zone 1 tutorial page counter
Fixed an issue where ropes would be placed oddly
Fixed an issue where the transform tool placement would be off
Zone 17 is now named correctly
Fixed a problem with suspension joints being too weak
Fixed sheep placement issue in Zone 13
Fixed a bug where chickens couldn’t be killed by fire
Fixed a problem where double clicking too quickly would fail to save a machine
Removed floating trees from Tolbrynd level select
Wheels and Saw Blades can no longer be place inside flamethrowers
Fixed a problem with Drills and Saws not killing NPCs
Fixed a bug that caused the level completion flag to get stuck on the screen
Fixed a problem where sometimes the sound for placing or flipping blocks wouldn’t play
Blocks can no longer be placed through toolbars
Fixed a bug that allowed cannonballs to fire through wooden panels
Wooden Pole & Long Block can no longer be placed inside the swivel joint
Fixed a bug where the unpowered wheel would prevent a machine from being destroyed
These blocks no longer have red titles; Steering, Suspension, Spinning, Wing, Wing Panel
Fixed a bug where birds would still produce blood when killed even if it was turned off
Fixed an issue with the long wooden block intersecting and replacing itself with a small one
Fixed an issue where blocks still freeze and break even if invincibility is turned on
Fixed a problem with the half-pole acting as a long pole in sub instances
Using God Powers whilst at 0% simulation speed will now prevent level progression
Fixed an issue where Camera blocks were frozen by the placement of pins
Fixed an issue where copying block settings would allow the player to exceed slider limits
SingleBlock now freezes at high altitude
Wheels now freeze at high altitude
Wooden Armor now freezes at high altitude
Fixed Balloons functioning as normal whilst in a Zero G environment
Fixed an issue with cannons firing at incorrect power when fired using heat
Spikeball is now rendered correctly in thumbnails
Fixed a bug where flipping a piston on a rotate machine would off-set the piston’s placement
The Camera block no longer counts as a physical object
Cannons can now be fired more than once by heat, when infinite ammo is turned on
Fixed an issue where mods would cause the title screen not to load on game launch
Fixed a bug where water particles would appear in unexpected places
Fixed a bug where rope would intersect with blocks attempting to be placed
Fixed bug where the COM would fail to update when machine is deleted or translated
Fixed bug preventing player building from under the floor in Zone 26
Fixed bug where transform tool failed to appear in middle of modded machines
CHANGES FOR MODDERS
More public functions available in the AssetImporter class.
VR player option enabled, allowing for easier VR modding.