### Changed - Increased the default run speed to be a bit faster + changed animation to be more sprinty - it simply looks more fun and you can get around faster :)
### Fixed - Fixed issue where blueprints saved with legacy version of the game was not working - Fixed issue where popup informing about the need to accept mod.io terms before mod is loaded could get you stuck as mouse was not useable. This info is not changed to be a notification instead - Fixed issue where fuse collider would block for logic to pickup an object - (potentially) Fixed the issue where the outline of an object would get stock on an object resulting in many objects being outlined/highlighted at the same time
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
There is a big change to how mods are enabled for games in this version!
I have changed the way you decide what mods is loaded into a game. For some it might take a little to get use to, but generally I think this approach is much more intuitive to use.
The change is really simple, you no longer enable/disable mods in the Workshop, you do it as part of creating a new game.
So when you are creating a host the list of mods you are subscribed to is listed and you check of the ones you want in this game. What you select are saved when you create the game, so you don't have to pick them all again next time. I think its more intuitive as the decision about the mods is now something you decide right when you create the game.
Another benefit of doing it this way is that you no longer have to wait for the game to look for updates for all enabled mods before you can get to create a game. It now checks for updates as part of loading the game, meaning it only check for updates for the specific mods you are about to use. This goes for both when hosting and joining a game.
Please test this out and let me know if you find any bugs or issues 🤓
### Added - Added button in the Workshop called "Create mods" (better wording?) that take you to the Mod Tools in case anybody want to try and make mods for the game - Added list of key bindings in the Settings menu. For now they are not rebindable, however, you how have a place to see them which is a start. Let me know if I missed some. Making it rebindable will come in the future
### Changed - Changed the way you decide what mods is loaded into a game. It is now a part of creating a game/host - Changed the allowed number of enabled mods for online hosts to 200. I might have a way to increase it in the future, but for now, I have to set a limit. If you enable more than 200 the game will show you a pop up asking you to keep it under 200, else it won't let you create an online host. For Singleplayer you can still have all the mods you want enabled - Changed how the "Voice Output Volume" works, so you can now turn it further up in Settings if other players voice is too low - Made some more texts localized - Changed internal logic around Vivox and how ingame text and voice chat works. This should make it so you quicker connect and can chat and talk when joining a host
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
### Changed - Changed blueprint folder to use the normal one again. You can get to your blueprints saved in the beta by going to the Blueprints tab in the Inventory and press the "Open folder" button. If you navigate up one step, you will see a "blueprints-beta" folder, which contains your blueprints saved in the beta. Copy the blueprint files to the "blueprints" folder if you want them in the game again - Removed the "Destruction" map as we are done testing that for now
### Fixed - Fixed scroll speed on mod details UI in the workshop so it scrolls at same speed at others when using the scrollwheel - Fixed missing localized text for the Tool Menu item for "Free hands" - Fixed missing localized text for the firework type tabs in the Inventory - Fixed various issues with loading mod faulty mods, so the mod just shouldnt be loaded but game continue, in as many cases as possible at least - Fixed missing shader for Lady Finger effect - Fixed missing sync of door in shop in Town - Fixed issue where player voice was muffled by trigger colliders - Fixed (at least improved) issue with creating a host with too many mods enabled. It should be able to take double as before now, more or less. I tested with a little over 200 mods and it worked. Didn't hit the limit with the new implementation, so lets see. When that said, we can't do to unlimited amounts in a online host, so there might be a cap on 300 or something that make sense, which I think is fair
Its been another month and time for an update from the developer - aka me 🤓
In case you missed it, Public Multiplayer Beta is open! https://store.steampowered.com/news/app/1079260/view/6242613536165636826
Release of "multiplayer" is getting close!
For the past 2~ years I have been working on the new version of the game that we referrer to as the "multiplayer" version. This new version of the game is set to be released around dec. 2024 so we are getting very close.
Therefore my main focus from now on and until release, will be to get the game to a nice and polished state. This also means that for the next month or so, I won't be working on any major new features. Getting the game to a little more polished state, fixing bugs etc. is in it self a big task, however further more I also need to spend time on marketing efforts, new Steam graphics and trailers, tutorials for new Mod Tools etc.
However, fear not, as you know if you have been following along for a while, I'll just continue on with the development after the release, exactly as I have for the past 5+ years :)
I have a lot of features I want to add, things to optimize and improve, however, the game is good enough now to be released to all.
Due to the above, you will see the things I mention in this Developer News being stuff that push the game to a more finished and polished state.
One last note I would like you to remember is that, if you are reading here you are most likely one of the more hardcore fans or players, meaning you might be playing the multiplayer-beta already. For you there won't be anything new as such on the release, because you have been part of the journey. However, only around 7-8% of the players are playing the multiplayer-beta, so for the huge majority of the players, this update will most likely come out of nowhere. It will be interesting to see what people think :)
For you the new thing will be a lot of new players in the hosts around the world.
So please help welcome them to the new world of online/multiplayer Fireworks Mania, be nice and help them with all the new stuff - I know you have it in you :)
Avatar selection UI
If you played the beta you know that we use to change character/avatar with the END and HOME buttons. This was made because it was fast to do as I then didn't had to spend time on UI for changing character. As the game soon will hit a lot of players it of cause need to be more obvious how to do that. Therefore I have now added a new tab, "Avatar", from where you can see all the avatars to pick from. The avatars you see here is determined on what mods is enabled on the host.
PS: I'm still in doubt if I should call this tab "Avatar" or "Character"... what do you think?
Size filtering
Since Shells and Mortars became a part of the native game, you guys have been asking to get some way of filtering as it can be pretty hard to find the right size you are looking for. Therefore I have added size filtering in the top of Shells and Mortars in the Inventory.
Happy Halloween
Again this year, Halloween is saved by the community! As you can understand I'm spending all my time actually making the game, so I don't have the time right now to do content stuff like this. So again, the community saves the day - namely guanaco0403 and Keltusar this time. Guanaco have updated his Halloween mod and you can now play it with others in the multiplayer-beta. Further yesterday he updated it with more content and a haunted house and more! Be aware there are a few jump scares in there - you are warned :) If you want to add a bit of more horror to it, you can also install Keltusars Halloween Characters mod.
Community Shout-out
The community keeps surprising me. Fireworks Mania is of cause about fireworks, but some players also have fun making nice looking decorations and setup of firework shops in various maps. Saw these made by 1Princess in my Discord and thought it looked awesome.
Workshop switching
This section is really for the hardcore ones! You can skip this section, unless you want a slight insight into what goes into making a game setup like this that you most likely never thought about.
..if you are still here, lets go!
Some of you might have have noticed "odd" things happening in the Workshop recently, both in the currently released "Singleplayer" version and in the "Multiplayer" version of the game - this is where I try to explain what and why. Maybe it's too much info, as its irrelevant for 95% of you I guess, but here goes.
Before we continue you have to know that the game uses mod.io as it's backend service for hosting and handling mods. On mod.io you can create multiple public or hidden "games" that you can use to host and structure mods under.
So, until recently this was how the connection between the game and mod.io was: The "Singleplayer" was connected to the real public "Fireworks Mania" game on mod.io. The "Multiplayer (beta)" was connected to an hidden "Fireworks Mania Beta" game on mod.io.
This is how it have been setup for a long time. The reason is that some mods are only working on the new version, like characters, new shell and mortars etc. So to save players from seeing mods they can't use, we have this separate "Fireworks Mania Beta" game on mod.io that we used while I was developing the multiplayer version.
As multiplayer is now soon going to be the "default" version of the game, I want that version to point to the real public "Fireworks Mania" game on mod.io as that's the one having all the download stats and ranking. We have over 10 million mod download on that - thanks to you players and modders!
You might see the problem now - because how are we going to solve this problem.
The challenge is we want the "multiplayer" to point to the public game on mod.io, so we can prepare it with all the mods specifically to multiplayer. At the same time, we want to do this while not confusing the players (which is currently the majority 94%) playing the "Singleplayer" version. So the mods cannot show up there.
There are multiple solutions to this, but I came up with a solution that solves all the above plus an extra challenge. The extra challenge being - what if players don't want to play the new version? I know, its most likely very few that would actually do this, but you never know and with the solution I came up with, this problem was solved for free basically.
I developed a little tool that could copy mods from one mod.io game to another - a service mod.io don't have build in. I then created a new hidden game on mod.io called "Fireworks Mania Singleplayer" and copied all the mods from the public "Fireworks Mania" game. Once that was done, I could change the "Singleplayer" version of the game to point to this new mod.io "Fireworks Mania Singleplayer" game.
This "Fireworks Mania Singleplayer" is a hidden game on mod.io, so mods will not get updated (unless a mod specifically tell me to delete his/hers mod). By doing it that way, I have just have this version as another Steam branch after we push the "Multiplayer" as the default version - this way players that want to keep playing the old Singleplayer version can do so. It's this version all are playing right now, as I pushed the update that made this change the other day.
Once this was done, I could then change the "Multiplayer" version of the game to point to the real public "Fireworks Mania" game on mod.io so we could start preparing for the release, which is what is happening right now.
When these switches have happened, the first time you loose your subscriptions as it's a new "game" on mod.io - and THIS is the confusion that some of you, hopefully a few, have discovered.
I told you it would be tough to get through, I warned you :D
Change log
I have pushed the following updates since last Developer News. https://store.steampowered.com/news/app/1079260/view/4521143557837291872 https://store.steampowered.com/news/app/1079260/view/4521142923100471809 https://store.steampowered.com/news/app/1079260/view/4521142923101171286 https://store.steampowered.com/news/app/1079260/view/4541408758389168961 https://store.steampowered.com/news/app/1079260/view/4699033840165828155 https://store.steampowered.com/news/app/1079260/view/4699033840154159576 https://store.steampowered.com/news/app/1079260/view/4699033205918773770 https://store.steampowered.com/news/app/1079260/view/4699033205915010574
This is all for now - need to get back and work on the next update and prepare for release :)
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
### Added - Added "diameter" filter buttons in the top of Shells and Mortars in the Inventory making it easier to find what you are looking for
### Changed - Changed the new "multiplayer" version of the game to point to the public Fireworks Mania Workshop on mod.io, meaning its now pointing to the real Workshop. This also means we had to go through and hide mods that do not work in the new version. Please let me or the moderator team on Discord know if you find a mod that isn't working in the new multiplayer version - As part of the above change to the Workshop used in the game I had to implement some new logic that unsubscribe and uninstall mods if they are no longer visible or available in the Workshop. Sounds complicated and it is, but hopefully I made it so good that you don't even notice anything (fingers crossed) :) - Its been requested for a while to have the FuseConnections being hidden when you are not holding the Fuse Connection Tool in hand, this is now done. The fuses are still there and work, but the glowing fuse is not shown, unless you equip the Fuse Connection Tool - Updated translations from Crowdin, feel free to help out translate to your language https://crowdin.com/project/fireworks-mania - As we are getting closer and closer to actually pushing this new "multiplayer" version to all as the default version I have removed the Beta logo in the corner - Workshop: The beta disclaimer in the button of the Workshop have also been removed and the UI of the Workshop have been changed a bit. Also its now possible to login to mod.io by clicking on the "powered by mod.io" logo in the Workshop ingame. I know, the UI is not the best, I will redo it at somepoint in the future, but for now it works
### Fixed - Reduced the resolution of the "Menu" background video to less resource intensive - Fixed bug where game to end up in a crashed state is mods were updated between to map loads
- As preparation for releasing the new huge "multiplayer" update later this year, the game have been updated to use another "Workshop" backend. All the same mods are there, but you will here initially loose your subscriptions so you have to find your favorite mods again
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
### Added - Added back the ability to login to mod.io via the "powered by mod.io" button in the Workshop - Added list of Steam "Friends" next to the list of players in the Inventory tab "Players". This way it's easy to get your friends directly into the host you are playing on. (Right now in beta it of cause requiere your friend to be on the multiplayer-beta branch too, once multiplayer is released it will just work for all)
### Changed - Performance improvements to inventory open/close - Localized the blueprint buttons - Updated translations from Crowdin
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
### Added - Added new "Avatar" selection UI in the Inventory in game. No more END and HOME key needed :)
### Changed - Performance improvements to Inventory opening/closing - Made a few more texts localized
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
### Added - Added the ability to invite and join friends via Steams Friends list - Added new language Belarusian
### Changed - Updated credits with new translator names - Updated translations - Tweaked reverb zones in Town, City, Ranch and Flat to try and find a better setting for each map - Upgraded to Vivox 16.5.2
### Fixed - Fixed (maybe) issue where muffling of voice chat wouldn't work suddenly. If just one player did a /reconnect it worked for all again. Hope I fixed that now so it works all the time. However, I didn't know how to recreate the bug, so made some changes that I think could have an positive impact on this. - Fixed scrollview bug by reverting to an earlier version of InputSystem, will try and upgrade again later where they hopefully fixed it