As you may have noticed, we took a vacation for a couple of weeks to recharge after the crunch before and after release. Basically, people around us said "You desperately need a vacation. Go. Now.". So, we did. I personally have taken a bit more than two weeks off and it was needed.
Now I am slowly getting back to work. Despite being on vacation, I have spent a bit of time pondering multiplayer. It is still very much something we're considering, although we're still not sure about the timing and scope of it. Stay tuned.
Also, I have been monitoring the forum threads and think we're on top of most known issues. If you have encountered something you do not think we know of, please do post it in the forum and we'll take a look ASAP.
Best regards,
Daniel
EA 0.1.5.2 - Track drive
Greetings,
The last patch this week massively improves track control. All tracked vehicles have been a bit tricky to turn, and initiating a turn while in forward/backward motion was hard.
This is now a thing of the past as the track simulation is massively improved.
Also, we have continued to tune ground deformation, especially how much disturbed ground flattens and how much buckets deform.
Have a great weekend!
Best regards,
Daniel
Update EA0.1.5.1 - Dumper trailer & deformation!
Greetings,
First things first: I want to thank all of you who have provided feedback to us. This is really invaluable to us and helps us improve the game while in Early Access. Thank you!
Now, on to the update - which again is released first into the iterative beta branch!* We expect it to be the default build sometime tomorrow.
During the last few days we have been focusing on improving deformation and ground material handling in general.
Basically, due to an obscure bug the entire ground deformation system was not entirely performing as intended: dropped material would not level off properly and at some points the dropped dirt could be too spiky, or too flat.
This is now fixed so whenever you dig or dump material, it will always "flow" if it exceeds around 35-40 degrees. We will tune this, and will also be able to have different max angles for various material types in the future.
We have also fixed a visual issue where the dirt particles would continue falling through things. They now die when they hit a surface or object.
Last but not least, the dumper trailer now performs as intended. Material will not fall off unexpectedly and if the latch is unlocked, it will flow out at a controllable pace. (If the latch is locked, it will stay put even at larger angles.)
As always, please let us know if you have any feedback or requests.
Best regards,
Daniel
* The iterative branch and this update is accessed by going into game properties in Steam. Right-click Machine World 2, select properties, go to the beta tab and opt in to the branch called "iterative". Then you are on the bleeding edge and get all our dev updates as they are built!
Snapping! EA0.1.5.0
Greetings,
As requested we have now implemented a snapping function when hoisting parts into place.
By default this is turned off, so you need to engage it. Help prompts will tell you how, but by default the toggle key is R.
You can also turn this on and off in gameplay settings, as well as adjust the snap grid size. By default this is 0.1 meters.
Using this in conjunction with matching part sizes makes construction very easy. (i.e. if you work with a grid with 0.1 meter increments, use the same increments for your part sizes).
As always, questions or feedback is most welcome!
Best regards,
Daniel
Version EA0.1.4.9
Greetings,
This update focuses on tracked vehicles. Both the excavator and bulldozer have had an overhaul of their track simulation. They will deform ground much more around the tracks, and generally have better traction. As such they should be much harder to get stuck and should be able to more easily traverse very uneven ground.
As always, comments & questions very welcome.
Best regards,
Daniel
Update 0.1.4.7 - Iterative
Greetings,
Another iterative* update!
We have focused more on traction, gearing and braking. Also, in-cab camera settings have been tweaked. All this should make for even better control of the wheeled vehicles.
Best regards,
Daniel
* Iterative = Meaning that you have to have opted in to the iterative beta branch to receive it). Right-click MW2 in steam->betas->opt in to "iterative".
Update 0.1.4.6 - Iterative!
Greetings,
We will shortly release a new build into the Iterative branch. You will find this build under the "betas" tabs in the properties window for MW2 in the Steam client (right click the game, select properties).
As you may suspect, this build is still undergoing tweaking and testing so proceed with caution! :)
However, changes in the build are as follows:
<*>Option for fully manual gearboxes (in gameplay settings)
<*>Option to bypass climb/exit animations (in gameplay settings)
<*>Massive changes to the spin/traction system
<*>Massive changes to the automatic gearboxes and power transfer
Feedback is very much appreciated as we will be tuning this during the next couple of days before releasing this into the default branch.
Best regards,
Daniel
Update EA0.1.4.5
Greetings,
This update is a smaller update focusing on mouse input.
PDA commands for the drone ship (navigate to/from shore) now always work with mouse input.
When using mouse/keyboard only and opening doors or entering vehicles, you now only have to focus on the object and click. You do not have to click directly on the action/command square.
We still do recommend using a controller and/or joystick to play the game. But that said, we are working tirelessly to make sure everyone has a good experience with the game regardless of their input method of choice.
We are customer oriented and as such will *always* listen to your feedback and try to incorporate it to the best of our ability.
Best regards,
Daniel
Update EA0.1.4.4
Greetings,
We're please to release a new update. Focus is still on fixing issues and improving various aspects of the game.
Various known issues fixed, stability improved.
Fixed build parts that would not connect
Added basic floor part
Tuned heavy truck. Please provide feedback on this.
Fixed crane physics issue when leaving area
The build is live for the default branch (and the iterative branch, obviously).
However, if you encounter any problems, you can always fall back to the last build (Legacy).
You achieve this by right-clicking the game to get to properties. Select the "betas" tab and then select the Legacy branch.
As always, we very much value your feedback in the forums.
Best regards,
Daniel
Version A0.1.4.3!
Greetings,
We're proud to release the second ever EA build. This is based on feedback over the weekend.
I want to thank you for your patience as we took a few days off from coding after a hectic two week sprint to get this done in time for release.
Major changes
Fixed excavator track control. This unexpectedly broke at release. But the excavator is now fully drivable again.
Fixed excavator deformation. The amount of deformation should now be better in synch with bucket contents
Fixed crashes related to unexpected load order
Added debugging for startup problems
If separate controls are being used for view and excavator axises, they now do not require locking the view before digging. (This will be replicated for helis if testing is positive)
Lowered texture resolution for lower settings (down to 1/8 at the lowest)
Added input filter for those with jittery keyboard/mouse devices (experimental)
Fixed delivery ship issues. Buttons now clickable without problems + better feedback on what it is doing.
As always, we rely on your feedback and your suggestions. This is an ongoing process, and together we can ensure that MW2 goes on to do great things! :)