What's new in the latest build?

0.17.62: The Experience Points Update

New in this build:

  • :mega: Change player leveling! The “Design” window now contains a “XP & Levelling” tab, where you can change the XP awarded by killing monsters of different levels, and also adjust the default experience required to gain levels!

  • :mega: Change default quest rewards! Back in version 0.17.59 we added an interface that let you change the XP and gold rewards for completing individual quests. Now we’ve added a ‘Quest Rewards’ tab to the Design window, where you can change all the default rewards all at once!

    As part of this change, I’ve changed the default XP rewards by rather a lot, which will dramatically slow down player leveling at low levels, but also speed it up at high levels! And if you don’t like the defaults, you can now change them yourself! I’m really interested in feedback on this, in particular!

  • Same features, new location! The “Features” tab of the Overview report has been moved to the Design document. Nothing new here; just a better location to hold the options!

  • Network layer performance! There was an issue in the drawing of the network view which caused it to use a lot of CPU time; I’ve dramatically improved that rendering code!

  • View the network under monster zones! Monster zones now draw at 50% transparency in the network view, which makes it possible to see the network layer underneath them; previously it was very difficult to see what was going on down there, if you had very large monster zones!

  • :mega: No more expired ads/awards! Fixed a bug which could result in ads/awards with a negative number of days left to hang around in the Marketing interface after a load, only cleaning up when a new day passed.

And bug fixes:

  • :mega: Worked around a rare FMOD issue, enumerating audio devices during launch.

  • :mega: Fixed a bug which caused network nodes/pipes in an unowned region to not be destroyable.

  • :mega: Fixed a few bugs involving window placement with high UI scaling values, including a non-progression bug during the initial tutorial.

  • :mega: In the “fullscreen window” video mode, we no longer grab the mouse cursor, and instead allow it to move freely out of the game window.


0.17.63: Tweaks

(Whoops, I forgot to post this about 12 hours ago when this build went up!)

New in this build:

  • Fixed customised XP settings not being saved/restored.
  • Fixed “finance graph” to not be tangled up due to months.
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0.17.64 - 0.17.65:

New in this build:

  • Unlocking new player and monster types is now driven by subscriber count, instead of by top player level.
  • When gaining a level, a player now immediately has their health and mana restored to full.
  • Adds a “Gain Level” and “Revoke Level” button to the player information window, so you can adjust players’ levels at a whim! (Maybe don’t revoke levels too often, though; they don’t like it!)

0.17.66: Hotfixes!

New in this build:

  • Fixes a bug which could result in a subscriber becoming annoyed at a quest going away if they had thrown the quest away themselves because of gaining a level and deciding that the quest was beneath them.
  • Fixed another kind of business record jumbling which could cause problems in the Finance graph.
  • Fixed roads being indestructible, when placed near coastlines.
  • Fixed destruction of roads sometimes not destroying their intersections.
  • Speed improvements to searching for the closest point on a road.
  • Fixed a problem where sometimes players would be charged an extra subscription fee during the load process, if the save’s business records were invalid for some reason. This could lead to mass unsubscribing of subscribers who couldn’t afford to pay their subscription fees again!
  • Minor adjustments to ‘water’ shader.


New in this build:

  • Fixes rendering of the network layer after a window resize that changed the game’s aspect ratio.
  • Fixes setting of custom quest XP and gold amounts greater than 1000xp.
  • Fixes wall turrets sometimes not rendering when placed.

Whoops, once again I forgot to post changelogs!


  • Experimental build, using navmesh-based pathfinding, instead of our previous dynamic node-based pathfinding. This new system is heaps faster and more reliable, and better about avoiding travel through walls and etc.


  • Added a 2m gap around obstructions, in the nav mesh. Stops players from walking halfway intersecting against building walls.
  • Better handling for PVP flag transitions.
  • “Obstructions” now use PolyShapes instead of CrossSections, which means that they can now be hollow. So if you draw a square of mountains, we now generate navmesh polygons in the space inside that square of mountains.
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  • Adds a “Debug” tab to the Options window, where you can turn on/off the rendering of navigation meshes. This shouldn’t be there for the real release of the game, but for folks who wonder what navigation meshes look like, this is now here to let you see them. :slight_smile:
  • Fixed some stability issues on polygon triangulation.
  • Fixed ‘string pulling’ implementation in navmesh pathfinding. (It previously could sometimes incorrectly ‘pull the string’ through obstructions if the path turned at exactly the wrong angle)
  • Much improved the generation of navmesh around terrain obstacles.
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  • Fixed the “Out of space writing in vsStore” crash (which sometimes happened to people after running the game for a fairly long time)
  • Fixes stability issues around alerts referring to unsubscribed players. (for example, first player to reach a new level, who then unsubscribes)
  • Fixes a crash when taking control of a monster immediately after having removed combat abilities from that monster.
  • Minor other tweaks and fixes.
  • Trace out a list of owned techs to the log, during game load.
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  • Fixes various nav mesh and pathfinding issues, mostly around their interactions with flight paths.
  • Fixes a crash if you manually drag an NPC completely outside of the entire map.
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These are hopefully a last couple of patches before pushing the navmesh changes to the default Steam branch tomorrow! :smiley:


  • Fixed nav mesh visibility debug option to default to off. Oops!
  • If someone tries to travel TO or FROM a map position which isn’t on the navmesh, instead of failing (or falling back to the old pathfinding system), we now find the closest navmesh triangle and pretend that we’re there, for pathfinding purposes. This should vastly reduce the remaining bits of bad behaviour from the pathfinding system!


  • We now always build navmeshes for owned regions, even if there aren’t any obstacles present. (fixes a number of pathfinding bugs involving empty active regions)
  • We now throw away navmeshes when a region is sold.

These keep getting away from me! :frowning:

0.17.75 - 0.17.77

  • Lots of debugging and work on stability!
  • Shows a better message if OpenGL initialisation fails.
  • Log messages if waiting for an OpenGL fence takes a surprisingly long time.
  • Fix player badges not disappearing when players log out.

(this one was several days ago, oops again!)

0.17.78: NavMesh fix

  • Fixed one last NavMesh generation issue, around handling of tiny tiny navigation triangles (this could cause problems if the navmesh generated triangles less than about 1cm on a side. It was a vanishingly rare error!)
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0.17.79 - 0.17.81: Localisation!

New in these builds:

  • These are our first builds with localisation support! Each of these builds (which have been rolling out over the past two days) has added localisation support to more and more of the game. Right now, we have (partial, relatively untested) translations for French, German, Spanish, and Brazilian Portuguese. Thanks so much to everyone who has contributed toward those translations! You’re all awesome. :smiley:

    Not in the current test build yet, but we also have translations for Czech and Simplified Chinese; these are waiting on better font rendering tech to be able to support their increased number of glyphs. I have plans to get these into the game! But not yet an actual date that it’ll happen. I’ll keep folks up to date as we get closer!

So… this is pretty exciting to me! We’re trialing community translations, just to see how well they work! The translations are being hosted at Localizor.com; if you’re fluent in English and another language, and have an interest in helping out, please feel free to come over and provide some translations or vote for the translations you feel are most successful!

But my attention is mostly going back to game features now, as I start moving toward the next big set of features! :smiley:


0.17.82: (ten days ago)

  • Fixed a major bug which caused ad campaigns to end early, and caused the finance graphs to display incorrectly each time a new day passed.
  • Fixed the game to obey non-breaking spaces in strings (i.e.: to not line wrap at the non-breaking space. This is useful for languages like French which typically puts a space between a word and punctuation which follows it!)
  • More localisation fixes, and updated translations

0.17.83: (eight days ago)

  • Fixed a number of bugs involving destroying network fibers, and recovering from certain types of corrupted saves.
  • Fixed a navmesh generation issue which could sometimes break the navigation mesh generated around walls which formed a precise 90 degree bend.
  • Fixed the game to obey zero-width spaces. Do we need them? I don’t know! But I figured that I’d handled non-breaking spaces, so I might as well also handle zero-width spaces!
  • More localisation fixes, and updated translations

0.17.84: (six days ago)

  • Adds a “submit save to devs” option which lets you upload a saved game to me from within the game itself; no more needing to upload to a cloud service and then send me a download url!
  • Adds a “Debug Tools” icon to the desktop which offers a button to open the log directory and save directory. Just in case that’s useful to folks.
  • During a load, safely destroy any orphaned roads or flight points. (these were another type of damage to save files which could have been incurred due to bugs in earlier builds of the game; this fix makes those saves work again)
  • Re-enables save file deletion, in the load game dialog.

0.17.85: (five days ago)

  • Fixes a bug which could cause the monster zone tool to leave its brush visible, when the tool deactivated.
  • Updated translations.

0.17.86: (four days ago)

  • Miscellaneous bug fixes.
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  • Disable typing ‘{’ or ‘}’ into text edit boxes, as they accidentally trigger our localisation systems.

I’d like to do a better solve for this than just disabling it, but for now, outright disabling it is faster and safer.

  • Fix PVP duel activity to be localised.
  • “Subscribers” list can now be filtered to only show “favorite” players.
  • Extra safety checks around roads and water generation.
  • Highly buggy buildings now count more toward players’ perception of how buggy their surroundings are.
  • Fixed Quest-Giver statistic graphs to work again. (In 0.17.86 they were showing purely random data)
  • Player thoughts and the thought report now go through localisation systems.
  • Disabled gamepad controls when controlling a character.
  • Updated translation data.
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0.17.88 :

  • Adds a bunch more text to the localisation system (I think everything is now covered by the localisation system!), and adds a first-pass at Italian.
  • NPCs now automatically adjust their levels and the levels of their quests if their region’s level is changed.
  • The “XP & Levelling” interface now enforces that killing monsters must award XP. (Previously, you could cause problems for progression by setting monsters to award 0 xp)
  • Everything in the “Design” windows (including XP/Levelling, character ability editing, character model editing, etc) now applies when you close the window, instead of cancels when you close the window. This should result in a lot less work being accidentally lost!
  • Fixes a bug which could result in extremely long-lasting advertisements, when loading an older saved game.

…and the usual set of smaller bugfixes and improvements!


0.17.89 : Ability editing in another language

This build just fixes a new crash bug which occurred in 0.17.88 if you tried to do much ability editing while the game was set to a language other than English. Oops! Should all be much better now!


New in this build:

  • Updated translations!
  • Fixes the “trying to set path secondregion to the same as first region” error which could occur a little while later if you clicked on the raven placement tool again while in the middle of placing a raven flight path. (I was receiving about two reports of this per week)
  • Fixes a crash if you banned the VIP streamer while they were streaming. You monster.
  • Slightly wider spacing on the ‘TODO’ items in the HUD, so they aren’t quite as mashed up into each other as before.
  • Fixes a bunch of broken tooltip localisations and help texts.
  • “Zone Information Window” (used for monster zones) now goes through the localisation system; I almost never look at this one and hadn’t realised I’d missed it in the first localisation pass!
  • Fixes placement of the ‘precise’ placement menu when UIScale is set to a value > 100.
  • Players who are stuck due to a bug are now indicated with a little icon of a bug, instead of having a confusing red cube floating over their heads.
  • Changed formatting of negative dollar amounts from ($amount) to -$amount.

…and a bunch of other more minor fixes and adjustments! Getting really close to calling the basic localisation support work finished!

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New in this build:

  • Language selection has been moved from a ‘Debug’ tab on the options window to the main tab. Additionally, a new “Use Steam Selection” option has been added (default), which sets the game to whatever language Steam tells us to use. Additionally, we now save the language you’ve selected.
  • Flight paths now correctly charge for use, and track the number of players who use them.
  • Fixes placement of ‘precise’ interface when UIScale is set to high values.

…and a bunch of other minor bug fixes and improvements, including a whole bunch more localisation of messages I’d missed before!

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  • Number formatting is now localisable separately from language.
  • Currency symbol is now localisable separately from language.
  • Allow UI scaling down to 50%, for folks on low resolutions.
  • Adjusted the sizing of a whole bunch of UI elements, to make longer translated strings fit more easily.
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