Hey all,
Welcome to the fourth installment of our Community Highlights! Once again, were thrilled to showcase the incredible talent and ingenuity within our community. Before our showcase, we'd like start off by saying a thank you to everyone who participated in the Spooky Halloween Machine Contest! Submissions have been incredible, and after careful consideration, were excited to announce the winners!
1st Place: Skeleton Horse Carriage by Morumotti
2nd Place: The Bone Spider by Roseate
3rd Place: Coffin Fish by Gimo_an
A huge congratulations to our winners, and a big shoutout to everyone who participated. Don't forget that contests are held every month so keep an eye out on our Discord.
Now, time to get into this month's highlights!
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Stunning Artistry
Lonely Peasant by Blitsplatapus
The Experimental Yak by Shade
Piece of Besiege history, Source Cube & Helmet on r/Place 2022 by The Community
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Marvelous Spectacles
The Jack O Copter by Blitsplatapus (Contest honorable mention)
Hellhound by Spoockybro (Contest honorable mention)
Moonlight by Kummajainen_
Earthcrawler by Smolhov
[hr][/hr]
Crafty Contrivances
https://steamcommunity.com/sharedfiles/filedetails/?id=3351499122 https://steamcommunity.com/sharedfiles/filedetails/?id=3353693711 https://steamcommunity.com/sharedfiles/filedetails/?id=2096745623 https://steamcommunity.com/sharedfiles/filedetails/?id=3348688739 https://steamcommunity.com/sharedfiles/filedetails/?id=3354159561 [hr][/hr]
Moving Tapestries
The Psychic Dominator Activated (Red Alert 2 Yuri's Revenge Remake) by Foehn [previewyoutube=PsNV7UJz_dc;full][/previewyoutube] Ultra Sour 3 (Multiverse Compilation) by DESTROPOCALYPSE [previewyoutube=Dwf37Ij4GsQ;full][/previewyoutube] Air vs Ground Combat #14 by Big Mathis [previewyoutube=bBzyL9qacaU;full][/previewyoutube] [hr][/hr]
Spiderling Developer Community Stream
Our next Developer Community livestream is Friday, November 29th at 4 PM BST! Come hang out as we showcase your creations over on Twitch. Share your builds with us over on our Discord to be featured! That's all for November, we hope you enjoyed the fourth installment of our Community Highlights! See you next month! Cheers everyone, Sam [hr][/hr] [hr][/hr] If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello Everyone! Today weve released another major update, focussed around Besieges level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes! Besiege is also 75% off and the Splintered Sea expansion will be 20% off, for the next week! https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
Level Editor
The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand. Wherever possible weve tried to give everyone access to Splintered Sea objects, to avoid situations where players accidentally create maps that require the Expansion without realising it. This means that weve only locked off objects that are very obviously from the Expansion (such as the Squid, Sharks, Ships, etc). Let's start with the most exciting category; Weaponry & Vehicles! This section now features the Splintered Sea Galleon and the Airships from the base game, which have been long requested by the community. We've also added all the NPC cannons from Besiege, which can be placed on the Galleon or Airships and will automatically attach. These objects also have a proper ai system, enabling them to chase and attack your machines!
In the Buildings and Structures category weve added 24 new objects/variants, most of which come from the Splintered Sea expansion but are available to all Besiege players.
The Props category has gained 45 new objects/variants, most of which again come from the Splintered Sea expansion but many coming from the base game campaign as well, including some interesting objects like the Dragon Skull from Valfross, the Golden Egg from Autilis and the Ancient Tome from Tolbrynd. Its our hope that adding some of the more unique campaign objects will enable you to create levels with more varied objectives and aesthetic features.
The Tiling Brick section now includes all the destructible wall pieces used in Besieges campaign, which should allow for the creation of more interesting and varied fortresses in your levels! This section now also contains the various banners from across Besieges campaign islands.
The Foliage & Environment category has benefitted from a significant reorganisation and much clearer thumbnail images. Although most of Besieges foliage was already present in the editor, much of it was hidden away as variants and was difficult to browse through, so in this update weve given many objects their own thumbnail in the panel to make it easier to choose which one you want.
The Animals and NPCs categories have also received some love, with more Splintered Sea creatures added (including the Giant Squid, Shark Egg and Giant Shark) and the missing Krolmar Javelin Thrower, the Frozen Knights from Valfross and.. Something else as well..
The Primitives section has seen some love as well, with the addition of new objects useful for building roads/ramps/circuits and even loops! Weve also added a ton more materials/textures which can be applied to primitive shapes and some other objects like the sand dune. All the campaign environment materials are present, as well as some extra ones we felt could be useful.
The Virtual category now contains the finish line used in Splintered Seas race/gate level, a Zero Gravity zone and a Joint object. The Joint object can be placed to intersect between two other objects, creating a joint between them and connecting them together.
For Water levels we've added options for setting the water's altitude and also how rough the surface is. You can switch between several "Types", each with it's own degree of roughness. The Build Zone now automatically adjusts size depending on whether youre playing in a water environment, giving you more space to build seafaring vessels.
We also spent some time revisiting existing objects in the level editor, in order to make them more usable, like the Sharp and Smooth ramps. These ramps now have a softer incline and a reworked collider to make them easier to drive on. Many objects have also recieved fixes for issues like not being breakable or being able to catch fire.
Additional Features
To start with, weve got a new option for Besieges camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.
Those of you who participate in large multiplayer games will be pleased to hear that (thanks to some clever maths) weve been able to double the playable area in Multiverse sessions, giving you much more space to manoeuvre your fighter jets and other crazy creations! We've also made some improvements to machine loading in multiplayer sessions, to make it more performant. Another setting weve added to the games options is UI Accent, which allows you to colour shift Besieges UI and weve also added a Saturation slider that controls the colour intensity of the game overall. Additionally weve created an option for defining which Display (screen) you want Besiege to output to. Thats all for this update, but weve got the Block & 10 Year Anniversary updates coming in the next few months so stay tuned! We hope you enjoy our revamp of the level editor and we look forward to seeing the new exciting levels you create with it. Cheers, Von If you'd like to support our continued development of Besiege, please consider picking up the "Supporter Edition" on Steam. It includes Besiege's Soundtrack and an animated Source Cube engine skin as a thank you for your generosity. https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/ 1.6 changelog: Level Editor & Multiplayer related - 125 New Level Editor objects* - changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000 -- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much) - added water altitude setting to level settings - added water type selection to level settings - fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it -- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more - fixed fire on several objects, including wooden ramp objects and certain foliage in level editor - fixed newly placed colliseum pieces in level editor to aligning and not be squished - fixed density and mass sliders in Level Editor for some objects not assigning values - fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side - polished all thumbnails in the level editor fixed NPC cannons aiming being framerate and timescale dependent - fixed NPCs sometimes spawning weird blood coulds only intended for water maps - fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow. - Level Editor NPCs can now join to specific objects, i.e. vehicles - fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air - fixed being able to scale unscalable objects during placement in level editor - changed the layout of the level editor categories - fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly - fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been - now displaying in level editor which objects are DLC specific - fixing multiplayer spectator not working after TSS was introduced - level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces - updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7) - added ambience to sandboxes and level editor environments - fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed. - Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects. - spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited - added selection inverting to level editor - fixed using center for selections in level editor aligning with the center of a single object as well - fixed intro animation in multiplayer, and attached event on end of animation now plays properly - fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa. - fixed updating center and orientation of level editor tools when switching between the tools - fixed keeping level editor on screen on resolution changes - fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely) - fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage - fixed virtual objects in level editor having selection outlines Block fixes - fixed water cannons throwing errors on client side - fixed water cannons creating particles on water correctly - fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees - improved water cannon performance when they spawn into simulation - fixed a centering issue on the source cube - fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly - fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation - fixed TSS blocks showing up in searches for people who don't have the expansion installed or active - fixing sensor blocks seeing insignias in level editor - a very slight optimisation for build surface meshes - tried to fix cannons with NaN power crashing the game - fixed some rope alignment issues on the harpoon launcher and its harpoon - fixed some centering issues on newly placed bombs and grenades - fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects - fixed wheels and steering hinges continuing to play audio sometimes after they break - fixed a bug with aquatic screw as clients where it would throw errors - fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary - fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes Splintered Sea - added a new island to the seafarers' haven sandbox - tried to improve graphics performance on seafarers' haven by limiting geometry on screen - fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag - fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic) - fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals - improved vram use of water shaders by compressing data slightly for calming - in the ocean environment in level editor the spawn zones now match the size of the TSS campaign - tried to improve water physics performance by not processing objects that are processable but not currently assigned to. - fixed density sliders appearing only for the level editor objects they should UI and generic - added monitor selection to options menu (requires restart after switch) - added saturation slider to options menu - added UI highlight intensity slider to options menu - if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder. - added toggle option specifically for water cannon particles spawning ripples and foam on water - added the ability to multiply values in values fields by writing * between 2 inputted numbers - added toggle for using new camera distance limiting feature - now able to limit camera distance to large geometry obscuring the view - tried to improve main menu performance a little - added more mouse button compatibility (from m1 to m6) - updated debug console canvas to scale correctly with height Modding: - added efficient cubemap loading - when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading - Added ModEntryPoint.Path so modders can find their own resource folders and such - added a way to assign cubemaps and related colours to the water planes - exposed cannon ammo to mods with a property *New Level Editor Objects: - Desert Windmill - Hexagonal Hut - Costal Shack - Geteld Tent - Large Geteld Tent - Wooden Stilt Tower - Wooden Stilt Platform - Wooden Jetty - Wood Beam Tower - Stone Floor - Stone Road - Stone Wall - Stone Wall Windowed - Stone Wall Arch - Stone Column - Stone Column Arch - Stone Column Structure - Stone Cube - Brick Stairs - Brick Ramp - Hinged Iron Gate - Farm Fence - Wooden Table - Fish Rack - Barrels - Wooden Crate - Wooden Chest - Stone Boulder - Gold Nugget - Gold Ingot - Jewelled Egg - Coin Pile - Anchor - Tentacle Brazier - Chained Chest - Large Tome - Stone Bollard - Shipwreck - Shipwreck Mast - Beacon Post - Wooden Crane - Knight Statue - Railway Track - Railway Track Curve - Wooden Path - Stone Beacon - Chain - Giant Tuna Skull - Anglerfish Skull - Sea Beast Skull - White Ribcage - Giant White Vertibrae - Dragon Wing - Dragon Skull Bottom - Dragon Skull Top - Dragon Ribcage (2) - Yak Skeleton - Mossy Wall - Mossy Wall Walkway - Mossy Wall Window - Mossy Wall Gate - Brick Wall Door - Underwater Wall - Underwater Wall Window - Un-plastered Wall (TSS DLC) - Plastered Wall (TSS DLC) - Plastered Wall Window (TSS DLC) - Plastered Wall Doorway (TSS DLC) - Cobblestone Wall - Cobblestone Wall Supports - Cobblestone Wall Window - Cobblestone Wall Doorway - Desert Wall Window (2,3) - Desert Wall Door - Stone Pillar - Sandstone Pillar - Desert Tower Top - Beam Banner - Hanging Banner - Carved Stone Steps - Brush Patch - Berry Bush - Coral - Long leafed Seaweed - Stalagmite - Frigid Rock - Scorchmark - Basalt Mountains - Shark Egg (TSS DLC) - Tuna (TSS DLC) - White Razortooth (TSS DLC) - Squid (TSS DLC) - Fisherman - Besiege Developer - Krolmar Javelin Thrower - Frozen Knight - Offlander Harpoon Thrower (TSS DLC) - Offlander Diver (TSS DLC) - Cannon - Mortar Cannon - Ship Cannon - Bronze Cannon - Scout Balloon - Airship - Cannon Airship - Desert Airship - Fishing Boat (TSS DLC) - Sail Boat (TSS DLC) - Raiding Boat (TSS DLC) - Galleon (TSS DLC) - Caravan - Spinning Chain - Quarter Pipe - Textured Quarter Pipe - Cylindrical Segment - Textured Cylindrical Segment - Sloped Quarter Turn - Textured Sloped Quarter Turn - Sloped Eight Turn - Textured Sloped Eight Turn - Large Sloped Eight Turn - Textured Large Sloped Eight Turn - Finish Line Insignia - Zero Gravity Zone - Joint
Hey all,
Welcome to the third chapter of our Community Highlights series! Its that time again where we celebrate the sheer creativity and brilliance of our community. This months highlights are nothing short of spectacular, featuring everything from stunning replicas to mind-bending mods. With that said, we're excited to announce the winners of our Pop Culture Reference Machine Contest!
1st Place: Fnom3 - Xenomorph from Alien franchise
2nd Place: - Anakin's Podracer from Star Wars: Episode I
3rd Place: Laraki - Angry Birds
The contest was a blast, and the sheer level of creativity from the community was off the charts! A huge congratulations to our winners, and a big shoutout to everyone who participated. Don't forget that contests are held every month so keep an eye out on our Discord.
Now, time to get into this month's highlights!
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Stunning Artistry
Besiegeian Night by UNITGX48
Valfross by go la king
3D Model by Guilherme Tonini
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Marvelous Spectacles
Nyan Cat by (Contest honorable mention)
Genshin Impact Wanderer by Remilia (Contest honorable mention)
Engine-power Moped by kummajainen
Crabio Minicrane by Koalakatto
[hr][/hr]
Crafty Contrivances
https://steamcommunity.com/sharedfiles/filedetails/?id=3334360992 https://steamcommunity.com/sharedfiles/filedetails/?id=3332619889 https://steamcommunity.com/sharedfiles/filedetails/?id=3330014994 https://steamcommunity.com/sharedfiles/filedetails/?id=3328648366 https://steamcommunity.com/sharedfiles/filedetails/?id=3321503647 [hr][/hr]
Moving Tapestries
The Mako Swordfish by Daikosiege [previewyoutube=ai4x2khamrE;full][/previewyoutube] Air vs Ground Combat by Big Mathis [previewyoutube=UIHqcMgMK1o;full][/previewyoutube] Seven Nation Royale by DESTROPOCALAYPSE [previewyoutube=Cb2K3aOXIe4;full][/previewyoutube] [hr][/hr]
Upcoming Stream
September's community developer stream will be this Friday, September 27th at 5 PM BST! Well be hanging out and showcasing your creations over on Twitch so make sure to share your builds with us over on our Discord! That's all for September, we hope you enjoyed this month's Community Highlights and look forward to seeing you all during our stream on Friday! Cheers everyone, Sam [hr][/hr] [hr][/hr] If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello Everyone! Today we'd like to share our roadmap for the next 6 months of Besiege PC development and announce that Besiege is out now on the Nintendo Switch (Asia coming Dec 12th)! Switch & Playstation Launch Schedule: NA/EU/AUNZ Nintendo Switch - OUT NOW! Playstation 4 & 5 - October/November (Undetermined date) Asia Nintendo Switch - 12th of December Playstation 4 & 5 - 12th of December Physical Copies (Japan Only) - 12th of December
Besiege PC Roadmap
This year's been an exciting one for us so far, but it's not over yet! As you can see in the graphic below, we have 2 more free PC updates planned for this year and a special 10 year anniversary update planned for early 2025!
We also have plans for further development throughout 2025, but we'll talk more about that next year.
Level Editor Update
After the Splintered Sea's campaign update, we wanted to take some time to revist the level editor. We're not going to get too deep into specifics in this post but in the next update you can expect to see a lot more objects added to the editor (including some of the cooler more complicated ones.. stay tuned), better support for making water levels and some general quality of life improvements for the game. Our goal with this update is to give our awesome community (you guys) more content and options to create exciting levels/environments for everyone to enjoy!
Block Update
This update will contain several new blocks for you to explore, each offering new utility to your machine designs.
10 Year Anniversary Update
We can't believe it's been almost 10 years already! So much has happened in that time and to celebrate we'll be releasing an update that's focussed around that history; revisiting & revitalizing some of Besiege's historical content and adding new challenges to the game!
Besiege on Nintendo Switch
[previewyoutube=J6eooBRHsJg;full][/previewyoutube] Besiege on Nintendo Switch offers a new way of playing the classic game, with the portability of the Switch allowing you to enjoy the creative sandbox anywhere, anytime. The intuitive controls and touch-screen capabilities of the Switch have been seamlessly integrated, offering new ways to interact with and build your machines. Place blocks with a tap of your finger or use the drag god tool to smash enemies and fling your machine about.
Touch screen controls work with the entire user interface and also allow you to control the camera. You can even touch a cannon to make it fire! Please note, that due to technical limitations, the console versions of Besiege do not include Multiplayer or the Level Editor. That's everything for today, but there's an exciting year ahead for Besiege and we can't wait to show you more of what we have planned! Cheers everyone! Von
Hello Everyone!
Today were excited to announce that Besiege is coming to Nintendo Switch and Playstation 4 & 5!
The release dates are a little complicated, but here goes:
NA/EU/AUNZ
Nintendo Switch - 12th of September
Playstation 4 & 5 - October/November (Undetermined date)
Asia
Nintendo Switch - 12th of December
Playstation 4 & 5 - 12th of December
Physical Copies (Japan Only) - 12th of December
(Asia Only)
Playism will be offering physical versions of the game in Japan (and possibly other Asian regions later on), you can pre-order right now!
We did try to secure a physical release for other regions as well, but we had a lot of trouble finding a partner whod be willing to publish physical copies for a game thats already released.
Besiege on Switch
Besiege on Nintendo Switch offers a new way of playing the classic game, with the portability of the Switch allowing you to enjoy the creative sandbox anywhere, anytime. The intuitive controls and touch-screen capabilities of the Switch have been seamlessly integrated, offering new ways to interact with and build your machines. Place blocks with a tap of your finger or use the drag god tool to smash enemies and fling your machine about.
Touch screen controls work with the entire user interface and also allow you to control the camera. You can even touch a cannon to make it fire! Please note, that due to technical limitations, the console versions of Besiege do not include Multiplayer or the Level Editor. Were excited to see what you all make of this latest installment of Besiege! Were also doing a giveaway in our community Discord, for instructions please see the announcements channel! Cheers everyone! Von
Hey Everyone!
Welcome to the second edition of our monthly Community Highlights! Before we showcase some of the best of what our community had to offer in the month of July, we'd like say a thank you to everyone who participated in the Besiege Screenshot Contest! Submissions have been incredible, and we were blown away by the sheer talent and creativity displayed. After careful consideration, were thrilled to announce the winners of the contest!
1st Place:
2nd Place: Brammer001
3rd Place: pukku131
Congratulations to our winners, and a big round of applause to everyone who entered. Your passion and creativity make this community truly special.
Additionally, we're thrilled to share that Besiege was recently showcased at Japan's biggest speedrun event, RTA in Japan! Two of our incredible community members, Himuro Yuki and Madoka, represented Besiege in a thrilling 100% speedrun. Himuro Yuki completed all the levels in 29 minutes and 46 seconds, while Madoka provided insightful and entertaining commentary throughout the run. Their performance was a fantastic display of skill and passion, and we're incredibly proud to have such talented players in our community. Congrats!
Now, onto our second Community Highlights!
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Stunning Artistry
The Devouring Pit by GeReapeters
Besiege Racing by MisterNarwhal1
Besiege Unofficial Manga (WIP) by Daichi and others
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Marvelous Spectacles
The Persistence of Memory by laraki
TinyWorld by mudmanfighter
You and what army by aviationgamerx
Invigorate by Daichi
Super Mario Galaxy by Ylikangas
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Crafty Contrivances
https://steamcommunity.com/sharedfiles/filedetails/?id=3305289127 https://steamcommunity.com/sharedfiles/filedetails/?id=2956861597 https://steamcommunity.com/sharedfiles/filedetails/?id=3302634559 https://steamcommunity.com/sharedfiles/filedetails/?id=3301069100 https://steamcommunity.com/sharedfiles/filedetails/?id=3298829589&searchtext=starcraft [hr][/hr]
Moving Tapestries
[previewyoutube=dajNj2rbzDA;full][/previewyoutube] [previewyoutube=mojqt-l22kM;full][/previewyoutube] [previewyoutube=z6VSuSe7h6c;full][/previewyoutube] [previewyoutube=EbUqg4NwKPA;full][/previewyoutube] [hr][/hr]
Upcoming Stream
Our next community developer stream is August 23rd at 5 PM BST! Well be diving into your creations and showcasing them live over at Twitch. Share your builds and come hang out with us! That's all this week, hope you enjoyed this month's Community Highlights! We look forward to seeing you all during our stream next week. Cheers everyone, Sam [hr][/hr] [hr][/hr] If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello everyone!
Today weve released our first big update since the launch of The Splintered Sea expansion.
In this update weve added 5 additional levels to the Splintered Seas campaign, rebalanced some of the existing levels and implemented general improvements & fixes based on your feedback!
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
The campaigns levels have been rearranged to incorporate the new levels and account for adjustments made to existing ones. We did this to ensure a steady ramping up of difficulty and an understandable narrative for your progression through it.
Please note that if you've edited your completed_levels.txt file in the past, the new levels may show as completed already.
The Sunken Stronghold
First in the lineup of new campaign levels is The Sunken Stronghold, a dilapidated underwater fortress, used by the Offlanders to protect a strange new mineral theyve been trying to extract from the nearby rockface.
Stormrunners Grave
The Stormrunner, once the pride of the Offlander fleet, now lays at the bottom of the sea, along with its precious cargo. With such a prize carried in her hull, you can be sure someone will come to recover it sooner or later. Perhaps something can be done about that
Ironweave Passage
The Ironweave Passage is a defensive fortification, designed to prevent uninvited guests from traveling deeper into the Offlanders territory. A sequence of huge, powerful metal gates can be closed to keep their enemies out, but maybe you can squeeze through in time.
Razortooth Cave (Updated)
A mysterious and shiny golden egg has found its way into Razortooth Cave. Rather an odd place for such an object, surely theres somewhere better for it... The Razortooths wont mind if you move it, right?
Feeding Frenzy
Razortooths are among the most common predators in the seas of Autilis, tending to live & hunt in small groups (or shivers), with their innate pack-like behavior & hierarchy generally preventing the formation of larger groups. In rare cases however, much greater quantities of Razortooths can join together, if their pack leader is strong enough to keep them all in check.
The Devouring Pit
At the bottom of the sea there is a pit filled with darkness, caged off with giant iron bars, and there resides an ancient horror none are known to have survived. Turn back now, or join the countless souls it has devoured
Our goal with this update was not only to increase the amount of levels for the Splintered Sea Campaign, but also to offer greater challenges for you to overcome and new gameplay experiences that water makes possible. We hope you feel weve accomplished this goal and, as always, we look forward to hearing about your experiences and seeing the new content you produce!
Cheers everyone,
Von
Besiege & The Splintered Sea will be joining a host of other great simulation games in the Steam Simfest sale, starting later today and running through to the 29th of July!
Changelog Version 1.56:
Block changes
Aquatic Screw:
- now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades
- speed slider max value has increased from 2 to 3
- "Mirrored" toggle added to select the chirality of the screw
Harpoon Launcher:
- Fixed unproportional forces between launcher and harpoon
- Reel in behaviour has been slightly tweaked
- Harpoons now don't break non physics objects in the user made levels and level editor
- Fixed Harpoon sometimes being able to be stuck when trying to retract
Rudder:
- Now works as a control surface or aileron in air
- Rudder now has proper health
Paddle:
- paddle push force now is proportional to how intact it is
Sail:
- fixed a collision issue on the sail
- Sail now has proper health
Source Cube:
- newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it
Spring:
- fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes
Sensors:
- fixed immense lag when tall terrain and water could be seen
- fixed sensor's detecting floor when ignoring static
Flying Block:
- The flying screw now is less effective under water
Water Cannon:
- Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates
Misc:
- slightly updating how blood and damage looks on blocks
UI & Controls
Camera:
- Added option for follow machine orientation camera (similar to our console implementation)
- Fixed an issue with centering camera on the machine
- Various small camera fixes
Options Menu:
- Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm)
Main UI:
- Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea
Levels
The Sunken Stronghold: NEW
Stormrunner's Grave: NEW
Ironweave Passage: NEW
Feeding Frenzy: NEW
The Devouring Pit: NEW
Razortooth Cave:
- Made sharks harder to kill
- Replaced chest with faberge egg treasure
- Increased distance to goal
- Added shark eggs as obstacles
- Added more sharks
Seafarer's Haven:
- Added Rock Ball
- Added Ship wreck
- Fixed rendering order of the large fire and smoke on the beacons
Saltrock Fortress:
- Using the correct ambience and music
AI
Sharks:
- Sharks now take reduced damage from blunt impacts
- Sharks can now break free from being grabbed
- Sharks now make decision based on head position rather than center position
- Sharks now have swimming sfx
Misc
- made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored
- Sharp vs blunt damage differences now properly interact with the AI
- Harpoons now deal reduced damage on impact with AI
Bug Fixes
Drasckar's Bastille now no longer has a motor force on the cog wheel
Drasckar's Bastille now has gravity applied to the metal grate
Fixed an NRE happening on middle mouse click
Fixing scaling on some zoom dependent objects
Fixed various blocks not responding correctly with their water interactions if zero-g was toggled
Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother
Fixing length detector drawing out rope correctly
Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines
Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator
Made it so only the machine entering sim is in zero gravity during the sim change
Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled
Fixed an issue in zone 12 where something was automatically breaking
Fixed structures like the airships not being able to be weakened by burning
Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g.
Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls
Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online
Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error
Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.
Hey Everyone! We're thrilled to present the very first edition of our Community Highlights. This series is dedicated to celebrating the incredible talent, creativity, and passion within our amazing community. From breathtaking builds to stunning artwork and ingenious mods, we're here to showcase the best of what our players have to offer every month. Share your creations with us on Twitter with #BuiltWithBesiege or the Submissions channel via our Discord server. Lets get into it! [hr][/hr]
Stunning Artistry
Ipsilon Fire Mage by Glowingpi
Ipsilon Knight and double wooden block to scale by VacuousCanyon
Besiege Unofficial Fanbook by Daichi
[hr][/hr]
Marvelous Spectacles
Corvette Funkopop by Poss
Megalodon Attack by Koalakatto
After Hours by Hito
Plain Corn by Aquaregen
[hr][/hr]
Crafty Contrivances
https://steamcommunity.com/sharedfiles/filedetails/?id=3283821256&searchtext=roovie+xl https://steamcommunity.com/sharedfiles/filedetails/?id=3282555066 https://steamcommunity.com/sharedfiles/filedetails/?id=3277672579 https://steamcommunity.com/sharedfiles/filedetails/?id=3275592006 https://steamcommunity.com/sharedfiles/filedetails/?id=3255790508&searchtext= [hr][/hr]
Moving Tapestries
Supersonic bomb trickshots from a ship by rdsz [previewyoutube=63f6sfSAwKI;full][/previewyoutube] Interwar Grand Prix Contest Submissions by DESTROPOCALYPSE [previewyoutube=NP3f7I7sSWg;full][/previewyoutube] Shenanigans with code by Gloop [previewyoutube=cpLVGMXGMBw;full][/previewyoutube] [hr][/hr]
Upcoming Stream
With our next major update around the corner, we're hosting a special community dev stream next Friday, July 19th over on Twitch! Join us at 3 PM BST for an exclusive preview of the extended campaign for The Splintered Sea, launching on July 22nd. Additionally, we'll also be checking out and showcasing your amazing creations, so don't forget to share your best builds with us. That's all this week from Spiderling, hope you enjoyed our very first Community Highlights and we look forward to seeing you next week during our steam! Cheers everyone, Sam [hr][/hr] [hr][/hr] If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello Everyone!
A few weeks ago we talked about our plans to increase the length and difficulty of The Splintered Sea campaign, based on your feedback. Today we want to update you on our progress and let you know that we plan to release the updated campaign on the 22nd of July!
The update will include 5 new levels for The Splintered Sea, along with improvements and fixes for issues reported since the expansions launch.
Please note that everything in this post is a work in progress and may change before release.
As Im sure many of you will have seen already, this update will be adding the tentacle beast which featured in The Splintered Seas trailer. This titan poses a deadly threat to your machine, with its powerful tentacles capable of grappling, crushing or smashing anything within reach. Its challenging to avoid and very tough to take down!
This next level will test your building and piloting skills in other ways, requiring you to construct vessels that can move quickly and maneuver well in tight spaces, as you attempt to pass through the enemy defenses before they can stop you.
Weve also been experimenting with the idea of adding additional challenges to levels that, while not required for completion, can offer a much greater test of your ability. An example of this can be seen in the gif above, where you can challenge yourself to smash through a series of crates, while still completing the level in time.
In another of the new levels youll have to do battle with a swarm of gnashing sharks, including a formidable giant shark capable of damaging multiple blocks at once and whos extra tough to take down. Youre gonna need a bigger boat for this one, trust me
With this update were also hoping to revisit some of the existing levels, with the intention of improving how they play and making them more challenging. The new levels themselves will be slotted into the existing campaign structure, rather than being added onto the end, in order to ensure the campaign flows properly and the difficulty ramps up as you progress through it.
I want to finish off this post by saying a big thank you to everyone. Your support has been tremendous and your feedback invaluable.
You asked us for a longer campaign, with new levels that offer unique challenges & greater difficulty, and we heard you. This update will increase the campaign length by 50%, adding some of the toughest, most fun and interesting levels of the expansion! :)
Cheers everyone,
Von
Hey everyone!
It's been exactly 1 week since we officially released The Splintered Sea expansion for Besiege, and we want to say thank you to everyone for continuing to support us!
If you already haven't picked it up, the launch discount will run until June 2nd.
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
We have been monitoring everyones feedback on the expansion and have pushed out a hotfix to the live branch addressing the most serious issues players have been reporting since launch with Version 1.50-21281 (Changelog can be found at the end of the post.)
Overall, the reception has been very positive for The Splintered Sea, however some of you have voiced frustrations about the length and difficulty of the campaign. We hear you, and we are working on improving this with a future update.
Here's a sneak peek of a new level we've been working on! You might remember it from the announcement trailer.
Additionally, with coming patches we're also expanding the feature set for some of the water blocks.
E.g. by enabling rudders to work as control surfaces in the air and adding the option to mirror the Aquatic Screw chirality.
That's all this week from the Spiderling crew, stay tuned for more updates on improvements!
We hope you've all been enjoying The Splintered Sea and look forward to seeing your amazing creations and continued feedback!
Join our Discord to report bugs, talk to us and hang out with the community!
https://discord.gg/besiege
Keep updated with developments, memes and streams!
Changelog
V1.50-21281: - Scaled bombs now properly cause the water to change height instead of going out of water - Fixed localisation problem causing half the text to disappear on some system languages - Fixed wrong localisation in English causing all "Destroy" entries to say "Destroy 2 Carts" - Adjusted the selections that is locked behind DLC in the level editor - Fixed level 28 being unbeatable - Temp fix for Mac OS crash from underwater bombs - Removed Harpoon troll forces - Fixed a bug in level 61 where the water plane would not follow the player camera correctly - Fixed Terrain issue in level 57 - Fixed ignition bug causing Steam Cannons to be inconsistent - Fixed Thumbnail generation issue - Fixed Flying block spin speed - Modded water cannon SFX changed - Cannons and springs now have muffled sounds underwater - Fixed 2 Harpoon NRE's - Fixed case where the same block would appear twice in the selection list causing an error - Fixed case where using the God Drag Tool would cause problem with the targets drag values - Harpoons now ignore their speed value when resetting - Prevented Fish from spamming the log file - Fixed Braces so they can connect to pinned blocks properly - Fixed problem preventing updating of existing workshop items - Fixed problem caused from other experimental fix that prevented saving of some machines - Fixed problems with uploading mods and levels - Fixed Camera Block NRE - Changed Barrel physics material - Rebalanced Nautical Screws - Fixed Multiverse Harpoon related errors - Prevented scaled Harpoons moving the rope collider - Fixed length detector rope being drawn wrong - Fixed case where changing into spectator would cause errors preventing changing properly back to non-spectator - Fixed NRE from Nautical Screws - Fixed rope cut trigger position - Fixed case where Springs and roped snapped on sim start, creating odd connections. - Fixed rendering issue when placing surface blocks - Fixed Barrel tooltip showing the wrong order of buttons - Fixed NRE from another player connecting to a host while the host is in sim and have killed sharks or exploded bombs. - Fixed Harpoon Audio mixer - Fixed problem with Ship Wreck Cay not setting its completed state correctly - Fixed explosion decal being places at infinite distance - Fixed case where updating tag an existing levels would mark them as machines - Fixed underwater explosion from cannonballs not looking correct - Fixed problem in multiverse where ripples would be off per default no matter the options setting unless toggled on and off again - fixed case where harpoons shot from a scaled harpoon block would cause the projectile to keep scaling every time it was fired.
Besiege: The Splintered Sea is out now!
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/ Were celebrating The Splintered Seas launch with a biggest ever sale on Besiege, 75% off! [previewyoutube=79YkuLfpiAc;full][/previewyoutube]
The Sound Update
Besieges free Sound Update is now live! This update brings a new sound system to Besiege, adds a bunch of new sound effects and brings a host of improvements & bug fixes. You can learn more about the Sound changes here and theres a full changelog at the bottom of this post.
Besiege Supporter Edition
https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/ The Besiege supporter edition is now available to purchase, as a way to offer additional support to Spiderling & our development of Besiege! The bundle includes a mastered album of Besieges soundtrack and a unique animated skin for the Source Cube, giving it the appearance of a motorized engine.
Share your creations
Were really excited to see all the wacky & wonderful creations you build for The Splintered Sea! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)
Live Stream
Our new community manager, Sam, will be doing a livestream on Twitch this evening at 18:00 BST (17:00 UTC) where you can watch him play through the new campaign levels and ask questions about the game & expansion! Sam is relatively new to Besiege, so please be kind :)
More Information about The Splintered Sea
If youd like to learn more about The Splintered Sea, you can check out a series of posts we made, where we take a deeper dive into its features and some advice on building machines for water:
Feature Overview #1
Feature Overview #2
Feature Overview #3
Feature Overview #4
V1.5 - (21214) Changelog - Fixed some performance issues with the glass build surfaces - Ballasts now have a maximum mass of 3 instead of 2 - Fixed grabbers not being able to grab things if what they held was destroyed - Fixed center of mass display tool being somewhat offset to what actually happens in simulation - Replaced audio management system - Added soft limiting audio mastering so many loud sfx don't get overly loud - In world audio sources now respond to pitch stretching at different time scales - New audio sliders in options menu for physics, blocks, ui, sfx - New breaking and collision sfx on various blocks - Collision sounds are now proportional to impact - New cannon fire sfx - New wheel motor sfx - New steering hinge and block sfx - New flamethrower sfx - New piston sfx - New propeller sounds - Center of mass display orb now is red rather than blue - Flying block actually spins as fast as the speed is set to - Fireball model updated - Fireball now creates a burst of firespread on collision - Updated fire spread system a little to get a more natural spreading and to fix a couple of issues - Better use of space and centering on thumbnails - Fixed damage and fire consistently affecting eachother and joint health - Changed FPS display to be a rolling average, and added optional new performance graph - Center of mass now updates when changing block parameters like mass, and when using undo and redo of blockmapper values - Newly placed shortening blocks now receive mass appropriate to their length - Added ability to mirror half pipes and wood panels - Made spikes and blades less likely to break off so they aren't weaker than a machine of wood - Small update to the appearance of the wooden panel block - New wooden panels will now join correctly centered - Colliders on the halfpipe block are now properly symmetrical - Fixed and updated how dragged blocks calculate their cylinders to avoid them looking to flip on sim start and other times - Fixed an issue where loading certain NaN values on machines would crash the game - Polished boulder texture a little bit - Bomb explosion now spawn in the center of the bomb as it should - Fixed some issues with burning visuals some parts becoming more or less darkened than they should have - Moved torch from weapons to armor - Optimised AI unit structure for better performance - Grounding machine tool now tries to snap to terrain and objects underneath the machine - Changed fog in sandbox and multiverse to make it not get denser around the immediate vicinity when looking towards the horizon to the sky - Fixed using a camera block following a machine down beneath certain heights would make the camera not follow the machine properly, - Fixed surface fragments looking weirdly crumbled and glitched (thought this was live but it was not) - Fixed a bug with logic enabled camera blocks not showing the correct camera sometimes. - AI's in multiplayer will no longer try and jump onto too tall things and kill themselfs in the attempt - Fixed problem with grabbers and Vacuum block's not being able to grab onto new things after their currently grabbed object exploded - Fixed a case where modify tool selection would not save an undo state correctly while not in advanced building mode - Fixed issue with not being able to pin sharp blocks
Hello Everyone! Theres just one week to go until The Splintered Sea is released! Today were going to talk about the Sound Update and the Besiege: Supporter Edition, which will both be coming alongside the expansion on May 24th. https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/ Over 40,000 of you have wishlisted The Splintered Sea expansion now, which is absolutely amazing!!! This will massively help boost our exposure on Steam at launch! If you havent already, please consider wishlisting the expansion, it makes a HUGE difference to us and every person counts!
The Sound Update
If youve been hanging out in our community Discord lately, you may have heard whispers of a free update to Besiege thats coming alongside the expansions release. The main feature of this update is a new sound system weve implemented for Besiege, one which has enabled us to add more sounds to Besieges blocks & physics interactions! At the core of this new system is audio mixing. Each type of sound (blocks, physics, etc) now has its own independent track, giving us & you greater control over output and consistency.
In the old system, multiple sounds playing at the same time would stack, ever increasing in volume to deafening levels that could drown out all other sounds. The new system has soft limiters in place to ensure any one track doesnt drown out another, as well as a kind of hierarchy that ensures important sounds are prioritized over less important ones. For example, a sheep cannot drown out the sound of your flamethrower. It also means that Besieges music will always be audible, regardless of how many sound effects are playing. The new system has made us far more comfortable with the idea of adding additional sound effects to the game, whereas before we were concerned with large numbers of sounds becoming deafening. [previewyoutube=pw6a_eUYrR0;full]VIDEO SHOWING OFF NEW SOUNDS (Dinosaur?)[/previewyoutube] With this update, weve added more than a dozen new sound effects to existing blocks and physics interactions. Among the highlights are: Wheels, Steering blocks, Steering Hinges, Spinning block, Flamethrower, Propellers, Springs, Pistons, Metal Jaw, Automation Blocks, Powered Cog, Water cannon and more. Collision sounds are now proportional in magnitude to the velocity of an impact and all metal blocks now have a collision sound effect. Wooden blocks now have a breaking sound effect, including surface blocks. Glass surface blocks also have their own breaking sound effect and each piece that breaks off the surface block becomes its own entity, capable of triggering sounds, which creates a very satisfying shattering effect. [previewyoutube=HjXc3pIKbbM;full]VIDEO OF CAR CRASH[/previewyoutube] The new system has also enabled us to have tracks that overlay & modify other tracks like blocks, physics, etc. A practical use of this is demonstrated in The Splintered Seas water environments, where positioning the camera underwater changes the games audio to make it sound as though youre actually underwater. This system will also ensure that any sound effects replaced through mods will have the same effects applied to them as Besieges original sounds, making them consistent with the base game. Modders will also be able to use audio mixing to add new blocks and ensure they have the same style applied to them. Weve also given a bit of love to the old sandboxes with this update, adding new ambient sound which makes them feel less sterile, and for the expansion launch we felt compelled to replace the existing cannon sound with something more substantial. ;) The update will also bring a large number of improvements & bug fixes (some of which have been suggested through our community Discord) and well do our best to publish a complete changelog with the launch post!
The Besiege: Supporter Edition (Bundle)
As weve discussed with the community, player support is what enables us to keep developing Besiege, adding new content, features, improvements & bug fixes for all to enjoy. We hope to continue working on Besiege for many years to come, but in order to do that we need your support. With that in mind, weve created the Besiege Supporter Edition which will launch on May 24th alongside The Splintered Sea expansion. This bundle is for those of you who would like to contribute extra support toward Spideling and our development of Besiege.
As a thank you, purchasers of the Supporter Edition will receive a mastered album of Besieges soundtracks and a special animated skin for the Source Cube, giving it the appearance of a motorized engine. The Supporter Edition will be a complete the set bundle, meaning if you already own Besiege (or The Splintered Sea) the bundle will be discounted to reflect that.
Given that DLC is such a controversial subject these days, wed like to put forward a disclaimer. We have no intention of flooding Besiege with micro-sized or overpriced DLC. The Supporter Edition is not a product, but rather a way for fans of Besiege to contribute extra support for the game they love. Its content is a small token of thanks from us, for that support, and it will not be available to purchase separately. If the Supporter Edition sounds like something you'd be interested in, we'd be grateful if you could wishlist the packs at the bottom of this post. It really helps boost Besiege's exposure on the Steam store. Thank you. Thats all for this week folks! Less than 7 days to go for The Splintered Sea!!!!!! Were crazy hyped and we hope you are too! Cheers everyone, Von https://store.steampowered.com/app/2959970/Besiege_Supporter_Pack https://store.steampowered.com/app/2959930/Besiege_Original_Soundtrack/
Hello Everyone!
Today were going to talk about The Splintered Seas upcoming ocean themed campaign and sandbox.
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
The new campaign takes place in The Seas of Autilis, a territory occupied by seafaring people known as the Offlanders. Highly adept in the art of ship building, the Offlanders sail the sea around their islands in a variety of ships, some built for transport & trade, while others are built for war.
The Offlanders dont just rely on floating defenses either, they also have a habit of mining their coastal waters and have built formidable defensive structures on their rocky island homes.
When it came to creating ocean environments, both for the campaign and sandbox, we wanted to make the areas beneath the surface just as interesting and interactive as those above it.
Beneath the waves youll find scenes featuring beautiful aquatic flora, marine life and the last remains of ancient beasts.
In addition to the campaign, The Splintered Sea also brings an ocean Sandbox level featuring several points of interest, including: A calm zone & circuit for racing high-speed craft, a powerful Galleon to fight and various ruins to explore & people to terrorize!
That's all for today, but we have also just posted an FAQ for the expansion on our Discord.
Just two more weeks until you'll be raiding settlements, drowning armies and burning fleets in The Splintered Sea! We hope you're as hyped as we are, can't wait to see what you guys get up to in this new water world!
Cheers,
Von
If you haven't already, please consider wishlisting the expansion and check out The Splintered Seas steam page for more information! :)
Hello Everyone!
In this weeks post were going to talk about building for The Splintered Seas water environments, explaining new mechanics youll need to consider and showing you some new tools to help with machine building.
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
Building for water presents a more complex challenge than building machines for land or maybe even those that fly. We have worked to make aquatic machine building as accessible as possible, while maintaining the complexity of physics simulation youve all come to expect from Besiege.
With that said, we advise you to start simple and build your understanding of The Splintered Seas water mechanics as you go, before attempting large & complex creations.
With the introduction of water to Besiege, every physics object in the game (including blocks) now has a buoyancy value attached to it. The more buoyant a block is, the more mass or other external forces are needed to sink it.
Some blocks are more buoyant than others, like wooden blocks, but weve also added Barrel blocks whose buoyancy can be customized to much higher values than any other block. Conversely, the Ballast block can be used to increase a machines overall mass, or density of mass in a specific area to help balance it. This can be particularly useful when constructing large ships.
If you want to build a machine that floats, you need to ensure it's overall buoyancy exceeds it's overall mass. To make a submarine, something designed to be underwater by default, you'll need to balance it's mass & buoyancy, making it "neutrally buoyant". This will mean you're not constantly fighting against a rising or sinking force.
Just as each machine in Besiege has a center of mass, the same is true of buoyancy. Balancing your center of buoyancy is essential to ensuring your machine doesnt become lopsided or even capsize.
Besiege already has a handy tool that displays a machines center of mass and to aid you with building for water weve added a center of buoyancy visualization to the same tool. The closer together your centers of mass & buoyancy are, the more stable and controllable your machine is likely to be. A machines center of buoyancy is only calculated using blocks that are submerged in water, so youll need to lower the hull of a ship beneath the surface in order to get useful information from it, for example.
A machines center of mass is indicated by the red orb and center of buoyancy by the blue orb, as shown above.
Weve also added an orange arrow to the tool that shows the machine's center of density. This arrow shows the part of your ship that is most likely to sink first. In the image above for example: the machines rear has a significantly higher density than the front, therefore the orange arrow indicates this part of the machine will dip lower in the water. To remedy this, you'd either need to reduce the density of mass at the stern or increase buoyancy there.
Generally, keeping the center of density near the center of your machine will ensure it performs optimally, but when making ships you may wish to center it toward the vessels stern. This will make the machines front more buoyant (relatively) and naturally cause it to rise slightly, enabling the vessel to more easily crest large waves.
Although the aforementioned tools were created to help you build machines for water, theyre only part of the picture and its important not to hyper-focus on them. The practices discussed in this post are not applicable to every type of machine and the tool visualizations are not always perfectly accurate. Were dealing with incredibly complex calculations here and we hope to continue refining these tools as we get more feedback from the community.
Another feature of The Splintered Seas water simulation system is Shape Dependent Drag, which is applied to blocks that are passing through water. This creates a realistic feel to your machines by causing resistance, as it attempts to push itself through the water.
The image above was taken in our debug mode and shows areas of a machine that are causing the most drag when it moves forward. The colours show the amount of relative drag each block is causing, with red blocks creating the most drag.
Considering the shape of your machine design will be important to ensure its able to move through the water easily and in a controllable manner.
In this post weve covered the basics of building in water and some best practices that will help when designing aquatic machines. If youre an avid machine builder and looking to broaden your engineering knowledge with concepts of greater complexity, wed encourage further reading.
Metacentres and Center of Floatation are topics which could be of interest, theres also this article by Subhodeep Ghosh which does a good job illustrating these concepts.
Thats all for this weeks post, but we hope its given you a glimpse into the exciting new machine-building frontier that is The Splintered Sea! Next week well be taking a look at the expansions campaign levels, environments & occupants
See you next week!
Von
If you haven't already, please consider wishlisting the expansion and check out The Splintered Seas steam page for more information! :)
Hello Everyone,
Were continuing our deep dive into The Splintered Sea expansion today, with a look at the new aquatic blocks and how they work!
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
The Splintered Sea introduces 8 new blocks to the game, all designed to help you construct machines that can traverse water and navigate the challenges of an ocean themed campaign.
To help you move your machines through water, weve created three new blocks that each employ a different method of propulsion; the Sail Panel, Aquatic Screw and Paddle.
The Sail Panel provides you with a retractable sail that harnesses wind in order to propel your machine across the oceans surface. Retracting the sail while in simulation will slowly bring your machine to a stop.
When the sail block comes in contact with water it becomes wet and ceases to provide propulsion, but regains normal behavior shortly after exiting the water. While underwater, sails also create significantly more drag which can negatively affect the controllability of your machine.
The Aquatic Screw works the same way as a ships propeller, providing either forward or reverse propulsion. Aquatic Screws can be stacked together, forming one continuous unit that spins in unison. Modifying one Aquatic Screw with the Keymapper Tool, modifies any other screw thats stacked together with it.
Due to their shape, Aquatic Screws also function as worm gears that interact with the grooves on Small & Large Cogs, causing them to rotate.
The Paddle block can be used to create oars for rowing or attached to wheels, turning them into Paddle Wheels (a method of propulsion used by early Steam Ships). The Paddle can also be placed on the sides of your machine, acting as a lateral dampener to help keep your machine moving in a straight line.
While many blocks in Besiege provide some degree of buoyancy, the Small & Large Barrel blocks buoyancy is customizable and has an upper limit thats much higher than any other block. Placing and customizing their values allows you to finetune your machines overall buoyancy, whether its to support heavy cannons or balance a submarine.
While in simulation, you can use hotkeys to apply a rise or sink force to the Barrels thatll help you control submersible machines like submarines. The amount of force applied can also be customized using the Keymapper tool.
To help you steer your aquatic machines weve created a Rudder block, which simulates a lateral force and provides more effective steering in water. You can of course create your own steering methods and even rudders out of existing blocks, but we wanted to ensure there was a block specifically designed for use in water as well.
The Harpoon Launcher has been a long requested addition for Besiege and what better place for it than as part of an ocean themed expansion! The block fires a devastating spear bolt attached to a rope, which can be detached or reeled back in at the press of a button. You can use it to pull enemy vessels along, winch your machine toward a target or maybe even do some fishing
Thats it for todays post, but fear not, theres plenty more to talk about in the lead up to launch! In next weeks post well take a deeper dive into building for water, discussing some engineering principles to consider, and demonstrating some tools weve created to help you build ocean faring machines.
See you next week!
Von
If you haven't already, please consider wishlisting the expansion and check out The Splintered Seas steam page for more information! :)
Hello Everyone!
We hope youre as excited as we are about the upcoming Splintered Sea expansion! Today were going to talk about the expansions water simulation & some of its features.
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
Its always been important to us that if we ever added water to Besiege, it would need to be a more interactive & impactful experience for the player than simply a flat plane to sail a ship across. With that in mind, throughout the development of the Splintered Sea expansion we have tweaked and refined the water simulation to make it as fun, challenging and immersive as possible.
The Splintered Seas ocean features large waves that physically batter your ship about, making navigation challenging and causing ill-balanced machines to capsize. Constructing an aquatic machine presents different challenges to those faced on land and well talk more about Building for Water in an upcoming post.
Ensuring immersive and satisfying interaction between player creations and the ocean was also very important to us. We wanted the water to react to your presence, creating a rippling wake-like effect as your machine moves and splashing when parts of your ship impact the surface. Splashes and spray are proportional to the magnitude of an impact, so striking the water with a large heavy object at high speed creates a much larger effect than something smaller and lighter at a slower speed.
Now, Besiege wouldnt be Besiege without awesome explosions, so we wanted to give special attention to them in water as well!
- Bombs & Mines are powerful enough to physically impact water both above and below the surface. Above the ocean large explosions force the water downward, creating a temporary depression in its surface.
- Large explosions underwater create a big bubble that forces water (and anything caught in its wake) away from the explosions epicenter and then sucks anything nearby back in as the bubble collapses. This makes submarine warfare especially satisfying and immersive!
- Underwater explosions also thrust water upward, creating huge bulges on the oceans surface that cause damage to vessels caught in them.
That's all for today, but next week we'll be taking a deeper dive into The Splintered Sea's aquatic blocks and how they'll help you take on Besiege's formidable ocean! Cheers everyone, Von If you haven't already, please consider wishlisting the expansion and check out the expansion's steam page for more information! :)
Today were excited to announce The Splintered Sea expansion for Besiege, coming to Steam May 24th this year! The expansion adds water to Besiege for the first time, a 10-level ocean themed campaign, 8 new aquatic blocks and an ocean themed sandbox environment. [previewyoutube=sxedDR0REws;full][/previewyoutube] Adding water to Besiege has been a huge technical challenge, one thats been years in the making, with countless hours of experimenting and tweaking to get things just right. The Splintered Seas water system employs elements of hydrodynamics to produce an interactive, immersive and challenging new machine-building experience, for both new players and veterans alike. Water will also be available in both Multiplayer and the Level Editor, if you own the expansion. Everything you can do in Besiege, you can now do in water as well! In the run up to The Splintered Seas release well be dropping weekly community posts, providing a deeper dive into the expansion, its contents & features.
Wishlist The Splintered Sea Now!
https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/
Hello Everyone!
We hope you all had a good holiday season.
Today weve got a new update for you, featuring a host of bug fixes and quality-of-life improvements for the game, including a huge decrease in simulation start times for surface blocks!
A full list can be found in the changelog below.
Thank you to everyone from the Discord community whos pitched in and playtested this update over the holiday period! Your help has enabled us to cram in more bug fixes and get the update released quicker than expected.
Wed also like to thank everyone whos contributed to the new suggestions section on Discord. Thereve been some great discussions surrounding peoples ideas and its given us lots of inspiration for the future. Click below to join the Discord and add your suggestions too!
Regional Pricing:
Valve recommends that developers update their regional prices regularly, which we have not done since the 1.0 release. We wanted to give some advanced warning before we do, as pricing in most regions (Asia, Canada, Europe, Mexico & South America) is likely to increase.
To give everyone a chance to get the game at a discounted price before this happens, Besiege will be going on sale from the 29th of January to the 5th of February, after which the pricing update will take place.
Thats all for now and we hope you enjoy this latest installment of Besiege!
Cheers everyone,
Von
Changelog V1.26 - 20554
Changes:
- Edge detector logic gate
- Automation blocks now don't have a broken framerate bound escape that would make automation respond differently depending on framerate.
- Wheels now use a single slightly more round collider, resulting in better performance and roll
- old saves will use the original configuration of wheels
- Wheels now have a new implementation of acceleration that also affects deacceleration and doesn't jump suddenly to infinite power
- Grabber now has a button for attach and detach when not auto grabbing, if the button is the same on both it works like before
- Grabber now uses a more reliable grab phase
- Steering hinges and steering blocks now have a tension slider making it possible for them to be more or less wobbly than default
- Surface block texture tiling by world size
- Surface block flip texture on F
- Surface block rotate texture on R (with no ghost visible)
- Vacuum block now using a much more reliable and performant cone of effect
- Vacuum radius now increases with distance, and reference cone point offsetting slightly
- updated camera targeting (lerp update)
- Save menu now returns back to the last folder you accessed a file in
- Added xml options to skin packs (only 1 implemented atm)
- Minor cleanup of brace code
- Added Spinning block free spin toggle
- Added ability for certain blockmapper values to be copy pasted to and from Windows clipboard
- Added preview models to dragged blocks in skin template
- Tweaked sim camera lerping
- Added new secondary joint connection window extension
- Made Jaw selection easier
- Cannon and crossbow projectile now sync velocity before applying the shot force
- Enabled the scroll dependent WASD move to work not just when shift was held
- Optimized flat surfaces collider further
- Added version number to surfaces controlling the use of new flat collider
- Added rudimentary pan by zoom for camera
- Added zoom dependent WASD move for camera
- Added soft reset camera to grab reference position in certain cases
- Client inputs are now trimmed and fragmented if they exceed packet size
- One-sized cluster surfaces now included in center calculation
- Stopped trying to emulate inputs on clients
- New experimental simulation start improvements for surface block joining
- Made surfaces connect based on latest target in hierarchy consistently
Fixes:
- Fixed Decoupler not working with automation
- Fixed Ropes chopping trigger lagging behind actual ropes
- Fixed backward compatibility for springs scaled to 0 in 1 axis providing stabilisation restored
- Drills now don't create sparks if they are spinning a block but themselves are not spinning
- Surface edges and nodes stay active for client making them render in front of 3d hud
- Fixed logs being inconsistent in terms of collision with what they attach to
- Fixed Steam cannons
- Fixed vacuums affecting blocks in reverse
- Fixing new wheels not grounding properly
- Fixed a bug with bombs in mv
- Fixed errors from opening mv because of new camera stuff
- Fixed trying to delete a brace while placing it
- Fixed secondary joint preprocessing
- Fixed an issue with certain level editor events where a child body to the target was null
- Fixed some range stuff for vacuum
- Fixed selecting icon id for skins above double wooden block, returning wooden block if it was present
- Fixed some miscalculations in the cone angle on the vacuum
- Fixed water hitting valve in tolbrynd
- Fixed issue where some cogs had weird settings some being less likely to rotate, made them more consistent (though one has a bugged setting to 1000 radians per second, but don't wanna revert it to be slower just yet)
- Fixed jaw center of mass alignmentMade
- Fixed desync between projectiles and their source
- Fixed continuous collision on crossbow bolts
- Fixed some targeting issues on level objects with new camera changes
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed issue with pre-extended sliders not blocking secondary joints
- Fixed a duplication issue where a networking merge would cross reference the wrong blocks and cause a significant error
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed tiling for surfaces entering sim
- Fixed water cannon emulation issue
- Fixed water cannon client issue
- Fixed outline not working immediately on level objects
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Bombs exploded on server should no longer cause errors for joining clients
- Fixed new wheel implementation breaking in multiplayer at times
- Fixed Playfab connections after playfab broke their own network requests
- Fixed a missing port of fov consistency for 3d hud cam and main cam
- Fixed an error in virtual folder
- Fixed an error on axle on client
- Fixed being able to use both shifts in value fields
- Fixed an issue with MachineMiddle in simulation that caused rockets being launched to result in wrong machine center and camera following, as well as the rocket not being properly marked destroyed
- Fixed scaled braces cylinder
- Fixed rocket values at 0 resulting in game break
- Dragged block ghosts now properly transparent
- Fixed an issue with multiplayer client inputs over steam connection
- Fixed an issue where ropes snapped on client
Modding:
- When loading meshes for mods they are set readable per default
- Generate colliders on surface block now has a callback
Hey everyone!
We're excited to bring you the latest update for Besiege. This update introduces three new blocks, a Length Detector, Axle, and Metal Jaw block.
The Metal Jaw is a bear trap type weapon block that uses tension in a spring to release an impactful swipe or bite.
The Axle is a universal joint like block that is similar to a ball joint, except it isn't allowed to swivel freely, which means you can use them to transfer rotational energy from one part of the machine to another, like an axle on a car.
The Length Detector is much like a rope, but instead of shortening and lengthening itself physically, it just follows the two points it is between always, and dependent on length it can output a button like the other automation blocks.
In addition to the new blocks, we've added a couple extra features to existing blocks including; a damper setting for suspension, a target pressure/height for regular balloons, and an often requested pre-extension of sliders.
This update also includes important bug fixes, primarily focused on the Build Surface. We've addressed issues where clients couldn't connect to the host's surface blocks, when the host selected the move tool. We've also fixed a bug where surfaces would lose their paint colour when skins were toggled in simulation, and a problem where moving surfaces outside of the bounding box would cause fire spread to cover too big and inconsistent areas.
For a full list of fixes, see the changelog below.
We've also optimized surface interactions to reduce their performance impact, like spread out their mesh generation in multiplayer when loading machines. Explosions are now less intensive, which means you'll experience fewer FPS drops when many overlapping explosions occur.
We hope you enjoy the new update and look forward to seeing the amazing creations you come up with using the new blocks and features!
Cheers everyone!
Von
Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what were working on!
Steam: https://store.steampowered.com/developer/Spiderling
Twitter: https://twitter.com/spiderlinggames
Facebook: https://www.facebook.com/spiderlinggames/
Youtube: https://www.youtube.com/user/SpiderlingGames
Changelog V1.25:
New blocks:
- Length detector - (Automation block that measures the span between two points and emulates at a certain length)
- Axle - (A universal joint that allow rotation around 2 axes but not to spin around itself, perfect for axles and drive shafts.)
- Metal Jaw - (A new weapon block that uses a wind up spring to release an intense chomp to snap enemies and structures in half.)
New features:
- Damper setting for suspension
- Flexible setting for grabber
- Regular balloon can be pre-set to a target pressure/height
- Sliders can now be pre-extended
Bug fixes:
- Fixed a bug where selecting the move tool as host in multiplayer would make surfaces not connect for clients
- Fixed sometimes undoing and redoing with symmetry enabled would go weird
- Fixed surfaces sometimes losing their paint color if skins were toggled in simulation
- Fixed an issue with camera tracking the machine sometimes would not follow
- Fixed focusing camera on rope like blocks would center wrong
- Fixed spring misaligning with the machine after moving the machine for a while or far away from where it started simulation.
- Fixed sometimes scaling blocks selecting a hinge skin instead of the skin they were assigned
- Fixed surfaces briefly extended outside of their bounds keeping their fire mask outside the machines bounds.
- Fixed selection tool blocking surface placement after undoing back into placement state.
- Fixed hot air balloons displaying a white line on enter sim sometimes
- Fixed glitching banding shown across camera when using SSAO
- Fixed explosions not applying forces and damage to ai realistically
- Fixed merging edges and nodes after deselecting a block selection providing an incorrect merge.
Improvements:
- Spread out surface mesh generation in multiplayer so loading in machines with lots of surfaces doesn't strain the server
- Surface skin colors should now match better with other blocks
- Ipsilon ai instantiation improvements
- Turning off bloom now doesn't change the colors of the game
- Place braces by clicking optionally
- Smaller more readable surface block nodes
- Made using move/rotate/mirror tool on partial surface selection should now only update the mesh when it needs to
- Reduced interblock connection broken checks every frame
- Flipping steering hinges display their arrow more visibly
- Camera centers on block centers and not pivots
- Explosions now spend less time evaluating propagation of their effects
Changes:
- Moved block search to bottom right
- Subtle normal map added to skin using surface blocks
- Rocket pivot is now in the actual block's center of mass
Modding features:
- Glass tinting slider
- Block 55 can get skins from block 52
- Wheel inflation slider
Hotfix 19238
- Fixed MP error caused by missing networkblock
- Fixed large cog, small cog, etc, where placing prevents entering Sim
- Fixed issue with collisions
- Fixed Blood transfer issue
- Maybe other stuff
Hey everyone!
Today weve got another update for you V1.20, bringing a new block, a bunch of quality of life changes with a refreshed UI and a host of bugfixes. We've also launched some Besiege merch!
The new block can be used to raise your machine into the air, giving novice builders their first taste of creating a flying machine. The block works in a similar way to a hot air balloon, where its buoyancy can be increased or decreased on the fly, causing it to float gently at a desired height, and its colour can be customized.
Also for this update we've done an extensive rework of the games UI giving it a fresh, cleaner look, to go alongside the updates various quality of life improvements.
Were also excited to announce that Besiege now has merch! Working with a number of talented artists weve come up with some cool stylistic designs for T-shirts & pin badges that are available right now on our new merch store!
Weve also been working with Makeship to produce a Besiege Knight Plushy! Check him out, hes so cool!!!! This is a limited time campaign and we need your help to make it happen, so make your pledge today if youre interested!
Thats all for today, we hope you enjoy the update and were excited to continue Besieges development going forward. :)
Cheers everyone!
Von
- Spiderling Merch - https://store.spiderlinggames.com/
- Plush Campaign - https://www.makeship.com/products/besiege-knight-plush
Hey everyone!
Theres a couple of things we want to talk about today.
Firstly, as youve probably already noticed weve pushed out a few hotfixes over the past couple of weeks (since the 64bit update), which should have fixed any issues youve encountered.
If you come across any other bugs while playing please let us know in the Bug Reports section of the Steam forum or you can contact us directly through our support email!
The other news we have today is that Besiege Console is out now on play on Xbox One & Series X|S!
Those of you with Game Pass can download and play the game right now but if you dont then the game is available for purchase here!
[previewyoutube=ndZK5Q9914w;full][/previewyoutube]
Besiege Console includes:
- Singleplayer Campaign with 54 Levels
- 3 Sandbox Environments
- 68 Weapons, Blocks, Devices & Mechanisms to build machines
- A suite of Advanced Building Tools
- Workshop to download other players machines or upload your own to share
Cheers everyone, Von
Good news everyone!
Besiege will be coming to Xbox on the 10th of February!
Besiege Console will be entering Xboxs Game Preview program on the 10th of February, and will be available on Xbox One, Series S/X and Xbox GamePass!
Significant sections of the game have been rebuilt from the ground up to provide a top tier experience while playing on a console. Weve worked hard to ensure all the advanced tools present in the PC version, function smoothly & correctly while using a controller.
Weve also completely redesigned the UI for Besiege Console, to provide easy interaction with a controller.
Besiege Console also contains an all new Workshop for sharing machines and has some cool new features built into it like the Screenshot Tool '' which helps you to create an attractive thumbnail for your machines & even customize their backgrounds!
Besiege Console includes:
- Singleplayer Campaign with 54 Levels
- 3 Sandbox Environments
- 68 Weapons, Blocks, Devices & Mechanisms to build machines
- A suite of Advanced Building Tools
- Workshop to download other players machines or upload your own to share
Unfortunately Besiege Console will not include Multiplayer or a Level Editor. Weve worked really hard to bring all of Besieges features to Console but sadly it just wasnt possible with Multiplayer & the Level Editor Another cool little addition we were able to make is Motion Blur, check it out, it looks pretty cool!
We're super excited about launching on Console and we're looking forward to bringing more content to both PC & Console gamers in the near future! [previewyoutube=ndZK5Q9914w;full][/previewyoutube]
Hey Everyone!
Hope you all had a good time over the holidays, today weve got a big quality of life update!
The most important part of the update is that Besiege is switching to 64bit! This will mean players with powerful computers will see a huge performance boost when playing with larger machines, during testing weve seen up to a 3x FPS boost on certain workshop items!
We feel like now is a good time to make the shift to 64bit as it will put Besiege in a good position going forward, allowing us greater freedom to pursue more exciting features in the future.
If youre still running a 32bit operating system then dont worry! Youll still be able to play Besiege as weve created a legacy32bit branch of the game on Steam, click here for a guide on how to change to the 32bit branch!
However, you will need a 64bit operating system in order to play newer updates for Besiege.
In addition to shifting to 64bit weve got a host of new features, improvements and bug fixes for you. Theres a full changelog at the bottom of this post but here are some of the highlights:
- Added more features for the logic system, including new gate options and support for variables in place of keyboard inputs, making complex logic systems easier to manage & track
- Reworked Ipsilon campaign island that includes the advanced brick system, present in the later campaign islands, as well as fixing a bunch of issues with levels
- Increased the number of maximum cloud saves from 1,000 to 10,000
- Added more level editor objects
- Added language support for Italian, Polish, Turkish, Chinese Traditional (Taiwan), Chinese Traditional (Hong Kong)
- Made UI improvements, New Tutorial system & a bunch more stuff!
Thats all for today but watch this space, weve been working on a whole bunch of stuff since our last post and we have lots more to talk about in the next few weeks! :) Cheers, Von
Changelog:
FEATURES
- Updated to windows 64 bit (for windows, linux and macOS already support it)
- Skins bottom bar fold out UI now shows you the most recently used skins in the first column if you use Advanced Building
- In advanced building you can now switch keyboard inputs to variables to make complex logic systems easier to keep track of
- Increased max number of cloud saves from 1000 to 10000
- Added new connection type: Playfab
- New level editor objects - Floating Crystal - Sandbox Mountain - Monk Idol statue - Crystal - Gold Nugget - Mine Cart - Dragon Ribs - Rotating Crank
- New languages - Traditional Chinese (Taiwan) - Traditional Chinese (Hong Kong) - Italian - Polish - Turkish
- New Settings - Added setting to make the camera look at the center of all the blocks instead of the average - Camera Sensitivity - Soft / Hard shadows toggle
- Updated ipsilon brick levels for modern breaking systems
- Save + Load menu workshop tabs to more easily keep track of your subscriptions and uploads
- Glass surfaces now cast semitransparent shadows
- Glass surfaces now have slightly less intense reflection
- Improved thumbnail generation code with better centering and colours
- Scroll wheel now can interact with time slider for precision increments
- Boulder pieces now don't overlap and they inherit the velocity from before breaking
- Explosion updated to be more performant and minor visual improvements for slowmotion
- Logic Gate options added: - Binary Counter - SR Latch - D Latch - Random
- New tutorial system, that shows you more clearly how to do steps, with an example base machine for level 1
- Made it possible to select thumbnails from your pc for when uploading to the workshop
- Made it possible to update thumbnails from in game for previously uploaded items (if not selected, it won't change the thumbnail)
- When updating a workshop item it'll auto assign the tags that was used last
- The machine bounding box now doesn't render in front of your machine
- Local snapping for level editor translate tool now snaps to local grid instead of global
- Transform gizmos for level editor now hide while holding shift
- Single broken blocks now are ignored by the camera when following the machine
- Surface block hidden if not Advanced building mode
- Skins are now off per default
- Improved colour correction for the Krolmar island
- Improved colour correction for Ipsilon
- Slight improvement to fire spread
- Changed one multiplayer achievement from requiring 25 servers to 10 instead
- Making propellers automatically align themselves around blocks that spin around their base axis
- Steering hinges auto return per default now
- Updated some achievement names
- Changed connection type selection to tabs in multiverse
- stopped deflecting steering hinges on simulation start
- fixed some slight memory leak issues when loading skins and block mods
- when detaching surface blocks in a selection containing other block types, it now doesn't duplicate the others.
- when using modding tools to scale surfaces or blocks surfaces connect to, broken pieces now match the original surface scale.
- Surface corners don't show in automatic thumbnails
- foliage doesn't render on top of fog anymore
- fixed Ambient Occlusions sometimes missing in level selects
- fixed an issue where grass and blood decals would make a slight dark square around the bounds of the decal
- fixed when duplicating or detaching selections with surface blocks the reference pivot sometimes changing
- Fixed who needs a mechanic achievement using the right category when you have mods
- Made AI blood decal not spawn on the ground when dying in the sky
- Fixing Krolmar Artifact level so keys are more easily accepted
- various dx9 issues fixed
- fixing sometimes loading machines would say they intersected the floor even if they aren't
- fixed an issue where moving a surface corner on top of another surface corner, resulting in the surface being incomplete and removed, would throw errors
- fixed an issue where certain brick objects weren't updating right for clients
- Drill now properly receives emulation
- unpowered wheels now are allowed to spin as fast as other wheels
- Added hidden toggle to turn off collision for surface blocks
- Added social media mode to the cam tools
- Added min and max grid static surface grid size variables
- hidden logic gate option to make emulation loops burn out to avoid spamming behaiour
Hotfix 16991
- Fixed missing sensor area cylinder
- Fixed sorting files by date and throwing correct logs if invalid file loaded
- Fixed negatively scaled fire areas
- Fixed logicgate counter reset not resetting always or fully always
- Fixed automation update rate, to be like previous update consistently at a single time instead of staggered
- Made surface block zero volume check between corners and edges so zero volume is more accurately determined
- Launching certain languages breaking until switching languages
- Making emulation messages work even if the key is set to None
- Added tutorial toggle option
- Fixed drills not emulating again
- Fixed spark particles over emitting on drills and saws
- Added hidden mass slider to surface
- The gerenuks in multiplayer now face the right way
- Bomb explosion sizes stay consistent again as it did in 1.05
- Blocks with shadow casters now cast the correct shadows using skins
- Fixed occasional error when switching blockmapper from a secondary emulation input to another block
Hello everyone!
Today weve got another update for you, Version 1.05, bringing an awesome new feature weve been working on for a while now called Build Surface and some highly requested additions to the symmetry tool.
The Build Surface feature is a simple, highly customizable & powerful block/tool that allows you to create custom shaped blocks/panels for your war machine. These panels can be made from either wood or glass, both with their own characteristics that will affect the durability of your creation and how it reacts when damaged.
The tool uses a simple grid system thats easy to master, even for you novice builders out there. You simply select 4 points on the grid and the tool will create a panel to fill the shape you have chosen.
Once youve created a panel you can then manipulate it into curved shapes using the advanced building tool. You simply select the advanced building tool, click one of the panels nodes and drag it to the shape you want.
The custom shaped panels you create also have aerodynamic properties which should unlock a whole range of new possibilities when constructing flying machines and airplanes.
The new panels have a health system that you can wear down by damaging them over time but its also possible to smash right through them, splintering the panels and sending fragments flying in every direction.
The size of the panels you make will affect how they react to damage or being put under stress, creating a more realistic structure for you machines.The panels also use the existing joint system, meaning that shapes you draw will attach to surrounding blocks and form a cohesive structure for your machine.
This new block/tool unlocks many more possibilities for designing your machines and makes creating complicated shapes and intricate detail on your machines even easier than before.
The tool is currently considered Experimental which means were still actively working to improve it and give it a polish that were happy with.
In addition to the new block/tool weve made some additions to the symmetry tool that give it increased functionality, with two new modes that will further aid you in both building and editing your machines.
The first new mode revolves around selection and modification of your machine. When you select a block with this option enabled, it will automatically select the corresponding block on the opposite side of your machine. For example if you select the front left wheel on your car, it will also select the front right wheel for you.
If you use the advanced building tool with a mirrored selection, the blocks will behave in a mirrored fashion. For example if you have the front left & right wheels of your car selected and move the left wheel further away from the cars center, the right wheel will also move further away from the center.
In addition this symmetry tool setting allows you to modify mirrored blocks at the same time, for example changing the speed of the front left wheel also changes the speed of the front right wheel.
The second new mode lets you perform mirrored deletion of blocks on your machine, for example deleting the front left wheel also deletes the front right wheel.
Thats all for now and we truly cant wait to see what madness you guys concoct with this awesome new feature!
Happy building!
Von
Hotfix Version 1.05-12422
Changelog:
- Fixed machine center calculation when the buildzone has been moved
- Fixed transform cache issues in Multiverse
- Fixed LookAtCamera component that was throwing exceptions
- Only resets and restores rigidbody interpolation on blocks that are affected by undo actions
- Fixed projectiles not despawning correctly when respawning
- Updated Chinese, French, German, Portuguese and Russian localisation with new surface-related entries
- Now makes sure edges and surfaces are valid after loading
- No longer tries to process invalid surfaces
- Surfaces no longer do anything in sim, and destroy their joints if they're invalid
- Automatically removes invalid edges and surfaces when automerging
- Fixed exceptions when machines with invalid surfaces enter sim
Hello Everyone!
Today weve got another update for you, bringing a whole load of new level objects & Krolmars desert environment to Besieges level editor, and a bunch of bug fixes for issues that have been reported since the V1.0 release!
The new level editor objects are from the new campaign island of Krolmar, so now you can make your own desert levels of doom for your friends or the wider community!
Weve had a lot of really useful feedback about the Automation blocks since they were launched and have been hard at work making improvements to the way they work on a technical level. Key Emulation will now work consistently meaning that low FPS will no longer cause your machine to perform differently.
This improvement will be most evident in Multiplayer, where previously lag spikes resulting from people loading in large machines were having a negative impact on machines that rely on an emulation system to function properly.
Whilst this improvement will make using automation blocks much smoother in the long run, its possible that some existing machines may respond differently with the new update.
(Shameless twitter plug) You can follow us @spiderlinggames to get sneak peeks at cool new features and tech that we're working on, as well as announcements about Besiege and any future projects we work on!
Thats all for now folks, hope you enjoy this update and keep on Besiging!
Cheres,
Von
Changelog V1.02
Added Krolmar level objects!
- Cart
- Palm Tree
- Cactus
- Desert Ivy
- Basket
- Desert House
- Low Desert Wall, Low Desert Wall Turn
- Desert Obelisk
- Krolmar Peasant, Krolmar Spear Knight, Krolmar Gerenuk Rider
- Gerenuk
- Desert Wall, Desert Wall Battlement, Desert Wall Window
- Desert Rock
- Desert Rock Plateau
- Grass Patch Desert variant
- Grass Tuft Desert + Curly Desert variants
- Add Desert environment for level editor
- Add Krolmnar soundtrack to level editor (track 9)
- Add Ignore Static toggle to the sensor block
Bug Fixes:
- Fix being able to copy speed values from Speedometer to Wheel
- Make Anglometer respond correctly with rotated machines
- Fixed a problem where off screen insignias might have some invisible parts
- Fixed the text cursor appearing in wrong places for the slider values in the keymapper
- Fixed some potential issues with logic blocks on the client
- Fixed an issue with the camera focusing where blocks would disable and be impossible to build off of as a client
- Fix level 48 to only require destroying the cannons
- Make sure islands are marked as unlocked just after unlocking them
- Don't award Tree Of Life achievement on wrong level
- Make Dodger achievement detection more robust
- Add thumbnails/icons for logic blocks
Changes:
- Emulation now happens at a consistent 50 fps (assuming 100% timescale)
- Made modded negative valued water cannons not attempt particles that would fail anyway
- Sensors now properly ignore only virtual triggers, like insignias or things outside of the level
- Changed how interpolation and kinematic behaviour works for the spring blocks which hopefully should stop them from visually gliding off the machine
- Made starting simulation emulate the start emulation keybinding (SPACE fx.) consistently whether you pressed space or the play button
Hello Everyone!
Today weve got another update for you, our first since Besiege left early access!
This update, Version 1.01, adds 2 new blocks for the newly established Automation category and some fixes for minor bugs that have been reported since the V1.0 release.
The teams been super excited to see everyone enjoying the V1.0 launch and theyve been working round-the-clock to get this next update done as quickly as possible!
If you didnt see our preview development post, heres a quick rundown of what the new blocks do:
The Anglometer
This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. The block should allow you to create gyroscopes and stabilization systems for your machines.
The Speedometer
The names pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself.
Were already seeing some awesome machines made with the Automation blocks added in V1.0 and were super excited to see what you guys create with these 2 new ones!
Follow us on Twitter to stay up to date with what were working on, and see some of the awesome creations the community is coming up with!
Thank you to everyone for all the support and positive feedback following Besieges release and we hope you enjoy this update!
Cheers,
Von
Changelog V1.01-11100:
ADDITIONS:
Speedometer Block
Anglometer Block
FIXES:
Fixed 'Stuck on Initializing' issue by ignoring the RemoteFile logic when CloudSaving is turned off
Setting no emulate key will now not throw errors
Fixed World Conquerer achievement firing in first Krolmar zone
Valfross unlock text is now "CONQUER TOLBRYND TO UNLOCK" in title screen
Fixed some display issues on the krolmar level select in terms of conquered marking
Fixed altimeter height being displaying wrongly in misty mountain
Fixed logic gate input names
Making preextension work while bounds are disabled and allow intersection enabled, even if something is in the way to be consistent with when bounds are enabled.
CHANGES:
optimised textures for automation blocks
Made automation blocks with dials place upright when on top of the machine per default
removing debug log for falling ai
key in krolmar vault level ignored by splash force
for modders: Make LevelXMLLoader public instead of internal so mods can access it
Hello Everyone!
Hope youre all enjoying the V1.0 update! The team & I have been eagly watching peoples reactions and feedback on the new content, it's great to see so many people having fun with Besiege!
Weve been overwhelmed by the positive reception you guys have given to the new Automation/Logic blocks, its awesome to see all the innovative creations people are coming up with!
With that in mind weve begun thinking about what other Automation/Logic blocks we could add to Besiege and weve got some rough plans for a couple that wed like to share with you here! (Keep in mind these are work-in-progress & subject to change)
The Speedometer Concept
The names pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself!
The Angle Detector Concept
This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. This block should allow you to create gyroscopes and stabilization systems for your machines! The angle the block detects youll be able to edit in the settings.
Were hoping to get these blocks worked up and implemented into the game very soon, so you can expect another small update in the next couple of weeks!
Thanks again to everyone for the good wishes and congratulations following the V1.0 launch, we really appreciate it guys!
Cheers,
Von
Hello Everyone!
Today we are proud to announce that Besiege V1.0 has been released, bringing the game out of early access!
Version V1.0 brings the final island for Besieges singleplayer campaign, Krolmar. Krolmar is an ancient & mysterious desert island, filled with new enemies to slaughter, fortresses to obliterate & secret magics to unravel. With its stunning visuals and challenging levels, Krolmar brings a fitting finale to the campaign.
In addition to the new island, V1.0 also brings a new category of block to Besiege, Logic/Automation blocks. These blocks allow you to create automated mechanisms for machines, performing several actions in a sequence with the push of a single button, or automating actions using the various sensor blocks!
V1.0 includes 4 Logic/Automation Blocks, heres a breakdown of what they do:
As with all our updates, version 1.0 comes with a large number of bug fixes, polishing the game off to its fully released state!
You may also be wondering whats next for Besiege and Spiderling. We plan to continue working on Besiege, improving the game & prototyping experimental features!
Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what were working on!
Steam: https://store.steampowered.com/developer/Spiderling
Twitter: https://twitter.com/spiderlinggames
Facebook: https://www.facebook.com/spiderlinggames/
Youtube: https://www.youtube.com/user/SpiderlingGames
In line with our original Early Access plan Besieges price will be increasing in 1 weeks time,after the release sale has finished, so if you havent picked up the game yet then now is the best time to grab yourself a copy!
We hope youre all as excited as we are to see Besiege leave early access! As always, thank you to everyone for your support and participation in what has been an incredible journey!
We hope you all enjoy the update!
Thanks again,
The Spiderling Team
PS: You can read the full changelog here: http://forum.spiderlinggames.co.uk/index.php?threads/version-1-0-changelog.15659/#post-43993
#BesiegeV1
Hello Everyone!
Today we are proud to announce that Besiege V1.0 will be released on the 18th of February, bringing the game out of early access! #BesiegeV1
What will be in the V1.0 update I hear you ask? Well, lets dive right into it shall we?
First and foremost V1.0 will bring the final island for Besieges singleplayer campaign, Krolmar. Krolmar is an ancient & mysterious desert island, filled with new enemies to slaughter, fortresses to obliterate & secret magics to unravel. With its stunning visuals and challenging levels, Krolmar brings a fitting finale to the campaign.
In addition to the new island, V1.0 will also bring a new category of block to Besiege, Logic/Automation blocks. These blocks will allow you to create automated mechanisms for machines, performing several actions in a sequence with the push of a single button, or automating actions using the various sensor blocks!
V1.0 will include 4 Logic/Automation Blocks, heres a breakdown of what they do:
As with all our updates, version 1.0 will come with a large number of bug fixes, polishing the game off to its fully released state!
You may also be wondering whats next for Besiege and Spiderling. Post release we intend to keep working on Besiege, continuing to improve the game, as well as prototyping some experimental Besiege features!
Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what were working on!
Steam: https://store.steampowered.com/developer/Spiderling
Twitter: https://twitter.com/spiderlinggames
Facebook: https://www.facebook.com/spiderlinggames/
Youtube: https://www.youtube.com/user/SpiderlingGames
In line with our original Early Access plan, Besieges price will be increasing after the release of V1.0. So if you havent picked up the game yet now would be a very good time to do so!
Just days to go now, we hope youre all as excited as we are to see Besiege leave early access! As always, thank you to everyone for your support and participation in what has been an incredible journey!
We hope you all enjoy this next update!
Thanks again,
The Spiderling Team
#BesiegeV1
Hello Everyone!
Today weve got another update for you, V0.86-10565. In this update weve added a new guides system which will help less experienced players get to grips with the fundamentals of creating exciting machines and generally playing the game!
These new guides include several methods of steering design for ground vehicles and a tutorial for creating a working plane! Weve also created diagramed guides on things like camera controls to make getting to grips with the game easier.
We hope you find this update useful, work also continues toward the final release version of Besiege, though at this time we cant offer an ETA.
Cheers,
Von
Changelog V0.86-10565:
Additions
- Added GuideBook which has more thorough information on how the game works and how you build simple machines
- Added Music Toggle to the Options Menu (To match the in level drop down)
- Added a OSX translocated game launch warning
Chages:
- Made it easier to use selection or modify tools on blocks behind blocks like propellers.
- Made holding shift move the camera faster in all levels not just in Multiverse.
Fixes:
- Fixed an issue where if running steam version and saving or loading while steam wasn't running the game would throw an error.
- Tweaked Flying block collider slighty.
- Repaired Advanded Building Eraser Tool (appears when skins aren't enabled) undo and redo issues.
- Fixed a problem with the paint bucket tool when you use a drag box to paint many blocks with skins.
Hello Everyone!
We hope youre all having a good week! Today weve got another small update for you V0.85-10458!
Version 0.86 adds cloud saving support to Steam (Another popular requested feature) so youll never again lose your war machines or level progress if you change computer or take a break from Besiege. Bundled with the cloud saving weve also got a whole bunch more bug fixes for you.
Once again wed like to remind everyone that the new update will disable mods to prevent compatibility errors and if you come across any bugs while playing, wed greatly appreciate it if you could take the time to report them on our forums or the Steam forums.
We hope you find this update helpful!
Von & The Team
Changelog Version 0.85-10458:
ADDITIONS:
- Implemented automatic cloud saving for machines, levels and progress
- When middle clicking on a picked object in the logic editor, it will focus on it
- Added an option for disabling the focus effect
CHANGES:
- Completely removed GameAnalytics
- Ripple now moves with the focused object
FIXES:
- Fixed a problem with level editor/AB gizmos glitching when the camera was too far away
- Explosions no longer unconstrain movement on certain objects
- Fixed respawn zone picker behaviour
- Cannonball is now returned to the projectile pool with the right scale
- Build zone highlights properly when selected out of sim
- Chat and invite button no longer disappear in sim
- Focus effect is now time scale independent
- Resolved SP Ipsilon archer pooling issues
- Fixed vacuuming causing issues on Pertinent Tower
- DeselectAll and RemoveObjects now processes the selection in the right order, so it retains the last selected block when undoing
- Fixed a problem where the rope would inflict machine damage when exiting sim
- Removed positional threshold for spring/rope since it had a few drawbacks
- Simplified spring/rope cylinder math
- Fixed a problem where trying to update an existing machine would result in an empty screen
- Cleaned up timestamp code for sorting
- Freezing Frontier only triggers in campaign mode or for the local machine
- Fixed not being able to place blocks after refocusing on the client
- Fixed deselect undo not being created when removing blocks
- Improved middleclick focus algorithm
- Moved fire overlap code to physics update
- Fixed a problem where deselection of level objects wouldn't remove gizmo
- Reintroduced a lost spacing of loading a machine to mimic the timing of before but making it elapse slightly more time
MODDING:
- Fixed modded blocks not having a BlockDamageType when necessary
- Fixed UndoActionScale not taking a previous position
- Fixed and generated modding documentation
Hello Everyone!
Today we've got another small bug fix update for you, you can read the changelog below.
As always if you encounter any issues please try the usual; verifying of the game cache, disabling mods and if that doesn't work please report the issue on the Steam forums so we can take a look at it!
I'd also like to just thank everyone for their feedback after yesterdays update, we really appreciate it!
Cheers,
Von
Changelog:
V0.85-10364
FIXES:
- Machines in ghost mode cannot collide with other objects anymore
- Duplicate blocks button in AB is now also available when level is simulating
- No longer tries to access NAT helper when shutting down a LAN server/client
- Fixed various issues with the achievements not being setup correctly
- Multiversal Challenge no longer requires playlist mode to unlock
- Fixed error when trying to access an achievement that doesn't exist
- Archer AI no longer tries to force AI to update at the wrong time scale
- Fixed floating geometry in Marksman's Pass
- Fixed broken Ipsilon tent interpolation
- Fixed fleeing pose for Ipsilon Archer
- Moved mountains in Barren Expanse to Floor layer
- Resolved inconsistencies in AI blood decal scaling
- Resolved FireTag/Controller, childBodies and outline/highlighting issues on modded entity prefab
- Short log/wooden pole mesh wouldn't return to default mesh when it doesn't have a custom skin
- Reenter camera block after respawning
Hello Everyone!
Today weve got another update for you, Version 0.85!
This update contains the last 2 Valfross levels & a whole bunch of features; rebinding base game controls, war machine sorting, new optional controls, respawn zones for multiplayer, more achievements, various performance tweaks and more than 80 bug fixes!
In the final two Valfross levels you will obliterate the gigantic Mountain Barrier & decipher the ancient mysteries of the Rotating Monolith, bringing the islands campaign to a close.
As time has gone on, weve all built up a huge collection of war machines in our game files and trying to find the right file amongst your saved machines has become tedious. With this update weve added a new sorting system which allows you to change the way your saved machines are organized, making it much easier to find the projects youre looking for!
Another commonly requested feature has been added to Besiege in this update, rebinding of the games base controls. Controls such as the camera hotkeys and building hotkeys may now be changed in the main options menu!
Respawn Zones have now been added to the Multiverse logic editor, allowing you to change where a player can respawn and can be used as checkpoints or randomized spawn positions. Further details can be found below in the patch notes.
Last but certainly not least on the list is bug fixes! Weve been working hard to crush as many bugs in the game as possible, as we work towards a 1.0 version of Besiege. The full list is below in the change log. Weve also managed to make even more improvements to the games performance in a number of areas, particularly when it comes to fire.
If you find a bug and can describe how to replicate it, then please do post on our forums or the steam forums and let us know!
We hope you enjoy this latest batch of features & fixes and look forward to bringing you the next installment!
Von
PS: To prevent compatibility issues, all mods are automatically turned off when starting the game for the first time after the update. You can manually turn them back on in the Mods menu, but they may cause bugs if they don't support the new update.
Changelog V0.85-10322:
http://forum.spiderlinggames.co.uk/index.php?threads/update-v0-85-10322-patch-notes.6992/
Hello Everyone!
Let me just start by apologizing for our lack of communication since the last update, but rest assured weve been hard at work.
Today we'd like to share with you some of the stuff we've been working on since the last update, giving you a peak into what's coming in the next update!
Weve been hard at work on the last campaign island, hundreds of bug fixes, as well as some performance tweaks that should improve the performance of certain machines & levels considerably.
bugup up up
The final section of Besieges campaign takes place in an arid desert environment, on the ancient and mysterious island of Krolmar. Unlock forgotten secrets, conquer unfathomable magics, annihilate powerful foes and as always, cause absolute chaos.
Krolmar
As usual we dont have an official release date yet, itll really depend on how development continues.
Thank you to everyone for you patience and we look forward to getting this next batch of content into your hands!
Cheers!
Spiderling
Hello everyone!
Today well be launching the next update for Besiege into the Beta branch. V0.75-9390 will bring, another heavily requested feature, key rebinding! Most of the games hotkeys/shortcuts are now rebindable in the options menu!
Weve decided to launch this one into Beta first as it required a lot of work in the code to accomplish and we could do with more testers to help make sure there arent any lurking bugs we havent come across yet.
To access the Beta version of Besiege simply go to your Steam Library, right click on Besiege, navigate to the Beta tab and select experimental from the drop down list:
If you encounter any issues/bugs whilst playing please report them on the Steam forums or our own community forums http://forum.spiderlinggames.co.uk
Thats all for now folks but stay tuned as well be bringing you more information real soon about whats coming up and our plans to bring Besiege to V1.0 in the first half of next year!
Cheers,
Von
Hello Everyone! Today we’re pleased to be bringing you another long anticipated feature for Besiege, more supported languages! This update adds a localization system to the game with 9 officially supported languages; Chinese, English, French, German, Japanese, Korean, Portuguese, Russian and Spanish. We’d like to thank everyone for waiting patiently for this feature, it’s been a long time coming and we hope you all enjoy it! 大家好! 今天,我们很高兴推出大家期盼已久的 围攻 的另一项功能——支持更多语言!本次更新添加了本地化系统,包括 9 种官方支持的语言:汉语、英语、法语、德语、日语、韩语、葡萄牙语、俄语和西班牙语。 感谢大家对这项功能的耐心等待,我们一路走来确实花了很长时间,希望你们都会喜欢! Bonjour tout le monde ! Aujourd’hui, nous sommes heureux de vous offrir une fonctionnalité attendue depuis longtemps sur Besiege, plus de langues prises en charge ! Cette mise à jour ajoute une système de localisation au jeu, avec 9 langues officiellement prises en charge : chinois, anglais, français, allemand, japonais, coréen, portugais, russe et espagnol. Nous souhaitons remercier tout le monde d’avoir attendu patiemment l’arrivée de cette fonctionnalité, elle a pris du temps et nous espérons que vous allez l’apprécier ! Hallo! Wir freuen uns, euch heute von einem weiteren Besiege-Update berichten zu können, das schon lange herbeigesehnt wurde – Unterstützung für weitere Sprachen! Mit diesem Update wird dem Spiel ein Lokalisierungssystem hinzugefügt, das 9 Sprachen offiziell unterstützt: Chinesisch, Englisch, Französisch, Deutsch, Japanisch, Koreanisch, Portugiesisch, Russisch und Spanisch. Wir danken euch allen für eure Geduld, während ihr auf dieses Feature gewartet habt – jetzt ist es endlich da und wir hoffen, es gefällt euch! みなさんこんにちは! 今日は皆さんが長く待ち望んでいた、多言語対応の実装をお知らせします!今回のアップデートでは、中国語、英語、ドイツ語、日本語、韓国語、ポルトガル語、ロシア語、スペイン語の、9か国語の実装を行っています。 言語の実装まで大変お時間をいただきましたが、今回のアップデートを楽しんでいただければと思います! 안녕하세요 여러분! 오늘은 여러분이 오랫동안 기다려 온 소식을 전하려고 하는데요. Besiege에 드디어 새로운 언어가 추가되었습니다! 새 업데이트는 9개의 공식 언어를 포함한 현지화 시스템을 포함하고 있으며, 해당 언어는 다음과 같습니다. 영어, 프랑스어, 독일어, 일본어, 한국어, 포르투갈어, 러시아어, 스페인어. 새 기능이 추가될 때까지 묵묵히 기다려 주신 여러분에게 감사드리며, 앞으로도 많은 성원 바랍니다! Olá, pessoal! Hoje, temos o prazer em trazer a vocês outro recurso muito esperado para o Besiege: mais idiomas! Esta atualização adiciona um sistema de localização ao jogo com 9 idiomas suportados: chinês, inglês, francês, alemão, japonês, coreano, português, russo e espanhol. Queremos agradecer a todos que esperaram pacientemente por este recurso. O trabalho foi longo e esperamos que você goste! Всем привет! Сегодня мы рады объявить о долгожданном новшестве в Besiege: теперь игра поддерживает больше языков! В этом обновлении в игру будет добавлена система локализации для 9 официально поддерживаемых языков: китайского, английского, французского, немецкого, японского, корейского, португальского, русского и испанского. Мы хотим поблагодарить всех за терпение, ведь вы так долго ждали этой функции! Надеемся, она вам понравится! ¡Hola a todos! Tenemos el placer de presentaros una nueva opción en Besiege que llevabais mucho tiempo esperando: ¡ahora el juego está disponible en varios idiomas! Esta actualización añade al juego un nuevo sistema de localización que permite elegir entre 9 idiomas distintos: chino, inglés, francés, alemán, japonés, coreano, portugués, ruso y español. Queremos daros las gracias por la paciencia que habéis demostrado. ¡Este nuevo contenido ha tardado en llegar, pero esperamos que sea del agrado de todos! Changelog: Version 0.75 Additions: - Implemented new language options, with official languages: -- German -- French -- Spanish -- Portuguese -- Russian -- Chinese -- Korean -- Japanese - Updated Modding Documentation - Added CreateResource methods to ModResource to allow loading resource only known at runtime - Added OnMachineSimulationToggle Event - Added ModIO.OpenFolderInFileBrowser method - Added LifetimeMultiplier to Spewing Module particle systems - Added IsFrozen property to ModBlockBehaviour Changes: - Adding points for modded blocks now appear in the correct position and rotation (Requires mod blocks with adding points to be updated manually by the author!) - Improving Advanced Building transformation cluster recalculation, i.e. reducing lag when using AB tools. - ModIO now returns relative paths for relevant methods - Now displays a capsule when debugging capsule colliders for modded blocks and level object xmls - OnPrefabCreation is now also called on the stripped block prefab - FlyingBlock now correctly displays under locomotion in the Machine Key Overview Fixes: - Improved assetbundle loading for mods - Fixed an issue with shooting module for mods, when switching between host and client - Paint bucket tool always shows pages now - Various modding documentation improvements - Fixed an issue with spinning module for mods, when using non infinite acceleration - Physics are now disabled on modded entities when physics toggle is not used. - Once more implemented a fix for disabling blur when hiding UI - Fixed Achievement "Who needs gears anyway" to be "Who needs a mechanic anyway", and using the correct category of blocks. - Fixed a problem withing joining when having a block of a disabled mod set to hidden - Fixed a problem with loading data on certain blocks - Fixed a problem with uninstalling disabled mods Finally we'd like say a huge thank you to all of the community members that helped us review the translations! Many thanks to MaxTCC, fenymak, 17per, daichi, wang_w571 覅是, XultimateX and AvarethTaika.
Hello Everyone!
Today we’ve got another big update for you, version 0.70, which brings Besiege’s long anticipated official modloader as well as a new skin tool, achievements & more than 50 bug fixes!
New Modloader
The new official modloader opens up a wide range of possibilities for modders and with workshop support, it’ll be easier than ever to get the mods you want quickly.
Mod creators can also offer compatibility for multiplayer and when you join a server using mods you’ll be provided with a list of the ones you need.
Creating mods for Besiege has never been easier, Spaar has created extensive documentation for the modloader, with guides taking you through the steps to create your own mod.
The modloader has been designed with ease of access in mind, so don't be afraid to give modding a go yourself!
The modloader’s documentation can be found on our newly created Spiderling Wiki, alongside support and bug reporting information: http://wiki.spiderlinggames.co.uk/
Click here for a quick start guide!
Here are some of the mods already available:
https://steamcommunity.com/sharedfiles/filedetails/?id=1471611249
https://steamcommunity.com/sharedfiles/filedetails/?id=1473122210
https://steamcommunity.com/sharedfiles/filedetails/?id=1473040014
https://steamcommunity.com/sharedfiles/filedetails/?id=1472155472
Please note that sometime next month we will be removing the old modloader as it is now obsolete.
Skin Paint Bucket
A new Skin Paint Bucket tool has been added to Besiege, it allows you to quickly and easily paint entire sections of your war machine using the skin packs you’ve downloaded. The tool will help making styling your machine much quicker and easier.
Achievements
A range of achievements have also been added to Besiege, which are synced with the Steam achievements system!
Version 0.70 also brings with it more than 50 bugfixes, the full list of which can be found below in the changelog!
That concludes this update, we’re hoping to bring the next update soon, but in the meantime if you have any questions about the modloader please do post them on the forums or ask others for help in the official Discord! https://discord.gg/3AXV6uK
Hope you all enjoy!
Von
Changelog:
Version 0.70
Additions:
- Implemented Achievements
- Implemented Official Modloader
-- Block modding, Level Object Modding and regular mods
- Implemented Skin Paint Bucket Tool for Advanced Building
- Added a warning notice when using a portrait style aspact ratio (height > width)
- Added warning to unlimited FPS option
- Added steering tutorial to level 3
- Added rconpassword to BesiegeConfig so servers can set it
Changes:
- Past explosions and blood bursts won't be created when going from local to global sim
- Tower level (11) is now set to 50% completion
- Balloon machine(and others) breaks when copying over in MP
- AI obituary names removed from MP
- Queens Fodder now requires 70% of killing instead of 90%
- Fixed bug where machines with poles would disappear after breaking
- Blood will now remain once the block is iced, fired or transparent
- Optimized perforamnce in win screen appearance
- Filebrowser will now try to resolve the thumbnail from /objectname.png if there's no thumbnail present in Thumbnails folder
- Chat view now correctly blocks Enter when user is typing
- Moved close button in MV menu next to menu panel
- Moved camera tutorial from level 3 to level 4
- Removed armor in tomb in level 37
- Subscribed steam items will be checked if they're installed, if not they won't show in the filebrowser
- UploadDialog is destroyed after disconnecting
Fixes:
- Canon AI is throwing errors when no target is found
- Some blocks don't sync the correct length when copying the machine
- Fixed pole length issue (balloon and other machines)
- Clicking timescale as client in local sim doesn't save
- Sometimes the blood doesn't show up on clients
- Fixed win screen flags not waving
- Changed chimney smoke particle scaling
- Object stays selected after hitting sim
- Panels don't freeze when connected to wooden poles
- Disabling grab static still grabs static objects
- Dust quad doesn't always parent to the phys goal correctly
- Drag selection doesn't work correctly after changing resolution
- Emoji's throwing errors in any TextField
- Fixed issue where you couldn't download subscribed level folders
- Fix analytics window going out of render bounds with portrait resolutions
- Undoing preextended piston shouldn't do intersection check
- Camera WASD doesn't work with 0 timescale
- Thumbnail destination defaults to Documents when trying to open a non-existent Thumbnail
- Camera no longer moves at different speeds depending on framerate
- Moving into rotated build zone with unlimited FPS causes interpolation issues
- Fixed main menu planet rotating at different speeds depending on framerate
- MV title positioned wrong when UI scale is 50%
- No longer deactivates collider on last 2 levels in Valfross
- When the peasant with the torch gets killed he turns pink
- Snapped rope when when the connected rigidbody was destroyed (rocket rope bug)
- Advanced build tools sub options don't collapse (sometimes)
- Buildbox Intersection check doesn't get called in Voting mode
- Explosion now correctly unparents itself from the block when level isn't simulating
- TransformEvent runs further/shorter depending on framerate.
- Fixed repeated particles on CropBushWheat prefab.
- Fixed Island 'intro' rotation changing speed based on FPS.
- Fixed NextZone not showing correctly in SP
- Fixed a bug with win screen when joining as spectator
- Made sure the FileBrowser only closes when going into simulation in Playlist mode
- Decreased the offset of the broken "Simple Wall" prefab so it doesn't jump too high in the air after spawning
- Making fire from rocket stop if it's exploded by external component
- Resetting level entities after they're destroyed throws errors
- Transform over time (lerp) events not working in local sim
- Keymapper button 'a' character over "info tooltip"
- Machine Redo button tooltip missing
- Fixing cinematic camera working more nicely with the new settings
- Fixed an issue where one couldn't upload level folders
- Region selection missing when Steam isn't active
- Overview doesn't close when opening the FileBrowser
- Chat and invite buttons don't move with the triumph bar
- Win screen doesn't show when client in sim wins the level and host joins
- Win screen doesn't move when others are in global sim and you exit
- Thumbnails are low quality when config is set to low quality
- Blocks don't link well when FPS is unlimitted
- FileBrowser doesn't "deselect" item when moving up/down a folder
- Published items don't show (sometimes)
- Making sure the bomb holder and half pipe let bombs slide on them without exploding so easily
Hello Everyone!
Today we’ve got another update for you, bringing the new options menu, and an announcement for official mod support!
The new options menu brings an array of improvements and new features to help customize Besiege to your own personal taste and to best suit your hardware configuration. It is also now accessible in game using the Esc key.
Mod Support
We are pleased to announce that we’ve been working on official mod support for Besiege!
An unfortunate consequence of the Multiverse update was the irreversible breaking of the original modloader, so we decided to bring Spaar (The original modloader’s creator) into the development team and he has been working tirelessly to produce an integrated loader for Besiege.
The new modloader will be significantly more powerful and easier to use than the original, bringing you the ability to add new blocks, level objects, and much more to the game.
We will of course be giving it full workshop support for Steam as well, making it all the more easier for you to get your favorite mods installed.
Proper documentation of the loader will be released alongside it and we hope to be releasing it soon, possibly in the next update!
If you would like to participate in closed beta testing of the modloader (as a mod developer) then please post in this topic: https://steamcommunity.com/app/346010/discussions/0/1694923613858948888/
That’s all we have for you this time guys! As ever, the work on new levels continues and we hope you enjoy these new features!
Cheers!
Von
Changelog:
ADDITIONAL CONTENT:
- In-game options menu is accessible using Esc key
- New full options menu with several new features:
-- Better Resolution options
-- UI Scaling down to 100%-50%
-- Framerate unlock, 30 lock, 60 lock, 144 lock
-- FOV Slider
-- More Antialiasing modes
-- Shadow levels
-- Shadow dynamic resolution levels
-- Shadow render distance
-- SSAO Quality levels
-- SSAO Intensity
-- Bloom Intensity
-- (And ofcourse all the options you already have)
CHANGES:
- Improved modular UI consitency (Widget pooling)
- Icon's no longer use mip mapping to look sharper at some resolutions, but can look slightly pixelated
FIXES:
- Pin now attaches to wheels and cogs again
- Making saved file names be remembered in the file browsers input field
- A fix to workshop item updating issue due to naming
- Cannon projectile fixes ensuring cannon balls won't collide with barrel at low time scales
- Fixing reload event block animations in certain scenarios
- Fixes to the Machine Key Binding Overview to fix certain groupings
- Now shows directional descriptor for blocks with two directions when grouped in the Machine Key Binding Overview
- Fixed a couple of trees in Sandbox that were static
- Fixed certain peasants having magenta colored particles when knocked out
- Fixed braces not updating their end point data correctly resulting in alternate rotations upon loading machines.
- Fixed Reloading event based on ammo types, last update had any specific ammo type working for all. All ammo, Random Ammo, and specific ammo now all work appropriately.
- Fixed flipping a block sound missing
- The wooden pillar prefab now responds correctly to movement, physics and breaking.
Hello everyone!
Today we have another update for you which brings the new Overview Keymapper from the experimental branch in to the live build.
The revamped keymapper allows you to see blocks grouped by their keybindings allowing you to easily rebind the entire machine’s control scheme to accommodate your preferences.
Hovering over a group, or an individual block, in the Keymapper highlights the corresponding blocks on the machine, making it easy to see which blocks will be affected by your changes. Groups in the keymapper can also be renamed which increases the speed you’ll be out of the menus and into the simulation. These titles will be saved with your machines, making complex creations much more understandable.
At the top of the Overview Keymapper window you can find a category filter that enables quick and easy sorting to specific block categories; thereby letting you hide block types you’re not interested in rebinding. You can also hide specific blocks with the ‘Ignore’ toggle.
That's it for the new additions today, however, work continues on new levels and features that we hope to bring to you in the near future. Hope you guys enjoy the new keymapper and the changes listed below.
Ciao,
seukari
Changelog V0.66.0-7835:
ADDITIONAL CONTENT
- New Key Mapper Implementation
CHANGES
- Improved Transform Lerp’s precision for clients
- Reloading now informs the client as to which type of ammo was used.
- Implemented internal logic to exclude certain entities from Enter/Exit trigger events.
- Streamlined GetSimEntity with IDs.
- Randomize event now targets multiple objects.
- Randomize event now generates a single random value as opposed to generating a new random value for each target.
FIXES
- Grabbers with “Grab Static Only” now works correctly
- Fixed physics discrepancy with Grabbers in invincibility mode.
- Fixed soft-lock caused by clients leaving while the Timescale was 0.
- Fixed ‘Brace cube’ visual flickering and improved shadows.
- Fixed issue that prevented the ‘Limited Machine Selection’ window from opening when the option was enabled.
- Fixed graphical interface issue in the Network Settings.
- Fixed issue with Level Editor tools.
- Fixed various problems with ‘Filebrowser’
- Fixed problem where projectiles wouldn’t despawn on clients.
- Fixed Cannon Block stabilization and fire rate.
- Fixed ammo and reload types not networking when changed by clients.
- Fixed issues with finding links on large modded creations.
- Fixed reset entity trying to reference itself in consecutive events
- Fixed resetting multiple times causing duplicate entities.
- Fixed ‘isDestroyed’ checks for entities when transforming.
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Today's Deal: Save 30% on Besiege!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Hello Everyone!
Today we’ve got another update for you guys, bringing more bug fixes, some visual updates to blocks and 2 more campaign levels for the Valfross island!
The first of the levels challenges you to steal an ancient and mysterious artifact that has demonstrated immense power.
The second of the two brings you to an ancient battleground and challenges you to retrieve the consumed king’s corpse from the remains of a prehistoric beast.
Something else we just wanted to briefly mention, we've added a LAN button to the Multiverse, so that you can play on a local network without use of an internet connection.
That’s all we’ve got for you today but we’ve got a number of things still in the works which we hope to tell you about soon, as well as more Valfross levels and the final Besiege island which is not too far away!
Hope you guys enjoy the new levels and stay tuned for more announcements in the near future!
Cheers,
Von
Changelog:
Additions:
- Added 2 new campaign levels to Valfross
- Added a LAN option to joining and hosting servers in Multiverse.
Fixes:
- Made only intended objects show up in thumbnail generation for levels and machines.
- Networking connections will now be recreated when joining/hosting.
- Fixed Advanced Building's unlinked global translate and rotate single step by clicking.
- Fixed an issue with copying block mapping data.
- fixed jittery Lerped Transform event on none physics enabled objects at lower timescales.
- fixed error from opening a level with a name that is 1 letter long.
Changes:
- Overhauled the file browsing system for levels, machines and skins
- Wing block updated visual
- Wheel block updated visual
- Grabber block updated texture
- Flying Block updated visual
- You can now use the ESC button to close the Multiverse screen
- Wheel, Propeller, Small Propeller, Wing, Slider, Grip Pad, Small Wheel, and Larger Unpowered Cog now all show slightly being affected by freezing
Hello Everyone!
Today we’ve got another update for you which brings the new advanced building tools to the live version of Besiege as well as more bug fixes!
https://www.youtube.com/watch?v=uWKEJ92486U
If you missed the last post we made, we’ve decide to add a selection of new advanced building tools to Besiege. They will let you, rotate blocks at custom angels, select and copy sections of your machines, move selected blocks to other areas of your machine and ignore intersecting when placing blocks!
The new advanced tools are turned off in the options by default but can be easily toggled on in the main menu’s options or whilst playing the game under the cog menu. This is to prevent confusing newer players by having too many building options when they first start playing the game.
Please also note that a scaling tool is not included in the advanced tool suite and there is no plan to add this option into the vanilla game. There is quite a bit of contention in the community about whether Besiege should support the scaling a blocks, but it’s never been something we envisioned as being part of Besiege. So the scaling of blocks will remain a non-vanilla method of building.
Recently we’ve been working on a complete overhaul of the way that mapped keys are displayed. The original system was designed for far simpler machines and is not very helpful when you’re trying to figure out all the buttons for larger, more complex machines.
The new system works by placing all of the keybindings attached to a machine in a single list. Blocks with the same keybindings are grouped together, this allows you to quickly see all the blocks which are being affected by a particular key.
Hovering over a key in the key mapping overview will highlight the blocks it applies to in blue. No more staring blankly at dozens of little squares on your screen, desperately trying to figure out how to move forwards. ^^
That’s all for now folks, but we have got a number of other cool things in the works (Don’t worry we’ve not forgotten about levels!), so stay tuned for further announcements about upcoming content!
Cheers!
Von
Changelog:
Additions:
- Added "Basic", "Advanced" and "Built with Mods" machine tags
- Added extra security to ToggleBT::Set
- Added message data length verification to some of the network message processing code
- Re-added fire avoidance by default.
Fixes:
- Fixed Scaled Rocket Center of Mass
- Calls proper update methods after resetting machine rotation
- Fixed NREs after auto removing brace
- Fixed MyBounds for modded blocks
- Fixed weird edge case where the machine middle calculation couldn't find the starting block
- Fixed NRE edge case when last selected entity is null
- Added nullchecks to Entity transform tools in case one of the entities is (currently being) destroyed
- Deleting and duplicating now uses the transform caching system
- Fixed machine rotation stepping
- Center of Mass updates correctly when build zone is moved
- Machine tools gizmo now uses AddPieces centerOfObject instead of MachineCenterPos (latter doesn't update while machine is calculating clusters)
- Fix for the StructuralPhysJoint in MP because of a prolonged FixedUpdate when a lot of wheel are involved
- Fixed purple smoke from 3 AI prefabs
- Undoing machine move now correctly updates the gizmo
- Fixed SoundOnClick and CanonBlock trying to play a disabled sound source
- EntityLogic::UpdateLogic now checks if the current event is within the events range
Changes:
- Made rotate tool more sensitive
- Deselects everything when Machine::PostLoad is called
- No longer processes BlockSelectionTool hotkeys while machine is simulating
- No longer displays warning message when FireController couldn't be found when receiving douse message on the arrow projectile
- Revised DouseFire method
- Now checks isEditingLevel when updating block tool gizmo
- Nullchecks collider directly instead of first fetching the transform in TriggerSetJoint::ConfigCheckForDoubleJoints
- Snapping is now based on current position, not the global position
- No longer tries to flush transform cache in SP when creating undo actions
Hello Everyone!
Today we’ve got another update for you as well as a sneak peak at what we’re working on for the next one!
Today’s update primarily consists of bug fixes for the Multiverse, but also a couple of new primitive objects for use in the level editor! For a full list of changes/fixes see the changelog at the bottom of this post.
Please note that a change has been made to variables which may break some logic setups. Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur.
We also wanted to take this opportunity to talk about the next update that we’re working on, which is currently available on the experimental steam branch. The next update will contain a set of advanced building tools, another heavily requested feature by the community!
This addition will bring several features allowing greater customization in the construction of your war machines and hopefully making the whole process quicker and easier. Including but not limited to; multiple block selection, block duplication, custom block rotation and much more!
Please note that the new construction features will not include the ability to scale blocks or machines, you will have to do this with a mod or manually within the machine’s .bsg file.
The advanced building tools are also disabled by default to avoid confusing newer players and can be turned on in the options menu.
We’re working on a few other features at the moment, which aren’t currently in the experimental build and may or may not make it into the next update. We’re not quite ready to talk about them yet so stay tuned for future posts!
That’s all for now folks but we’ll have more for you in the near future!
Cheers,
Von
PS: If you don’t know how to access the betas tab you can find out here: http://steamcommunity.com/games/346010/announcements/detail/1662260472464792763
Changelog V0.60.0-6878
ADDITIONAL CONTENT
Added Pyramid primitive object to level editor
Added Pyramid Corner primitive object to level editor
CHANGES
Added ability to toggle off texture of simple primitives
Changed AI behaviour tooltip text to be clearer
Default Scale for Primitives is increased to 4x
Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur. This will break some logic setups that are currently working.
Instant Transform now happens on the same frame as it is called.
Other players building sounds will now be affected by distance.
Fire avoidance option reimplemented for AI
FIXES
- Ipsilon brick can no longer be destroyed by rockets
- No Longer Possible to place blocks on simulation machine 1-N frames after exiting simulation
- Explosive Effects now scale accordingly.
- Fixed issue where scaled AI would not trigger behaviours correctly.
- Fixed issue where values setting position and scale got rounded off incorrectly
- Fixed case where copying a skin from one block type to another reset the block parameters
- Fixed bug where level title shadow would stay visible
- Fixed typo in piston block description
- Fixed problem with detecting whether the player is in menu after disconnecting.
- Fixed issue where uploaded machines did not retain their tags when updating them
- Fixed Inconsistency with copying old logic and new rebuild logic
- Fixed bug where copying a Trigger could cause the texture to mess up
- Fixed problem where Scaling tool's visual could break in some cases
- Fixed inconsistency when transforming deactivated objects
- Fixed case where resetting a BuildingBox's position would cause machines to intersect which would normally not.
- Fixed issue where resetting an objects that starts deactivated would make it active.
- Fixed problem where sometimes Setting a value in a TransformEvent would not display the change.
- Winch can now be burnt
- Changed a bunch of objects to scale uniformly to avoid collider deforming
- OnExit Trigger now correctly detects if a player respawns while inside it.
- Fixed case where blocks would not connect while the player or server experiences lag
- Fixed problem where the Repeat event would continue infinitely if count was set to uneven numbers.
- Fixed issue where transforming Wind would not move the area where the force was applied.
- Fixed thumbnails not showing on Mac
- Fixed bug where Extended Pistons would be folded upon machine load.
- Fixed NRE When AI would die in some situations.
- Fixed issue meaning Host/Client Machine could rotate itself when entering sim
- Fixed typo in Spring block mapper
- Fixed Small propellor not taking damage
- Small Rock object now has a collider
- Fixed bug where TransformEvent's would desync slowly (Faster if the Server had lag spikes)
- Guardian Column now properly scales
- Fixed NRE when stopping sim on machine when machine is destroyed
- Fixed issue where Fireball was not on fire for clients
- Fixed bug where AI arrows did not scale for the client
- Fixed bug where physics enabled objects, when reactivated, was not tracked on the client side.
- Fixed bug where Local transformation on wind did not have the intended effect
- Trigger Enter will no longer be triggered by static objects starting inside of them, Respawning won't cause triggers to run again.
- Fixed issue where Value would show 0.00 but was not actually changed.
- Galaxy texture now follows the player even if timescale is 0
- Fixed case where wind would apply force differently from above or below.
Hello Everyone!
Today we’d like to talk about our next update to Besiege and let you know that it is currently available on the Steam Experimental Branch.
The Experimental Branch update includes some more level editor objects to the ‘Primitives’ section, a pyramid and pyramid corner, but the primary purpose of this update is bring in another heap of bug fixes!
If you’d like to assist us with testing this update before it officially goes live you can do so by switching to the Besiege Experimental Branch in the Steam Betas tab.
Open your Steam Library and right click on Besiege, then select properties. Navigate to the “BETAS” tab and then select the experimental branch from the dropdown box.
You may need to verify your game files to get the game to update.
If you encounter any bugs or issues with the update please report them in this forum: http://steamcommunity.com/app/346010/discussions/5/
Cheers everyone!
Von
Hello Everyone!
Today we’ve got a small update for you that fixes a few of the most common bugs that have appeared since the launch of the Multiverse last week, as well as some small UI improvements to help with navigation of the update’s features.
We’ve been absolutely amazed by the amount quantity of positive feedback we’ve had from the community since the launch. It’s wonderful to finally get to see you all playing about with the tools we’ve been developing these past months.
We know there’s still a lot of room for improvement and you can expect to see regular updates containing bug fixes and other improvements as development continues.
From myself and everyone on the development team, we’d like to thank you for your patience during the updates development and for the positive feedback we’ve received from you guys!
Thank you!
PS: If anyone is having a resolution error appear on launch or only gets a black screen when launching, you should try setting your game resolution manually in the game's launch options.
Right click on Besiege in your Steam library, properties, set launch options and input the following (changing the values to your desktop resolution): -h1920 -w1080
Changelog:
Changes:
- Added Arrows to Timeslider when FPS is low, indicating it should be reduced. (30fps)
Bug Fixes:
- Fixed issue T1177 Error caused by Rotating blocks in Sandbox
- Fixed issue T1176 When evaluating UseSelf, it shouldn't assume there are any targets
- Fixed issue T1175 TriggerActivate shouldn't be called on the clients
- Fixed issue T1174 Fixed BraceCode.RemoveBrace error
- Fixed issue T1167 Can not connect over IP but can over Steam invite
- Fixed issue T1169 Reset Event will not run in some cases.
- Fixed issue T1170 Sometimes players can't switch teams in playlist mode when machine modification is off
- Fixed issue T1171 Bounding boxes don't always fade correctly
- Fixed issue T1166 Low FPS caused by IPHostEntry errors (Mac)
- Fixed issue T1162 Translate (and Rotate) Machine is still available in Playlist mode if it was active before switching
- Fixed issue T1185 Joining players are visible, even if they enter the wrong password
- Fixed issue T1180 Move into buildzone arrow does not disappear when hovering over it while entering sim
- Fixed issue T1173 Hashtags in machine/level filename result in very odd behaviour
- Fixed issue T1172 Mirror tool visual breaks when pressing Alt
- Fixed issue T1158 Spelling Error In Server Management(edited)
- Fixed issue Fixed Machine, Level and Folder images not being shown correctly
- Fixed issue T1196 Physics Tiles break's to easily in MP
- Fixed issue T1207 Balloon strings are getting out of order
- Fixed issue T1203 Reload Player wont work if there is a wait event before it is activated.
- Fixed issue T1195 Zones 15 and 34 say Next Zone instead of Next Island
- Fixed issue T1194 Flags on campaign map have transparent backgrounds
- Fixed issue T1190 Triggers with 'hide visuals' off are still invisible in Playlist mode
- Fixed issue T1186 Red Tents in Zone 24 can't be destroyed with fire.
- Fixed issue T1187 Tents in Zone 9 can't be destroyed by fire.
- Fixed issue T1208 Some Blood stays visible
- Fixed issue T1191 Resetting AI after death doesn't initialize behaviour
- Fixed issue T1193 NPCs in Sandbox can't be set on fire or killed by arrows
- Fixed issue T1205 Joining another game while hosting causes occasional crash
- Fixed Mac crashing on startup
- Fixed nre from walls and wind.
- Fixed next zone button not working
- Fixed blood z-fighting
- Fixed case where rotating host machine sporadically would cause a slight desync in machine rotation
- Fixed OnDeactivate not running correctly in relation to wait and TransformEvents
Hello Everyone!
Today we’ve released Besiege’s biggest update, the Multiverse Alpha!
Put your war machines to the test and face off in custom battles against your friends, Co-operate to lay waste to your own custom fortresses and annihilate armies of unfortunate knights, and show off your creative genius in the new level editor!
https://www.youtube.com/watch?v=tTLPXPrNucs
The level editor is a powerful tool with a whole bunch of features that will allow you to create fun and interesting levels with your own custom objectives. We realize that it may be a little daunting at first glance so we’ve created an introductory guide for the editor which should hopefully help you get to grips with it: http://forum.spiderlinggames.co.uk/index.php?threads/introduction-to-the-level-editor.6467/
Developing the massive update to Besiege has proven a long journey but we’re pleased to finally be giving you guys a chance to sink your teeth into it! Besiege is very much still in an Alpha state so there are likely to be bugs but we’ll be working hard to fix them.
Thank you all for your patience during this process and we hope that it brings you many hours of fun!
Everyone here at Spiderling wishes you a Merry Christmas!
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Useful Information and Links:
Join the Forums & Community Discord and find others to play with: Forum - http://forum.spiderlinggames.co.uk/index.php Discord - https://discord.gg/KxBwM8h Check out these tips on how to get the most out of the Multiverse: http://forum.spiderlinggames.co.uk/index.php?threads/getting-the-most-out-of-the-multiverse.6468/ Guide to Playing Multiplayer Without Steam: http://forum.spiderlinggames.co.uk/index.php?threads/playing-multiplayer-without-steam.6469/ If you'd like to downgrade to the previous Besiege version to use mods, then you can do so by right clicking on Besiege in your library, going to properties, then the Beta tab and selecting "previousbuild" from the dropdown menu. If you’re having trouble getting the update, try verifying your game cache or restarting Steam.
Hello Everyone!
Today we’ve got another development blog for you but we also wanted to address the requests we’ve had to release the update early.
We understand that you guys are willing to put up with bugs in the game in order to play it before it’s finished, however the multiverse update still hasn't hit a point where we're happy with its quality enough to bring it into the public beta.
We deeply regret that we’ve not been able to hit our initial estimate and humbly ask for your continued patience.
In today’s devblog I wanted to talk more about how Multiplayer & the level editor will actually work in Besiege. Many of you have many different assumptions or ideas about how it will function, so I wanted to try and clear all that up so everyone knows what to expect. As part of this we're going to be taking a look at the level settings menu.
In addition to working on the Multiverse, we also have a couple of new Valfross levels on the back burner. No release estimation yet but we’ll keep you updated. But for now lets get into some more Multiverse stuff!
I thought the best way to present this post would be in FAQ format, so that the information is clearly divided and easily consumable! So, without further ado, here it is!
How do I play a game with my friends?
Besiege’s multiplayer will not have servers in the traditional sense, instead all players will be able to create their own multiplayer sessions, which other players can then join via IP address or through the Steam friends list. The player that creates the multiplayer session is considered the Host and has access to additional options such as god powers, the ability to kick or ban players and the ability to turn off global simulation to ensure players can edit the level unhindered. The Host’s computer handles all of the game’s physics calculations which means that other player’s computers are barely put under any strain at all. It is therefore wise to have the person with the best computer host the session.
What about performance in multiplayer?
Generally speaking if your host can normally handle 700 blocks in singleplayer then they should be able to handle 700 blocks spread across all players in a multiplayer session. Not per player, but 700 blocks total! Mostly it is the Host who will experience lag at high block counts, but the players may notice odd desync behavior if the host is lagging.
Can you share levels on the workshop?
Yes!
Can I make a basket ball game in the level editor?
How will mods work with Multiplayer?
Unfortunately we do not currently offer official modding support for Besiege, so we can’t know exactly how mods will work with Multiplayer. However it is likely that, when the mod loader is updated to the new version of Besiege, if all players have the same mods installed they will likely function in multiplayer. (Please note that a lot of the game has been re-written in the multiverse update so it may take some time before the modders update the loader)
What’s the maximum allowed players?
At the moment the player limit is set to 8, which can be decreased if you so choose.
Can I sculpt/mould the terrain in the level editor?
Unfortunately you can’t sculpt or mould the terrain of levels at this time. We might explore this option later on and add it in a later update. However, there are terrain objects which you can use to build terrain, like those used in the new sandbox level.
Will there be a server Browser?
No, at least not on launch. Besiege’s multiplayer was designed with playing with your friends in mind more than playing with random players but this may be something we add to the game later on.
Will there be a dedicated server?
We have been working on a dedicated server mode for Besiege but to be honest we’re not expecting it to be very useful, the dedicated server has very similar performance requirements to the normal game. It is very CPU intensive and renting a server with a CPU good enough to run a multiplayer session will be very expensive.
Can I impose rules in my level?
Absolutely! There are a variety of options which can be saved to the level:
Can I limit or turn off blocks?
Yes! In the level editor you can disable specific blocks or limit specific blocks per player, for example allowing each player to use only one bomb on their machine. You can also set a total block limit for each player to help with server performance or balance.
Can I make people use specific machines in my level?
Indeed you can! You can specify 1 or more machines which can be used with your level and all others are prevented. This option is designed for more strict PVP sessions or racing type levels.
Then upon joining the game players will be presented with the selection of machines you specified in the level options.
That's it for this dev blog, we hope that this answers some of your questions about the multiverse update! Cheers everyone, Von
Hello Everyone!
Today we have some information about how the Multiverse’s development is going, as well as the next in our series of Dev blogs about the update!
Unfortunately, as you all know, we were unable to hit our original estimate for when the Multiverse update would be ready for release. We had planned to release near the end of September. The primary reason for not hitting our target is concerns over the quantity of bugs and stability issues which, we feel, would significantly impact your enjoyment of the game. Developing an efficient method to network hundreds of separate physics objects in a way that retains and improves the essence of the core game has proved a very difficult task. We’ve worked as hard as we can to create this system, and we’re still tweaking it.
We want to provide you with the best experience that the Multiverse can offer, but we feel releasing the update in its current state would be disappointing and frustrating for a lot of people.
A lot of you have requested information about when the update will now be released. Unfortunately, we can’t offer you a precise target at this time but we can tell you that our current estimation is late Q4, or worst case scenario Q1 of next year. Bug bashing has been going well, we’ve squashed more than 300 bugs in the past few weeks, but we still have a long way to go.
We’ll try to keep you regularly updated on our progress as things move forward, but for now we have another Dev Blog for you to check out.
In this blog post we’re going to be delving into the level editor’s logic system in a little more detail and giving you more of an idea how you might use it to create your own custom objectives or levels.
So let’s start off with the basics..
What is the logic system?
The logic system is used to make things happen in the level you are creating, whether that means opening a gate as you approach it or getting the “Level completed” effect as you destroy a specific object. It basically allows players to script events in the game without any programming or coding knowledge.
So how does it work?
The Logic System works very simply, first you create a Trigger and then you create an Event that occurs when the Trigger is activated, for example if an object is destroyed the level is completed.
The best way for me to explain how the logic system works is by showing you, so I’m going to run through a couple of examples here to explain how it all comes together!
Example One - Destroy The Village
I thought we’d start with the most basic example possible, one which features in Besiege’s First level, where the player must destroy some buildings to complete the level.
So first we need to design our level layout. Here's one I made earlier…
The goal of this level will be to destroy the 3 buildings in this peaceful farming hamlet. I will therefore need to edit each of the building’s logic to add progression towards completing the level when they’re destroyed.
Using the “Modify” tool in the Level Editor Panel, I select one of the buildings like and click the Logic tab.
As you can see, the house currently has no logic attached to it. I want a bit of the level’s progress bar to be filled up when this building is destroyed so I’ll need to add a Trigger with an Event attached to it. The Trigger will be the building being destroyed and the Event will be the Progression Bar partially filling up.
To add this logic to the object I start by clicking the “+ ADD EVENT TRIGGER” button.
This has now added a Trigger to the object and allows me to create one or more Events attached to said Trigger. Notice at the bottom I can also create more Triggers with their own events attached to them if I so wish.
Next, I need to decide the type of trigger I want to use for this bit of logic, the default one is “ON ACTIVATE” which isn’t what we need so I hover over it with my house and use the side arrows to cycle through until I get to the trigger I need “ON DESTROY”.
Now that I have the correct trigger selected I can add an event that will happen if the building is destroyed, so I click the “+ ADD EVENT” button and select “Increase Progress”.
If there was only one building in the level I would change the Increase Progress event to increase the bar by 100% but my level has 3 buildings and I want them all to be destroyed before the level can be completed, therefore I’ve set the progress to be 34% (To ensure we don’t get stuck at 99% progress) for destroying this house.
I then add the same logic to the other buildings in my level and I’m done! Now when the player destroys all the buildings in my village the level is completed!
Example Two - Destroy Opponent
This next example is for a multiplayer PVP battle between two players.
The Multiverse update has an optional damage system for machines which allows you to display health bars above machines and use logic to pronounce a winner of PVP Battles.
First I create two Build Zones. Next I’m going to assign each Build Zone to a specific team, one to the red team and the other to the green team. When a player selects a build zone (or is placed in one upon joining the server) they are automatically assigned to the team that Build Zone belongs to.
To assign the Build Zones to different teams I open select the MODIFY tool, from the level editor panel, and click on them. At the bottom of the newly opened window I can select the team which the Build Zone belongs to.
Once the Build Zones are assigned to different teams I need to add a bit of logic to them for my game mode to work. Under the Logic tab I create a new Trigger and set the type to ON MACHINE DAMAGE. This trigger’s event is activated when the machine from this Build Zone takes the specified amount of damage.
I’ve set the damage value to to be 50% rather than 100% because I feel requiring the player to destroy every single block and joint could be tedious. I feel if a machine has taken 50% damage it’s probably disabled enough to give the other player victory.
Next I need to add an event to this trigger. I want the event to be that the opposing player wins the game if this player’s machine takes 50% damage, so I will set the event to be INCREASE PROGRESS and set the value to be 100%
We also need to set which team should gain progression if the event is triggered. We do this by clicking the little person icon until its the colour we need, which is red for the green team's build zone and green for the red team's build zone.
Once I’ve applied this logic to both boundary boxes it should result in one player winning the game if their opponent takes 50% damage.
The logic system can be a very powerful tool for you to create complex levels with dynamic environments and interesting game modes. The examples given in this blog post are very basic but in the future I hope to give more advanced uses of the logic system to create game modes such as football or king of the hill, and intractable levels with traps or puzzles. The Logic editor is a powerful tool and we can’t wait to see what you guys create with it!
Unfortunately that concludes with Dev log, but don’t worry there will be more to come before the release of the update! The next blog will either feature a more advanced look at the logic editor or take a more general look at Multiplayer as a whole, explaining how it will all work and what you can expect when it’s released.
We’d just like to take this opportunity to thank you all once again for your patience and support as we work through the remaining Multiverse issues. We’re working hard to bring the update to you as soon as we can, but we are not comfortable releasing it until it meets a standard we’re confident you will enjoy.
Cheers,
Von
Hello everyone!
Unfortunately we don’t have a full dev blog for you today, as we’ve been extremely busy lately, but we wanted to update you on how things are going and give you another peek at some of the stuff we’ve been working on.
First I wanna get some bad news out of the way. Unfortunately it's looking very doubtful that we will be ready to release when we had initially planned at the end of September. At this time its very difficult to say how long we will need to delay by, so we’re reluctant to set an exact date here, but we will be trying to keep you updated and we’ll let you know when we have a more solid idea. We realise this is upsetting news, we know you guys were really looking forward to playing it in a few weeks time, and we apologize for having to delay.
The reason we will be delaying the update’s release is primarily due to bug squashing, we really want the Multiverse update to be as robust as possible for you guys to enjoy! In that department we’ve made huge leaps and bounds, but there is still more work to be done before we’re happy to release it.
We deeply regret that the update won’t be finished in time as we’re really excited to get you guys playing and building, but we feel it’s important to make sure the experience is the best we can make it and isn’t overshadowed by instability and bugs. We are all working flat out to get everything finished asap and we’ll be sure to update you when we can.
Onto a brighter note; we have another sneak peek into the Multiverse update and some of the stuff we’ve been working on!
There will be some new additions to the game to complement the multiverse update, including some new level objects and a new environment to play in.
We’ve created a whole selection of tiles & objects for you to use when designing your levels, they were specifically designed to maximise their usability in creating large level environments for you and your friends to play around in.
I also thought I’d share with you a few examples of level types that the logic editor allows you to create. Please note that these are merely examples created by our team during playtesting and you should not expect to see these released with the update!
If you and your friends are more interested in structured gameplay or competitive objectives, rather than Besiege’s traditional more relaxed sandbox play, then the logic editor is the perfect tool for you! It allows you to create levels with objectives and games, of your own design.
For example, the screenshot below was taken from within a level designed as a kind of capture the ball type gamemode. Using the logic editor, we were able to create two opposing teams, each with their own iron ore ball. The objective being to steal the other team’s iron ore and bring it back to a collection point. Each time the enemy ore is collected, you can a point which brings you closer to winning the round.
Once one of the teams has retrieved a set number of ore, they are pronounced the victors and after a short delay, the level and scores reset!
Another possible game you can design is that with a ‘King of The Hill’ type objective, where teams gain points over time for being inside an insignia, like in the screenshot below.
The progression bar for each team slowly ticks up the longer they are in the insignia until one team reaches 100% and wins!
And just to finish things off I’ve put together a few gifs showing some of the new level objects we’ve added in.
I’m afraid that’s all for now, next time I’ll be bringing you a blog post about how the logic system works and delves into settings in a bit more detail.
We'd just like to appologise once again for the delay. Everyone here at Spiderling is working very hard to bring you the update as soon as possible but in the meantime, we really appreciate your ongoing patience.
Cheers,
Von
Hello Everyone!
Today we’re bringing you the second in a series of development blogs about the Multiverse update! The last blog focused on Physics in Multiplayer, how that all works and what kind of performance you can expect to get out of it.
Today's blog however, will be part 1 of 2 blogs on Besiege's new level editor. The first part will focus on how you'll be able to create an environment, using the editor, and the second part will focus on creating game modes and interactive levels using our newly created logic system!
Please keep in mind that the Multiverse update is still in active development and anything shown here may be subject to change.
Besiege levels are created using a variety of game objects which are placed into the world and can then be edited, including; structures, foliage, NPCs & environmental effects. And for those of you wondering, we are in the process of creating assets specifically to be used in custom levels & multiplayer levels.
Besiege's level assets have been divided into several different categories, making it easier for you to find what you're looking for.
To place an asset into the level, you simply select it and then click somewhere in the level to place it. Once we have the object in the level, we can use the tools along the top of the editor panel to edit it.
First we have the Translate tool, which allows you to move a selected object around the environment. Then there's; the Rotate tool for rotation, the Scale tool for altering the object's size, the Mirror tool for moving objects in relation to one another, the Eraser for removing objects and the Modify tool for editing an object's properties.
The properties tool has different options depending on the object that you're editing. For example editing a wall allows you to dictate whether the wall works in a physics way and the amount of force required to destroy it. Turning off the physics option will cause the object to become static and not to break into physics pieces when it’s destroyed.
You can also use the Properties tool to switch between several variations of certain models.
Other objects such as the AI for example, have considerably more options, allowing you to change their behaviour, stats and even make them friendly to a specific team! Allowing AI vs AI combat!
In addition to the object tools we have some more general level editor tools as well, including; a paintbrush mode for placing lots of a particular type of object, a snap to grid option and a duplicate option which has the hotkey Ctrl + D.
By clicking the green pencil on the snap to grid button, you can edit the size of the grid you wish to use:
The paintbrush tool works by holding down mouse button one and then moving your cursor around. Objects are then periodically placed along the path of your mouse, with random rotations and scales.
Levels can be saved and loaded at will by any player in the server, these level files can be shared with other players and you will be able to upload and download them from the Steam workshop as well!
You can also customize the aesthetic environment for your level in the level settings menu, we’ll be talking more about the menu in the next dev blog.
And remember, at any time you can just start simulation and test your level, easy peasy!
Unfortunately that's it for this Dev blog, but be sure to tune into the next one where we'll talk about configuring your levels to have rules and we introduce you into the editor's logic system which allows for more complex and interesting levels & game modes!
Hello everyone!
As I’m sure many of you are aware, last month we announced the Besiege Multiverse update, which will bring a Multiplayer game mode as well as a Multiplayer Level Editor.
Today I’m bringing you the first in a series of development blogs which will go into greater detail about the features of the Multiverse update and generally explaining how things will work!
We decided to focus on how Physics will work in Multiplayer for this first blog, as we’ve noticed it’s been a major point of query and concern amongst the community.
Anyway let’s just jump right into it.
Performance
In Besiege Multiplayer all the session’s physics is handled by the host’s computer which then communicates with the connected player’s computers telling them what is happening. This ensures a relatively smooth experience, with all war machine’s appearance & movements being synced together giving each connected player an accurate view of what's going on in the game.
Because all the physics is simulated on a single computer, you can expect to get a similar performance in multiplayer as you do in singleplayer. If your host’s computer can handle 500 blocks easily in singleplayer, then they can handle 500 blocks easily in a multiplayer session. Just to be clear, we’re talking 500 blocks total when all player’s machines are added together.
Another useful benefit of running all the game’s physics on one computer is that there is almost no performance load on the client player’s computers. This means that even if you have a low end computer, you can take part in multiplayer sessions containing as many blocks as the host can handle without experiencing poor performance!
We want to be abundantly clear here.
If the total block count of every player’s machines added together is too much for the host’s computer to handle, there will be performance drops. We have decided not to put a cap on the total allowed blocks, so it’s in the hands of the players to decide whether they want to load large elaborate machines into multiplayer.
During the course of multiplayer’s development we have tried several different ways of simulating accurate interactions between machines over a network and found the current method to be the best at balancing performance with accuracy.
Simulation
Besiege’s Multiplayer mode has two different types of physics simulation, Global and Local.
During Global simulation, all players can interact with each other's machines and the environment they’re playing in. In global simulation all the physics behind war machines and the level are run on the Host’s computer (aka the server).
Whilst Global simulation is active the level cannot be edited, but if a player is in local simulation, then the other players can continue editing the map.
Local simulation was created to allow players to test their machines without preventing other players from continuing to edit the level!
Local simulation (aka Ghost Mode) is where individual players simulate their machines independently from everyone else in the Multiplayer session. Players in Local simulation can still interact with the environment/level as it existed when they pressed the simulate button. During Local simulation all physics are simulated on the player’s computer and their machine is still visible to other players in a kind of ghostly form.
Clustering
One of the first hurdles we had to overcome when making Besiege multiplayer was the sheer volume of information that would have to be sent via networking to the host and other players.
The main way in which we overcame this problem was using an innovative clustering system which, without wanting to get too technical, allows blocks to be placed into groups in order to reduce the amount of information being sent to other players.
This system reduces lag between players and the host whilst providing an accurate view of simulated machines which is shared by all players without sync issues.
Under the in-game menu you can toggle on a visual representation of the cluster system and see how your war machine’s blocks are grouped into clusters. You can use this mode to help you design machines that are more efficient for use in multiplayer, as some methods of building work better with the cluster system than others, see below for examples.
That’s all for now but we’ll be bringing you more Dev blogs about the Multiverse update as we get closer to releasing it!
We also thought we'd include this live action reproduction of a typical Besiege multiplayer session:
Hello Everyone!
Today we’re bringing you Version 0.45 and the unveiling of an exciting new addition to the game, The Besiege Multiverse.
The Besiege Multiverse
The Multiverse is a combination of the Besiege community’s two most requested features; Multiplayer and a Level Editor. For the past year or so we’ve been working on not only bringing these features to life but, combining them in a unique way for your enjoyment! https://www.youtube.com/watch?v=Dh_LXRF0myw The Multiverse allows Besiegers to create multiplayer sessions of the game (Up to 8 Players) to build, battle and compete with their friends. Alongside this we’ve included a large set of tools, allowing players to not only create their own custom levels, game modes & objectives, but create them with their friends in real time. Furthermore, players can choose to play/simulate custom levels, while their friends are still working on them! The Multiverse update is not yet ready but we are aiming to have it released by the end of Q3 of this year. As you can imagine there’s a lot of testing that needs doing to ensure your experience of these new features is as smooth as possible. Over the coming weeks we will be releasing regular Dev Blogs, explaining the Multiverse features in greater detail and how it all works, as well as a collection of guides which will help you to get the most out of Multiplayer and the powerful new Editor Tools. The price of Besiege will also be raised by $2 after the Multiverse update is released, inline with our early-access pricing plan. Want to find out more? Click Here!!
Version 0.45 And Other Development News
In addition to the exciting announcement above, we also have two new Valfross campaign levels for you to complete/mess around in and some bug fixes to the game. The first being an abandoned mine constructed by the peoples of Valfross, ruled by the infamous Withered King, with the apparent purpose of extracting ore from the mountainside…
The second level contains one of the great fortresses of Valfross, its mighty towers surviving countless ages of ice and snow, and guarded by fearsome warriors...
In other development news the localization system is entering its final stages of testing and we’ll be hoping to release that very soon. As we previously announced, players will be able to upload custom translations to the workshop and it is our intention to implement the most used of those into the standard game. Work on the options menu is also continuing and we have some other exciting levels in the works which we’ll be talking about in the coming weeks. Going forward it is our intention to release individual pieces of content as and when they’re ready, instead of grouping them into larger updates. Well, that's all we have for you right now, we hope you enjoy the levels and share our excitement for the Multiverse update! Stay tuned for more information in the coming weeks. Cheers, Von PS: Please note that each time an update is released, Spaar's modloader is broken and requires updating in order for mods to function again. Please be patient while Spaar updates his modloader and download the new version when he's done. Attempting to use an outdated version of the modloader will cause problems with the game. We are sorry for any inconvenience caused.
Hello Everyone!
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
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
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
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
ADDITIONAL CONTENT
Added Crossbow Block
Added Log Block
Added Vacuum Block
IMPROVEMENTS
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
Today's Deal: Save 30% on Besiege!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Sunday at 10AM Pacific Time
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
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.
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
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
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
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.
Hello!
Today we’ve got a post to update you on what’s going on in the community and a little bit of information about Besiege’s development progression and coming update.
Since the release of Skin Packs we’ve seen a torrent of packs being uploaded to the workshop, here’s some that caught our eye:
Lego Skin Pack
http://steamcommunity.com/sharedfiles/filedetails/?id=703309217&searchtext=
Industrial Revolution Skin Pack
http://steamcommunity.com/sharedfiles/filedetails/?id=702049002&searchtext=
Steam Punk Skin Pack
http://steamcommunity.com/sharedfiles/filedetails/?id=707879976&searchtext=
These are only a few of the many and varied skin packs that are currently available on the Steam workshop, simply subscribe to the pack you want to use and then apply it in game!
I’m sure many of you may have noticed that the Spiderling Community Forums have been down for the last week or so but they are now pack online and ready to use! http://Forum.spiderlinggames.co.uk/ If you have trouble accessing it then you should try clearing your browser history/cache/cookies!!!
We decided to change the forum software that we were using in order to provide a faster and more pleasant experience for community members! Unfortunately the process of migrating the forum’s data across to the new software took longer, due to some problems we encountered during the process, than we originally intended and we are very sorry for any inconvenience caused! Unfortunately we haven’t had a chance to create a custom style for the forums yet and as such, for the time being, the forum is using a default style which is very different from the previous forum’s look.
Please be aware that all links to the old forum will no longer function correctly and will need to be updated manually. Also, for security reasons we ask that, if you are a forum user, that you change your forum passwords ASAP.
If you encounter any problems with the new forum software then please let me know, either through the forum or via our support email address: support@spiderlinggames.co.uk
Over the weeks since the last update we have been working hard to eliminate many of the bugs that have been slowly piling up as Besiege’s development has unfolded, therefore the next update will be a bug fixing update! Unfortunately we can’t really offer a firm release window for the next update but it’s safe to say that it will be coming soon!
We’d also like to reassure you that the team members working on new levels are not involved with other aspects of development and as a result level production is not hindered by regular update content. Level production is going well and soon we will be bringing you the last few levels of the Tolbrynd island as well as some levels on the new island Valfross. We do apologize for the long delay in releasing new level content and we are aware of how frustrated some of you are at the lack of new levels content being released. We have also brought a new artist on board to help with level production but it has taken quite a while to bring him up to speed with our level design philosophy. Now that we have done this, things are moving along at a much nicer pace!
I’d also like to take this opportunity to tell you that we will be announcing some of the new ‘long term’ features that we have been working on behind the scenes, in the coming weeks, so stay tuned!
Cheers,
Von
Hello everyone!
Today is the day that we’re launching version 0.3 of Besiege! We had planned to release it Friday night but unfortunately we ran into some very pesky bugs at the last minute and its taken most of the weekend to resolve them, so we're sorry for the delay!
Version 0.3 includes two new sandbox levels as well as the new skin/model loader for importing custom textures and models into Besiege, alongside some bug fixes for a variety of issues.
The New Sandbox
Since the very beginning of Besiege, the sandbox environment has been the most popular choice for builders, machine fanatics and youtube showcases alike. For these reasons we spent a bit of time examining why people like the sandbox environment and what improvements could be made to expand the player’s experience.
The new sandbox environment is quite a bit bigger than the old one. The above image shows a white square overlayed to represent the size of the old sandbox level. It includes structures and elements from the game you’ve played through thus far and some that you haven’t experienced before! The level was designed with aircraft in mind, so should prove a more interesting testing ground for your flying machines.
In addition to the sandbox level shown above, we have also added another sandbox environment that is quite large but is quite barren in features. Those of you that love to create huge machines, this level should be just the thing for you!
The Skin Loader
The other part of this update is the new ‘Skin Loader’, used for importing custom textures and indeed models to replace the default blocks in Besiege. Downloading and using custom textures/models is as simple as copying files into a folder or subscribing to a pack on the workshop. Once that’s done you will be able to apply your new packs to specific blocks or an entire machine.
Creating your own custom texture & model packs is also a very simple process and we plan to produce a video tutorial showing you how it’s done. But all you really need is to copy an image into a block’s folder and then it can be loaded as a texture, likewise creating a .obj model and putting that into a block’s folder will load the new model! Note that you don’t have to have a model to change a texture and you don’t have to have a texture to change a model.
As part of the ‘Skin Loader’s’ implementation we’ve reorganized the workshop and divided items into two separate types, Machines and Skin Packs. We’ve also created a new sub-section of the modding board on our forum, specifically for the publishing and discussion of Skin Packs.
I've also thrown together a basic guide on how to use and create Skin Packs, which can be viewed here: http://forum.spiderlinggames.co.uk/forum/main-forum/besiege-early-access/modding/skin-packs/43678
Alongside the above we have a number of bug fixes which will be listed in the patch notes at the bottom of the post.
We know that many of you are desperate to get your hands on new campaign levels and, as we’ve said in the previous fortnightly post, we are working on them. Unfortunately we can’t say yet when they’ll be ready but we hope that it will be worth the wait!
I’d also like to re-iterate that development is continuing on a number of features we, and you the community, want to see in Besiege before its official release. We’re also aware that some of you fear that Besiege will be one of those early access games that loses its way and never finds a release date, be assured that we have an internal roadmap and release target.
With all that being said, we really hope that you enjoy these new additions to Besiege and we can’t wait to see the creative stuff that you guys come up with!
Cheers,
Von
Changelog V0.3
ADDITIONAL CONTENT
Added New Sandbox Level
Added New Barren Sandbox Level
Added Skin Pack System
IMPROVEMENTS
The Source Cube Block has had a bit of a makeover
Added Steam workshop support for Skin Packs
FIXES
Fixed issues affecting the Drag God Tool
Fixed an issue with Un-doing/Re-doing caused by duplicate guids
Fixed an issue causing the rocket block to put out fire
Steam is now able to push rockets
Pre-extended Pistons should now rotate correctly
Fixed a bug with save files, preventing machine information from being loaded correctly
Hello Everyone!
Today we’ve got the first fortnightly information post for you to sink your teeth into. Every two weeks we will be bringing you some information about what we’re working on as well as discussing some of the awesome happenings within the community!
So we’d like to start off with our ‘Community Spotlight’ section of the fortnightly post. We will be featuring media/machines/challenges or even just interesting discussions here that have caught our eye recently.
Last week Besiege’s Tieba community released another video showcasing a collection aircraft that they’ve created! It’s well worth a watch even if you don’t speak Chinese!
https://www.youtube.com/watch?v=N_ZltnH9U_Y
If you’re following us on twitter you may have noticed as tweeting about a couple of mods that we feel are very cool!
The first being Lench’s “Advanced Controls Mod” which, among other things, allows you to use a controller or joystick with Besiege!
http://forum.spiderlinggames.co.uk/forum/main-forum/besiege-early-access/modding/43206
The other mod that really caught our attention was Charlie Wang’s “Tracking Computer Block” which allows you to lock missiles onto moving targets in an attempt to destroy them!
http://forum.spiderlinggames.co.uk/forum/main-forum/besiege-early-access/modding/43124
If you are interested in community goings on, please do check out our forum, the Besiege reddit or follow us on twitter! https://twitter.com/spiderlinggames
So next on the agenda is the second half of the coming update V0.3. We’ve been working on systems to allow the community more creativity and flavor in their war machine designs. Whilst we have some other stuff in the works, the first feature that we’ll be releasing is a model/skin importer for Besiege’s blocks.
You will be able to use this to quickly load up custom models and/or textures to replace the ones that are in vanilla Besiege. Whilst the modding community has been working with one hand tied behind their backs to bring new blocks and styles to the game, we’ve decided to try and streamline this process as much as possible.
Adding custom models and textures to the game will be as simple as copying the appropriate files into a folder, just like with saved machines! No seriously, got a picture on your computer? Just copy it into the folder for the block you want to change!
We’ve been working on what we hope will be an intuitive management system, in game, for your model/texture packs and this is one of the things that isn’t quite ready yet.
We’re also working on a new workshop system that will allow you to upload your texture packs to the community and even link them as requirements for your uploaded war machines. This is something we really want to take a lot of time to make sure we get it right which is another reason that the update isn’t quite ready for release yet.
Our rough estimation for the update’s eta is 2 weeks. However we do still have a few loose ends that are still being tied up and we’re still in the process of polishing/optimizing the new sandbox environment, so it could take a little longer. We’re going try our best but please don’t hold your breath… you might hurt yourself.
Looking past the coming V0.3 update, we are working on a number of other big additions to Besiege and we’ll be using these fortnightly posts to reveal them to you as they get closer to completion!
I hope you found this post informative and in another 2 weeks we'll be bringing you V0.3 or another fortnightly post!
Cheers,
Von
Hello!
So today we’ve got some information for you about what we’re working on and what you can expect to see in the coming update V0.3.
We are aware that many of you are growing frustrated at the seeming lack of development and ever longer periods between updates and this is our fault for not communicating more regularly with the community. We are sorry about this and we will endeavor to regularly post progress updates as we develop Besiege further.
Over the past few months we have been working on a number of long term large scale feature additions for Besiege. The development of these features is going very well and they are getting ever closer to a releasable standard. We don’t want to spoil the surprise just yet but it would be fair to say that these are things the community has been asking for from day one.
Development of Besiege’s next campaign continent, called Valfross, is underway and will bring new types of challenges and visuals that will hopefully be unique enough to justify the wait. Valfross is an icy, wind-battered kingdom that has been mostly deserted since ancient times. We’ll be giving you a sneak peak into some of these new levels after the release of V0.3.
Moving away from vague glimpses into the game’s future we’ve got some information about what you can expect to see in the coming update.
We’ve been working on a new sandbox environment with a unique design and a much larger scale. A lot more thought was given to the use of flying machines in this sandbox than the original because, to be frank, we didn’t expect anyone to ever master the art of flying. How wrong we were…
In addition to the new sandbox we’ve been working on another system for modding blocks that we’ll be unveiling on release day of V0.3, but suffice to say that it will offer a great deal more customization from Besiege’s modding community.
Unfortunately, and here’s the bit you’ve all been waiting for, we are still quite a way off from having the new version in a releasable state. We’re reluctant, as always, to set a firm release date but we are certainly still looking at weeks.
We know that some of you are disheartened by the recent pace of Besiege’s update releases but your patience is allowing us the time we need to develop larger-scale features for updates further down the line.
Finally, with regards to our abysmal communication with the community, we are going to be bringing you a regular update post every 2 weeks. This post will feature information about Besiege’s development and what is going on in the community.
We hope that this has reassured you that Besiege’s development is still moving forward and that we’re working hard to bring you the content that you want to see.
Thank you for your patience and continued support,
Cheers,
Von
PS: The plane used in our gifs was created by Flying Flapjack
Hello!
Today we’ve got another content update for you, V0.27, which brings a number of improvements and some extra blocks for you to play around with.
Camera Block
The camera block can be attached to your war machine and provide a second, fixed perspective of your contraption. The block should allow for much greater control of flying machines and easier navigation of the environment. It has 4 different modes to choose from and each mode has a number of options you can tweak to fulfil your specific needs.
The block is activated by a hotkey, which can be changed using the parameter tool, allowing you to place as many of them on your machine as you want.
Rocket/Firework and Large Unpowered Wheel
We’ve added both an explosive Rocket and Large Unpowered Wheel to the array of blocks available to construct you machine.
The Rocket is highly customizable, allowing you to change; thrust, delay before explosion, explosive force and even the colour of the explosion itself.
They can be used as an offensive weapon to great effect or fixed to your machine to provide thruster capabilities to your war machine!
The Large Unpowered Wheel is, just like its smaller counterpart, a wheel that rotates freely without any torque behind it.
Other Improvements
We’ve taken this opportunity to make some other useful improvements to the game, which people have asked for.
There is now an option in the Piston’s parameters to make them extend whilst your in build mode, before the simulation starts.
We’ve added a reverse option to the flying blocks parameters, allowing you to invert its thrust.
The flamethrower now has a range slider which can be altered.
I’m sure that many of you will be disappointed we weren’t able to bring you any new levels this time around but we are working on them and we’ve got some very exciting features for Besiege on their way.
We hope that you all enjoy the new blocks and we look forward to seeing more of your extraordinary and often terrifying creations.
Cheers,
Von
Changelog V0.27
ADDITIONAL CONTENT
Added Camera Block
Added Rocket/Firework Block
Added Unpowered Wheel
IMPROVEMENTS
Pistons can now be extended in build mode
Flying block now has a reverse option
Flipping a Steering Hinge now also flips the hinge’s limits
Flamethrower now has a range slider
FIXES
Fixed problem where ballast weight would not update correctly
Fixed a bug with toggle mode on contractible springs
Fixed Grabber’s grab static only option
Fixed Tank steering method that uses multiple key presses
Fixed the ability to skip a level by clicking along the bottom of the screen
Fixed placing rotation of blocks to be more streamlined
Valve in Zone 26 can no longer be moved in build mode
Barrels in Zone 16 can no longer be moved in build mode
Crystal in Zone 21 can no longer be moved in build mode
Completing Zone 20 now gives you the next level button instead of return
Fixed Undo/Redo bug that would sometimes remove more or less than it should
CHANGES
Blocks with ID 8 will no longer be loaded, this fixes an issue a lot of people experienced with Spaar’s Modloader
Modding Related:
-----Custom data can now be saved to machines, with events trigger
-----Added More BlockMapper types: In all: MKey, MMenu, MToggle, MSlider, MColourSlider, MLimits.
-----The offset position and rotation of ghosts can now be set easily
-----Undo/Redo now accounts for rotation/translation changes.
Hello Everyone!
Today we’ve got the second half of our latest major update, Version 0.25.
Version 0.25 introduces; new features, improvements, bug fixes and a wide array of optimizations to the game.
Key Mapper
Firstly we’ve completely overhauled the Key Mapper tool giving it a new look and greater support for mods. We’ve also added some new options for the following blocks; Wheels, Cogs, Drills, Steering Hinges, Spinning Blocks, Balloons, Cannons and the Grabber.
As shown above, Steering Hinges now allow you to set limits for their rotation, in order to prevent accidentally snapping your own wheels off.
Search Function
As the list of blocks in Besiege continues to grow we’ve added a much needed search function, allowing you to quickly and easily find the block you need.
The search function is clever, you don’t have to use the full names of blocks in order to find them, even just a single letter from each word will work (For example, w b for wooden block). You can also use descriptive terms such as metal to show all metal blocks.
The new search function also works with blocks added by mods!
Save System
Besiege’s save system as been completely reworked. War Machines are now saved in an XML format which allows for much easier and more powerful save editing as well as greater support for mods.
A number of minor issues with saving machines have also been addressed including being able to use special characters in the machine’s name and problems caused by foreign keyboards.
DON’T WORRY! .bsg machines can still be loaded in the game and the next time you save it will be converted to the new file type!
Other Useful Features
We’ve added some extra functionality to the undo system. We’ve added the ability to undo deleting a war machine as well as a second shortcut for re-doing actions.
Holding X or delete for more than half a second will now start deleting multiple blocks, no more bashing the keyboard to delete sections of your machine.
Unfortunately we have decided not to implement the camera block in this update because we’re not happy with the way it performs. Apologies for the delay but it will be coming in a future update.
Beginning this month I’ll be making a monthly community post which will feature the best community creations of the month, competitions/challenges, new mods and information about Besiege’s development.
We hope that you enjoy this update and we’re sorry for the delay, unfortunately we had a major setback before christmas and it’s taken us longer to recover from it than we previously expected.
Thank you all for your support since our entry to early access, you’ve made this a fantastic first year for Besiege and everyone here at Spiderling!
Von
Changelog V0.25
ADDITIONAL CONTENT
Added New Search Function
CTRL + F Hotkey
IMPROVEMENTS
Improved Key Mapper window
Added reset option to the Key Mapper
Added toggle option to wheels and cogs
Drills can now be controlled
Saw rotation speed can now be altered
Balloon string length can be be changed
Added power slider to Cannons
Cannon balls now inherit the velocity of the cannon used to fire them
Added power slider to Water Cannons
Water now inherits the velocity of the Water Cannon that produces it
Added Auto-brake option to Wheels
Added Auto-Grab toggle to Grabbers
Holding X or delete for more than half a second starts deleting blocks behind the cursor
Changed War Machine save format, xml
---Special characters can now be used in machine names
---Each block now has an individual GUID when saving
---Blocks now store their scale in the save file (can be edited in save file)
---Blocks now save an unlimited number of hotkeys, toggles and sliders
---Blocks now save an unlimited amount of custom data
---Improved access to AddPiece, BoundingBoxController and MachineObjectTracker.
You can now double click or CTRL + A in a slider’s text field to select all
Improved Timescale slider, making it easier to drag
Added clicking sound to copy, paste and close options in the block mapper
Undo now works for un-deleting machines
Improved how the translate tool moves war machines
Opening a block that can’t be customized in the Key Mapper tool now displays a message
Added CTRL + SHIFT + Z shortcut for redo
Added warning when attempting to start simulation with god powers activated
FIXES
Fixed problem where some keyboards could not add a decimal in the slider text field
Starting simulation at 0% speed no longer simulates any physics upon starting the simulation
Fixed 0%>100% simulation speed bug
Fixed Translate tool arrows being slightly offset
Fixed some boundary box issues
Optimized a lot of the game’s code in a variety of areas
Seasons Greetings!
Today we’re bringing you Besiege V0.23, which introduces 5 new levels to the Tolbrynd island.
Initially we had planned to release these levels alongside some other useful new features, but unfortunately we’ve encountered some serious performance issues which need to be resolved before they can be added.
As we are currently unsure how long these issues will take to resolve we’ve decided to go ahead and release the levels on their own. There is still a chance that we’ll be able to resolve the issues before Christmas but we are more likely looking at some time in January.
We’re terribly sorry about delaying the feature release but we felt it was best to bring you some of the update’s content now rather than postpone it until the other half is ready.
We hope that you enjoy these new levels and that you all have a great time over the holidays.
Von
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Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!
*Offer ends Monday at 10AM Pacific Time
Hello Everyone!
Today we’re bringing you an update for Besiege, V0.2, which brings the game to the Unity 5 engine.
In addition to Unity 5 we have added a new block into the game called a Pin. The pin can be used to anchor the block it’s attached to, preventing it from moving until you press its hotkey.
We’ve also introduced a new god tool, Infinite Ammo, which prevents flamethrowers from running out of fuel and allows cannons to be fired an unlimited number of times. You can now also place stuff on Grabbers!
Unity 5 brings with it significant improvements to performance as well as some changes to the game’s physics which, on the whole, make for a more stable experience. Our testing has shown up to a 400% increase in performance on some machines!
We put together a quick video to compare the difference in performance between Unity 4 and 5:
https://youtu.be/hYuPNmSnrB4
Unfortunately, due to the engine’s current state, there are some bugs which we haven’t been able to fix or workaround. Whilst these issues are currently unfixable, we will endeavour to speak with Unity and hopefully they will be able to offer a solution in future versions of the engine. We’ve thought long and hard about whether to release Unity 5 in its current state, but we’ve believe the performance gains outweigh the downsides.
The two biggest issues we have named “Wobbly Wheels Syndrome” and “Symmetrical Vibration Glitch”.
Wobbly Wheels Syndrome (WWS) means that in some cases the wheels bend on their joints, often storing up force and then suddenly releasing it or causing enough pressure to break the block that they’re attached to. Most of the time WWS doesn’t impact gameplay what-so-ever but because of this issue, some steering methods can become extremely unstable, especially if used on a very heavy machine.
Symmetrical Vibration Glitch (SVG) normally occurs when you build a symmetrical pattern that is suspended from 1 central block. The engine appears to have trouble discharging vibration energy if a pattern is symmetrical, allowing it to become more and more violent until it rips itself apart. SVG can be prevented by bracing between the opposite ends of a pattern.
There are also several other minor issues that we need to fix (unfortunately we just ran out of time) and perhaps even some that we failed to find during our playtesting. We hope that you, the community, will help us find and identify any other problems through our forums or the Steam forums.
We know that many of you will be disappointed that we haven’t managed to pack more content into this update. Whilst we have been working on several features alongside the port to Unity 5, it has taken up a lot of our time and we weren’t able to get all of them into this release.
Below you can find couple of the things we’ve been working on that you can expect to see in the next update:
Camera Block
We’ve been working on an invisible camera block that can be attached to your machine. You can configure it to behave in a variety of ways, switching to the view of the camera block using a hotkey and it can be used for things like chase cams.
Block Search Function
The block search function allows you to quickly and easily search for blocks across all categories, including blocks that you add to the game using added by mods!
I’d also like to take this opportunity to remind you all of the wonderful and ever growing array of mods created by the Besiege community. Our Forum’s Mod Pages offer the best way to browse through all of Besiege’s mods and they also contain a simple and guide explaining how to install mods. http://forum.spiderlinggames.co.uk/modcategories
We hope that you enjoy the update and we apologize for the delays in bringing it to you.
Von
Hello Everyone,
Today we thought we’d take some time out to tell you a bit about what we’re working on at the moment and about the next update!
Most of you will be aware that we’ve been trying to port Besiege to Unity 5 for some time now with little success, that is until recently.
We are happy to announce that, owing to some significant breakthroughs in the past few weeks, Besiege will be moving to Unity 5 in the next update!
Unity 5 will offer some significant improvements to the game, the most notable of which is physics performance. Unity 5 uses a much newer version of PhysX which has support for multithreading, which will allow Besiege to use your CPU far more effectively than in the past.
We’ve put together an example for you below, showing the difference in FPS experienced while playing the game. I’d also like to point out that the Gif capturing software I used to create this comparison is the reason that the FPS is below 60 on the Unity 5 example.
Unity 4
Unity 5
The version of PhysX used by Unity 5 will also offer us changes to the stability of Besiege’s physics. Below is a comparison showing how Unity 5’s physics stabilizes in a more realistic fashion.
Although we expect most of the changes encountered will be positive, there is always the chance that existing machines could be adversely affected by the game’s physics performing differently.
Now on to the bad news, we’ve encountered some bugs during the port that we will need to get fixed before the new update can be released. This means that V0.12’s release will be delayed by about 3 weeks whilst we work to fix these issues.
We decided to include some of the issues in this announcement so that you can see for yourself the kinds of kinks that we’re trying to iron out.
Wheels in the new build are wobbly which causes a number of issues when it comes to the different steering methods that people have designed.
If particles collide with a moving object they appear out of thin air in the center of the world.
As well as some other issues that aren’t particularly interesting to look at.
So in conclusion, porting Besiege to Unity 5 is going well but there are still a few issues that need sorting out and because of this we are, unfortunately, pushing the update back by 3 weeks. As well as this, once the new update is out, we’ll be increasing Besiege’s price to represent the level of content now in the game. Hopefully you’ll see that it was worth the wait, and we thank you for your continued patience and support!
Hello everyone,
Today we’re releasing our latest update for Besiege, bringing it to version 0.11. We’re sorry that it’s a bit later than we initially planned, we encountered some pretty serious issues in our initial playtesting that needed addressing.
In this update we’re bringing you 2 new blocks and 2 more, newly titled, ‘God Powers’ for you to play with.
We’ve added a Water Cannon Block as well as a Rope & Winch block, which can be wound up or unwound and the rope can be cut by a sharp object.
The God Powers that we have added allow you to turn Gravity on and off at will, as well as the ability to drag objects around during the simulation!
Last but not least we’ve got a fix to a bug that a lot of you builders out there have found frustrating. We’ve finally managed to fix the issue where various mechanical blocks intermittently stop working.
Although we’ve tried very hard to avoid breaking any existing machines with this fix, there may be some machines that are adversely affected by this change. Be assured that we will do our best to address any issues that arise!
We really hope you enjoy these new additions and as always, thank you!
Von
Changelog V0.11
ADDITIONAL CONTENT
Added Water Cannon Block
Added Rope & Winch Block
Added Drag God Ability
Added Zero Gravity God Ability
IMPROVEMENTS
Improved Spikeball visuals
Created new ‘God Powers’ section in the settings menu
Optimized Knights in Ipsilion
Improved visuals of block selection menu
FIXES
Fixed Major bug where motorised blocks would randomly lock their rotation & position.
(Affected blocks include Steering Block, Steering Hinge, Decoupler, Piston, Spinning Blocks, etc)
Fixed Flamethrower having infinite fuel in toggle mode
Reduced jittering on the spring block
Fixed bug with visuals of propeller when flipped
CHANGES
Explosive Decoupler now has stronger joints
Lowered particles emitted on wood collisions
Removed drag on Metal Spike Ball
Removed drag on Wooden Pole
Reduced Grabber SFX volume
Moved Plow to Armour Tab
Hello everyone!
We’ve just published our latest Major update, V0.10, and we also have some news about Besiege’s Development.
Basically, we have begun the process of expanding the game’s development team.
Introducing the new members of the team to the project will take time and may see the content of updates diminish slightly as we get them situated. For this we apologise. There’s a lot of organisational stuff we’ve got to sort out related to this and it's something we’ve never done before.
In the short term we will be moving to a monthly update schedule to allow us the flexibility we need for dealing with these new challenges.
However, in the long term expanding the team will allow us to pursue more crazy and exciting features for the project, as well as an increase in production speed!
Again, we greatly appreciate your patience as we find our feet.
Right, on to the more exciting stuff!
Steam Workshop
You can now quickly and easily share war machines with other members of the Steam community.
To download someone’s machine all you need to do is browse the workshop for a machine you like and then click subscribe. This will automatically download the machine and place it in your saved machines folder.
Uploading your own machines to the workshop can be done in the load menu. Simply click the small Steam logo in the bottom corner of your machine’s thumbnail, select the appropriate tags and press upload.
You can also update machines that you’ve already uploaded by clicking the update option. This will then sync to everyone who has downloaded your machine updating it in their game to show your latest improvements.
New Levels
We’ve got 5 new levels for you to sink your teeth into with this update. We don’t want to spoil them so we’ll just let you explore them yourselves. :)
Other Stuff
There are 2 new blocks with V0.10, a grenade and small propeller, as well as some other improvements & bugfixes.
Well, we look forward to seeing the chaos you create with this latest update!
Changelog V0.10
ADDITIONAL CONTENT
Added Steam Workshop Support
Added 5 new levels
Added Remote Grenade Block
Added Small Propeller Block
IMPROVEMENTS
Changed background colour for new machine thumbnails
Grabber can now grab static objects and the ground
FIXES
Fixed some save corruption issues
Fixed issue where invincibility wasn’t highlighted when turned on
Fixed issue where ‘Enter’ & ‘Backspace’ keys could not be used as hotkeys
Removed mass slider from small wheel
Fixed Yaks not dying when dropped
Fixed Grabber breaking if the object it grabs is deleted
Fixed tents breaking whilst in build mode on level 9
CHANGES
Unpowered cogs can now have their rotation frozen using the keymapper tool
Hello!
Today we’ve got some information for you about the next major update, which will be version 0.1!
Work on V0.1 is going very well and we estimate that it will be ready for you in 2-3 weeks time.
Before we talk about the update’s contents, we’d like to talk a bit about update scheduling. We’ve decided to scrap the old schedule in favor of a new clearer and simpler format. The new update schedule will make it easy for you to see the kind of content each update will bring and when it can be expected.
So lets talk V0.1
Steam Workshop
Yes, this one has been heavily requested ever since we launched the game on Steam but unfortunately it took us longer than we had initially expected. In version 0.1 you will be able to quickly and easily share your ingenious machines with the rest of the Steam community.
New Levels
The island of Tolbrynd will be expanded upon in version 0.1, with the addition of 5 new levels.
Thats all for now and we look forward to seeing how you get on with the new update in 2-3 weeks time!
All the best,
Von
Hello everyone!
We’ve had quite a hectic past few weeks, bringing you this minor update (V0.09) as well as working on more levels and some other exciting new features for the next major update (V0.1).
We aim to release V0.1 in around 6 weeks’ time, but before that we plan to tell you a bit more about those features mentioned above, so keep your eyes open for upcoming announcements.
Something else we wanted to talk about in this post is mods for Besiege. We’ve been truly amazed at the variety and speed of mods being created by members of the community. We would like to say a big thank you to all those involved in creating content, it’s wonderful to see it bolster our growing community of players! If you haven’t done so already you can check out a full list of mods here: http://forum.spiderlinggames.co.uk/forum/main-forum/besiege-early-access/modding/7632-master-list-of-mods-projects
But please bear in mind it may take time to update them following the release of this update!
So, enough blathering; in this minor update there are 3 new blocks as well as improvements to the UI and various bug fixes. We hope you enjoy using them to make new machines or augment existing ones!
You should also be aware that we’ve made some changes to our joint system, in preparation for future bug fixes, that may cause some more complex machines to break. For this we are very sorry and we’re working hard on the problem!
Changelog V0.09
ADDITIONAL CONTENT
Added Large Cog Block
Added Small Wheel Block
Added Shrapnel Cannon Block
IMPROVEMENTS
Reorganised Block Tabs
Created Locomotion Tab
Redesigned icon for Mechanical Tab
Created new texture for Blade block
Grip pad is now more rigid
FIXES
Fixed birds being killed by machine whilst in edit mode
Fixed balloons being popped by machine in edit mode
Fixed Buildings & Fences breaking whilst in edit mode
Fixed insignias triggering whilst in edit mode
Fixed torch out of bounds issues
Fixed floating roof bug in Level 16
Fixed Freighters exploding with rapid timescale changes
Return to level select button in Tolbrynd now takes you to correct menu
CHANGES
Save & Load menus now blur the UI background elements
Hello everyone!
We’ve just released our first major update, bringing Besiege to V0.08!
Why V0.08 and not V0.1 or V0.06 you ask?
The version labeling system we are using for Besiege represents our progress towards the official release version, V1.0 We had initially planned to go to version 0.1 with this update but there were a few things that we weren't able to implement, so we weren’t satisfied with calling it V0.1 just yet.
I’m sure many of you are aware that we’ve exceeded our original deadline for this update by a week and for this we are sorry. The speed at which we can produce different forms of content is still unclear and we’re really grateful for your continued patience.
With that all being said the next few updates will be minor ones and at this point we can’t say when the next major update will be released.
Anyway, without further ado here’s V0.08:
With V0.08 we’re introducing a new island, Tolbrynd. This island will start out with 5 levels with an additional 10-15 to be added in later updates. We’re also giving you two new blocks; a High Friction Plate to help with walking machines and a Drill for drilling [strike]people[/strike]… stuff...
Changelog V0.08
ADDITIONAL CONTENT
Added New Island -(New environments, NPCs & Structures)
Added 5 New Levels
Added Drill block
Added High Friction Grip Pad block
Added physics based brick system for new levels
IMPROVEMENTS
Player now prompted upon Island completion
Island completion now sets it on fire
Changed water on main planet menu
New audio feedback upon Island & level selection
FIXES
Fixed camera behaving strange after balloons pop
Fixed bug where pressing ‘I’ in the key mapper would set slider value to 0
CHANGES
Camera now moves parallel to floor
Increased camera far clip plane from 500 to 1500.
Cannon ball is now 2x heavier
Boulder now breaks above a certain impact force
Over the next few weeks we’ll be releasing some minor updates to deal with any issues that crop up with the new levels, as well as giving you some more blocks for you to play around with.
Hello everyone,
This is just a small message to say that we’ve been working really hard over the last few weeks on the next update and it’s going really well! There are just a few more things that we’d like to add, tweak and give some extra polish to which should take us a few more days.
We’re really sorry about the delay and we thank you all for your patience as we figure out how fast we can produce different forms of content.
In the meantime we’ve got some screenshots, showing a couple of the new levels, for you:
We have also designed a completely new brick destruction system for the update. In the new levels you will be able to ruin buildings with sufficiently large impacts or by taking out supporting structures, causing them to crumble into a heap.
Unfortunately we won’t be upgrading to Unity 5 in the next update, there are still bugs that are preventing us from completing the port from Unity 4.
A few people have expressed some interest in the exact nature of the issue, unfortunately it affects all motorized blocks, you can read more about it below:
http://issuetracker.unity3d.com/issues/dampning-does-not-work-for-configurable-joint-using-angularxdrive-set-to-position-only-drive-mode
We’d once again like to thank you all so much for your patience, we realize it’s been awhile since the last update but be assured we are working hard to bring you the next one!
Thank you all for your continued support.
Hey guys!
So today we’re bringing you V0.05 as well as information about the next major update, which will be V0.1, and some long term improvements to Besiege.
Earlier today there was a Steam announcement posted, this was posted in error and was only a draft of the V0.05 announcement.
V0.1
We’re going to be changing things up over the next few weeks to push through content that there is a growing demand for. We will be skipping the next minor update in order to bring you the first major update faster.
This major update will be V0.1.
V0.1 will introduce a new island to Besiege with new scenery, structures and inhabited by new enemies. The new island will start out with 5 levels, more will be added as time goes on, and offer new challenges to the player.
We expect that it will be ready in 4-6 weeks time.
Unity 5 & Steam Integration
As I’m sure most of you are aware, Besiege was created on the Unity engine. Probably less of you aware that there is a newer version of this engine called Unity 5. Unity 5 offers a number of improvements over 4, the one we’re most interested in is performance. Moving Besiege over to Unity 5 could offer us a significant performance increase.
This would allow people to build much larger machines and potentially allow us to create levels with more assets.
Unfortunately there is an issue that is preventing us from moving to the new engine, Unity is aware of this issue and hopefully its something they can fix in the near future.
We’re also looking at Steam integration, there are a number of Steam features that we feel will compliment Besiege.
The sharing of machines between players has become almost as much a part of Besiege as building something yourself, we want to find ways to better support this, naturally Steam Workshop will be considered for a later update.
We’ve also had a lot of requests for greater challenges in the game. Everyone’s skill level is different so we don’t want to make the game too difficult for our more casual players, but we need to provide tougher goals for those that want them. This is why we’ll be looking at Steam Achievements later on in development, they would give players who crave a challenge a much harder goal to strive for and of course give them bragging rights to their Steam friends.
We will be looking at Steam Trading Cards much closer to release, we want to make sure theres a lot more game content before we look at things like this.
V0.05
For this update we’re bringing you a few new blocks as well as improvements and bug fixes.
This will be the last minor update before the major update.
Changelog v0.05
ADDITIONAL CONTENT
Added Large Wheel Block
Added Ball Joint Block
Added Small Flame Torch Block
IMPROVEMENTS
Wheels can be set to automatic mode
Cogs can be set to automatic mode
Flying Spiral can be set to automatic mode
Optimised wooden block mesh
Balloons pop less easily
Wheel menu icon improved
.bsg description lines now explain all variables. (you will have to load and re-save old machines to update the .bsg)
Can now type numbers in Key Mapper/Parameter Tuner
Blocks highlight properly when using Key Mapper/Parameter Tuner
Swivel Joint has been remade to be smaller and have better visuals
FIXES
Fixed bug where you could erase a block whilst pressing a UI element on the top bar.
Fixed balloon rope being blurred by Depth of Field
Brace + Spring centre of mass should now be accurate
Fixed Metal Spike Ball not showing up in saved thumbnail
Fixed Half Pipe being named incorrectly in parameter tuner
Fixed Unpowered Cog being named incorrectly in parameter tuner
Fixed bug where pressing ‘Space’ while in the Save/Load would start the simulation in the background.
Fixed Cottages + Windmill in Sandbox not having burnt texture if burned down
Fixed bug where wood block that auto scales to half size gets a double joint Fixed
CHANGES
Increased Brace break strength
Increased Grabber break strength
Cannon Now shoots when heated
Added ‘Shoots when heated’ warning to Cannon description
Hey guys! So today we’re bringing you V0.05 as well as information about the next major update, which will be V0.1, and some long term improvements to Besiege. V0.1 We’re going to be changing things up over the next few weeks to push through content that there is a growing demand for. We will be skipping the next minor update in order to bring you the first major update faster. This major update will be V0.1 and will mainly focus on new levels. We do have some other features we’re hoping to get in alongside the new levels but we don’t want to talk about that just yet in case they don’t make the final cut. V0.1 will introduce you to a new Island that has 4 new levels to start with. We expect that it will be ready in 4 weeks time. V0.01 will introduce a new island to Besiege with new sceneary, structures and inhabbited by new enemies. The new island will start out with 4 levels, more will be added as time goes on, and offer new challenges to the player Unity 5 & Steam Integration As I’m sure most of you are aware, Besiege was created on the Unity engine. Probably less of you aware that there is a newer version of this engine called Unity 5. Unity 5 offers a number of improvements over 4, the one we’re most interested in is performance. We estimate that moving Besiege over to Unity 5 could offer us a performance gain of at least double. This would allow people to build much larger machines and potentially allow us to create levels with more assets. Unfortunately there is an issue that is preventing us from moving to the new engine, Unity is aware of this issue and hopefully it is something they can fix in the near future. We’re also looking at Steam integration, there are a number of Steam features that we feel will compliment Besiege. The sharing of machines between players has become almost as much a part of Besiege as building something yourself, we want to find ways to better support this, naturally Steam Workshop comes to mind. We’ve also had a lot of requests for greater challenges in the game. Everyone’s skill level is different so we don’t want to make the game too difficult for our more casual players, but we need to provide tougher goals for those that want them. This is why we’re looking at Steam Achievements, they would give players who crave a challenge a much harder goal to strive for and of course give them bragging rights to their Steam friends. We will also be looking at Steam Trading Cards in the future but for now our focus is on game content. V0.05 For this up date we’re bringing you a few new blocks as well as improvements and bug fixes. The update isn’t as full as previous updates, this is because we’ve been trying to focus more on level design
Besiege
Spiderling Studios
Spiderling Studios
2020-02-18
Simulation Singleplayer
Game News Posts 82
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(43396 reviews)
http://www.besiege.spiderlinggames.co.uk/
https://store.steampowered.com/app/346010 
The Game includes VR Support
Besiege Linux Depot v009 [552.45 M]Besiege Linux Depot v010 [811.99 M]
The Splintered Sea
Besiege: Supporter Pack
- OS: Ubuntu 12.04 or higher
- Processor: 2.2Ghz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.0 compatible. 512 MB VRAM
- Storage: 3 GB available space
- OS: Ubuntu 12.04 or higher
- Processor: 4Ghz Quad CoreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 3 GB Dedicated VRAM
- Storage: 5 GB available space
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