What changed
0 fixes1 addition1 change0 removals
- UI and audio
- Compatibility
addedAs some of you might be aware, the last update was not the whole Blue New World Update, as I did not have time to finish it by the 2nd of May. This means that the next update will be the continuation of the Blue New World Update, with a touch of some new requested features. So, without further ado, this is what the Blue New World Part II update will include: - Graphic Settings: I’ve received tons of negative reviews complaining about the lack of graphic settings, which is why I will make a priority to implement such a system in this update. Will also work to see if any motion blur can be removed. - Graphic Settings – Fish Schools: I will also implement a setting to remove fish schools from the world, as that can make the game less taxing on the CPU and the fish schools themselves might undergo important changes. - Settings – Photographic mode implementation (removal of HUD) - New Biomes: I didn’t have time to implement all the biomes and creatures I wanted to in the first part so some other biomes such as the Crystal Caves, Hive Caverns, and more Sparse Plateaus. - Biomes massive remake: some existing biomes will undergo massive changes such as the Kelp Jungle, Kelp Caverns, Magent Glade and Sparse Plateaus. - Problem with creatures popping in and out will try to be solved as much as possible. - Creatures SFX will be added. - New tools which will revolutionise resource collection such as: the extractor, the sampler and the scanner will finally be added. - Change to the Data Bank to reflect the new biomes and creatures. - Ability to see recipes (but not craft them) while outside a fabricator’s range. - More storage will be available and item stacking will be implemented to improve inventory management. - Better Oxygen management: low depth oxygen drain will be equal to the time in seconds (42 O2 for example will mean 42 sec of oxygen are left), oxygen giving flora will be more obvious and easier to get O2 from. - HUD Slight improvements again. - Some creatures will be re-animated and many other creatures will be added. - Bugs: many bugs related to death, spawning and equipment will try to be solved.
changedOverall, this will bring the game to the Alpha 0.80 stage. This update will most probably be released somewhere around the 10th of July. Most importantly, this update will pave the way for the next Colossal update, which will most probably be the biggest and most important update I will ever release for the game, but more on that in July 😊. The game will receive tons of huge updates this summer, in the hope of finally releasing the Beta version towards the start of September.
INFLUXIS changes
addedAs some of you might be aware, the last update was not the whole Blue New World Update, as I did not have time to finish it by the 2nd of May. This means that the next update will be the continuation of the Blue New World Update, with a touch of some new requested features. So, without further ado, this is what the Blue New World Part II update will include: - Graphic Settings: I’ve received tons of negative reviews complaining about the lack of graphic settings, which is why I will make a priority to implement such a system in this update. Will also work to see if any motion blur can be removed. - Graphic Settings – Fish Schools: I will also implement a setting to remove fish schools from the world, as that can make the game less taxing on the CPU and the fish schools themselves might undergo important changes. - Settings – Photographic mode implementation (removal of HUD) - New Biomes: I didn’t have time to implement all the biomes and creatures I wanted to in the first part so some other biomes such as the Crystal Caves, Hive Caverns, and more Sparse Plateaus. - Biomes massive remake: some existing biomes will undergo massive changes such as the Kelp Jungle, Kelp Caverns, Magent Glade and Sparse Plateaus. - Problem with creatures popping in and out will try to be solved as much as possible. - Creatures SFX will be added. - New tools which will revolutionise resource collection such as: the extractor, the sampler and the scanner will finally be added. - Change to the Data Bank to reflect the new biomes and creatures. - Ability to see recipes (but not craft them) while outside a fabricator’s range. - More storage will be available and item stacking will be implemented to improve inventory management. - Better Oxygen management: low depth oxygen drain will be equal to the time in seconds (42 O2 for example will mean 42 sec of oxygen are left), oxygen giving flora will be more obvious and easier to get O2 from. - HUD Slight improvements again. - Some creatures will be re-animated and many other creatures will be added. - Bugs: many bugs related to death, spawning and equipment will try to be solved.
changedOverall, this will bring the game to the Alpha 0.80 stage. This update will most probably be released somewhere around the 10th of July. Most importantly, this update will pave the way for the next Colossal update, which will most probably be the biggest and most important update I will ever release for the game, but more on that in July 😊. The game will receive tons of huge updates this summer, in the hope of finally releasing the Beta version towards the start of September.
Hi everyone,
As some of you might be aware, the last update was not the whole Blue New World Update, as I did not have time to finish it by the 2nd of May. This means that the next update will be the continuation of the Blue New World Update, with a touch of some new requested features. So, without further ado, this is what the Blue New World Part II update will include: - Graphic Settings: I’ve received tons of negative reviews complaining about the lack of graphic settings, which is why I will make a priority to implement such a system in this update. Will also work to see if any motion blur can be removed. - Graphic Settings – Fish Schools: I will also implement a setting to remove fish schools from the world, as that can make the game less taxing on the CPU and the fish schools themselves might undergo important changes. - Settings – Photographic mode implementation (removal of HUD) - New Biomes: I didn’t have time to implement all the biomes and creatures I wanted to in the first part so some other biomes such as the Crystal Caves, Hive Caverns, and more Sparse Plateaus. - Biomes massive remake: some existing biomes will undergo massive changes such as the Kelp Jungle, Kelp Caverns, Magent Glade and Sparse Plateaus. - Problem with creatures popping in and out will try to be solved as much as possible. - Creatures SFX will be added. - New tools which will revolutionise resource collection such as: the extractor, the sampler and the scanner will finally be added. - Change to the Data Bank to reflect the new biomes and creatures. - Ability to see recipes (but not craft them) while outside a fabricator’s range. - More storage will be available and item stacking will be implemented to improve inventory management. - Better Oxygen management: low depth oxygen drain will be equal to the time in seconds (42 O2 for example will mean 42 sec of oxygen are left), oxygen giving flora will be more obvious and easier to get O2 from. - HUD Slight improvements again. - Some creatures will be re-animated and many other creatures will be added. - Bugs: many bugs related to death, spawning and equipment will try to be solved.
Overall, this will bring the game to the Alpha 0.80 stage. This update will most probably be released somewhere around the 10th of July. Most importantly, this update will pave the way for the next Colossal update, which will most probably be the biggest and most important update I will ever release for the game, but more on that in July 😊. The game will receive tons of huge updates this summer, in the hope of finally releasing the Beta version towards the start of September.
Also, don't forget to join our community at : https://discord.gg/SASN3A2CXh
Love,
Petru, BaleYc Studios