Solotility 0.1.34 Release

I’ve just published a new version of the Solution Organizer Utility with a few new features, some changes made to the dashboard UI and some bugs from previous versions were fixed.

As usual you can download the Solotility installer from here. Full update log can be read below!

0.1.3.4 Update Log

Features –

– Now possible to filter what builds to include in the database statistics widget
– Implemented a Build Manager that allow the user to get an overview of available builds, aswell as remove, close and create new build id’s

Updates –

– New items are now assigned to the most recent Build ID added to the solution
– Item Messages are now expandable to show full description
– Solution history viewer is now accessed throught the “Window” menu

– Updated dashboard layout
– Interim Goal UI controls slightly modified

Fixed –

– Fixed issue with DB Statistics widget reducing ‘open item’ stack too much when changing an item’s state from “Inactive” to “Closed”
– Fixed issue with the item tag list in the Item Editor dialog appending tags with deprecated format to items.

GIF Snapper 0.1.13 Release

I appear to have implemented a new bug in 0.1.1.2 release of GIF Snapper, when adding a decimal option for setting screen capture sequence duration I accidentally also made the program recalculate the duration to milliseconds, fixed it in this 0.1.1.3 release though!

Also added some options available to modify the capture-screen hotkey.

Solotility #6 – 0.1.22 Release

As I’m sure that I’ve mentioned in alot, if not all, previous posts concerning Solotility, most of my dev-time is spent building Demox- I’ve managed to get some time to fiddle with Solotility aswell though- which to me is a good thing since I’m using the tool myself for my own project management.

With that said, I’ve just released v0.1.2.2 with some new features, updated behaviour and bug fixes!

Head over to the Files page to download v0.1.2.2

0.1.2.2 Release Log

Features

Update Log Generator – Save a text-line when closing an item, all text lines will be printed to a .txt document when an update log is built

Tag List Popup – Display a list of all tags that already exist in your solution from the Item Editor

Interim Goal Tracker – New widget that makes it possible to track interim goals or build progress

Updates

Item Naming Conflict – Items that share the same name with an already existing item will either replace the original or append an integer at the end of the name

Improved Text Formatting – An easier tag-library has been implemented and text formatting is more consistent

Now possible to move catalogs within the Solution Outliner by right-clicking them

Widget DisplayMessage Board, Item Filters, Item Search widgets have been docked to the main window, other custom widgets will appear on the dashboard

Images attached to the items are now added to an image-gallery inside the Item Editor. Previous method of printing them inside the text editor had inconsistent results and sometimes also caused an application crash

Fixed


[ Item Template Manager ] – Fixed Null Reference Exception beeing thrown if the user clicked an empty space in the item template list
[ Item Editor ] – Fixed issue with “Edit Content” button remaining highlit if checked when deleting an item
[ Data Management ] – Fixed issue with used solutions not appearing in the “Recent Files” list on the Welcome Screen
[ Item Editor ] – Fixed minor glitches when editing user-created item templates.
[ Dashboard ] – Fixed issue with the Database Statistics field displaying wrong item sums
[ Dashboard ] – Fixed issue with Database Statistics not beeing updated when creating, closing or disposing items
[ Item Editor ] – Fixed issue with empty item links beeing added to an item if the “New Item” event is cancelled during Item Link Management

Releasing 2.26

So it’s finally time to release LBKR 2.26! There are 449 changes / improvements / new implementations for this release and 138 bugs have been fixed in total, but to avoid posting a wall of text I’ll just summarize some of the more important stuff.

The game can be downloaded by visiting the LBKR website’s download page. A full update/release log can be found here.

Graphics & Visuals

The UI has been more or less completely overhauled with new layout and look. Furthermore all UI elements are less opaque to avoid the game environment bleeding through, making some texts nearly impossible to read.

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The UI initialization behaviours have been optimised and more detailed tooltips and easier navigation has been implemented.
Most visual fx have been improved along with all gore visuals, including a new splatmap texture used by all monsters that will paint blood stains on their meshes when killed. (Requires gore to be enabled in Game Settings.)

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Overall optimizations done to most in-game particle systems, shader used for nearly all in-game nature / foliage objects now receive lights and the water shader has been replaced by the standard Unity engine water shader. While this water shader does not look as awesome as the previous one, the z-depth bug that made particle systems and transparent materials flicker if rendered above a water surface has disappeared.

Gameplay

4 new story chapters have been implemented, you may now continue your characters adventure by entering the escape pods found at the end of chapter 5 (The Bridge).
On top of this more than 150 new world chunks has been created, new secret areas and 13 new (randomized) world events and 7 new missions.

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The Procedural item generator has been greatly optimised, now consuming only 50% of the memory it required in previous versions, all item generation members have been improved and balanced, weapons now go through additional stages before dropping to further randomize its properties.

A new game mode has been implemented called “Badass”. Characters created for badass mode still play through the storyline but opposed to the default game mode, death is permanent, better loot is dropped and game statistics are saved up until the time your character drops dead.

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On death the game will calculate an overall “Badass-score” that will be saved for your scoreboard, aswell as a summary of your character’s set of skills and inventory by the time you died.

AI

– 5 new monster attacks
– Champion monsters now form packs that work together in combat
– 8 new unique monsters (ultra-rare)
– 2 new bosses
– 6 new common monsters
– 1 new wandering merchant (Baal’no Tanuk)

Items

Exquisite items ( ie. the most rare ones ) now have a “super modifier”, the super mod is unlocked by purchasing all common item modifiers attached to the item. Super modifiers provide you with powerful effects that can have both passive and active effects.A new (equipable) item type has been created, called “Runes”.

Your character hold 3 rune slots in which runes can be equiped. An equiped rune provide your character with a variety of skill and vital buffs, but can also give your character passive bonus-attacks.
The runes can be generated in three states: Corrupted, Adequate and Ancient.
Adequate runes are the most common and have relatively balanced properties, Corrupted runes are slightly more powerful than adequates, however atleast one of the corrupted runes properties are reversed and will instead of buffing be debuffing your character.

Ancient runes provide the best properties but require a sacrifice to be used, ie. reduced health, inflicting damage on the user over time, reducing your armor rating etc. etc.

– 20 new common runes implemented
– 6 new exquisite rated runes implemented
Apart from runes there are,
– 2 new consumable items: “Tier Chip” and “Property Modifier”, both used to upgrade gear
– 1 new blueprint: “Property Modifier blueprint”
– 7 new armor pieces (where as 3 are exquisite rated)
– 5 new weapons (where as 2 are exquisite rated)

Other things worth to mention

Overall, alot of optimisation’s been done, among other things numerous improvement’s been done to physics handling, world collision and geometry for all maps.
Lots of gameplay elements have been balanced and improved, also the algorithm calculating the monster level has been improved, and to this- item tiers are no longer determined by the players level, but has instead been nested into the monster level algorithm to make sure that the player can’t go to low-level areas and farm crazy-good gear.
Oh, right! I’ve also added 20 new achievments!