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Coffee Stain Studios
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0s | [Music] |
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1s | hey everyone my name is Jason I'm a |
3s | community manager at coffee stain |
5s | Studios and today I've got a bunch of |
6s | really cool update 8 quality of life |
8s | feature improvements that are going to |
10s | be coming with the update looking |
12s | forward to tell you all about it and |
13s | make sure you stay to the end because I |
14s | think the loss was going to be a bit of |
15s | a fan favorite try not to spoil yourself |
17s | with the timeline |
19s | chill enjoy enjoy the ride now before we |
21s | get right into it little quick load of |
23s | housekeeping as you guys may have known |
24s | if you've seen the video here where we |
26s | talk about the development of update 8 |
27s | being a little bit Rocky we actually got |
29s | rid of all of our deadlines internally |
30s | and externally where we had no external |
32s | deadlines but we got rid of the internal |
33s | deadlines |
35s | um just so we could work on stabilizing |
36s | the game just a little bit of an update |
38s | on that we now have an internal deadline |
40s | range which is not the specific deadline |
42s | you guys are probably looking for and |
44s | we're not committing to anything |
45s | publicly but I just want to let you guys |
46s | know that right now we are aiming to |
48s | release at some point in June we'll see |
51s | how that goes |
52s | hopefully as time goes on we'll know a |
54s | little bit better when it might actually |
55s | come out and who knows maybe it won't |
57s | even be in June okay so just letting you |
59s | know what what we're thinking right now |
61s | just so you're aware okay anyway back to |
63s | the video let's move on the first |
64s | feature that's getting some love is the |
66s | parachute the power what uh I don't know |
67s | if many people use the parachute I don't |
69s | think I really ever did use it that much |
70s | but |
72s | um it's getting a bit of a rework and I |
74s | think that maybe a lot of people will be |
75s | using it a bit more now okay so the |
77s | parachute previously was a consumable |
79s | piece of equipment and that meant that |
81s | every time you use it it kind of got |
82s | used up but now in update 8 the |
84s | parachute will be non-consumable you |
86s | just gotta make one parachute and you |
87s | can just keep it and use it to your |
89s | heart's content so it's a great piece of |
91s | Kit to have in your uh backpack in your |
93s | inventory while you're exploring |
95s | um because you know it can kind of solve |
97s | certain situations that um jet packs |
99s | don't really handle so well and yeah so |
100s | I think it might be handy to have a |
101s | parachute on hand and the other thing is |
103s | they've also the gliding ability has |
105s | been improved and the movement speed has |
107s | also a bit improved as well so it'll |
108s | function better too so hopefully you |
110s | guys enjoy your time with the parachute |
111s | the next quality of life feature is |
113s | going to be about the zip line and that |
114s | is that zip lines are no longer |
116s | interrupted when traveling on ceiling |
118s | power outlets and also on power Towers |
120s | so some of you may have actually known |
122s | about the ability to zipline through |
123s | ceiling power outlets before and the way |
125s | this kind of worked is you would hit one |
127s | of those Nubs you'd fall off at it but |
128s | if you look up you would like grab on to |
130s | the next uh Power Line anyway you could |
132s | just keep going so it's basically this |
134s | new quality of life feature is basically |
136s | exactly that but it's improved now so |
138s | instead of falling off you just keep |
139s | smoothly continuously ziplining through |
142s | those ceiling Outlets to your heart's |
144s | content and the same functionality is |
146s | also extended to power Towers |
148s | um now this doesn't actually extend to |
149s | power poles as you could imagine the |
151s | poles are still kind of in the way of |
153s | your body so you will still Bonk into |
155s | those if you try and do that this might |
156s | raise a bit of a question like what |
158s | happens if the power line turns or if |
159s | there's like multiple like branching |
161s | power lines how is that handled and |
163s | basically you can just look in whatever |
164s | Direction you want to go in whilst zip |
166s | lining and you'll go that way so if |
168s | there's a branch that goes left and |
169s | right you look left you will go left but |
171s | on top of that you can also use movement |
173s | input Like A and D left and right you |
175s | can use those to override your the way |
177s | you look so you could be looking left |
178s | you hold down right or D and then you |
180s | will just take the right Junction uh |
182s | when you're doing that and this applies |
183s | for ceiling Outlets as well as power |
185s | Towers but one thing to note is that |
186s | there is an angle limit I think the |
188s | angle limit is about like a 60 degree |
189s | angle so if it's if the if the power |
191s | line turn is more than 60 degrees you |
193s | can't continuously do that but you know |
195s | you could maybe just jump off and then |
196s | reattach or something like that but yeah |
197s | I saw a bunch of people reacting to last |
199s | week's video up here if you haven't seen |
201s | it yet and and a lot of people have |
203s | theorized like wait can you can you |
204s | zipline continuously through the power |
206s | Towers because that would make a lot of |
207s | sense especially with zipline Sprint |
209s | mode and yeah you guys were you guys |
210s | were right on the money uh you can do |
212s | that also just decide real quick |
213s | something that um a lot of people have |
216s | asked questions about the power Towers |
217s | is whether or not those two the two |
220s | lines on power towers are uh two |
223s | separate power lines or are they just |
225s | aesthetic and they're just aesthetic |
226s | they're actually one power line in terms |
228s | of your power network but they are |
230s | aesthetically just two and you can't to |
232s | plan on either one other little feature |
233s | coming to the zipline is the ability to |
235s | right click toggle to zipline so |
237s | previously you would have to hold left |
238s | Mouse button while zip lining and then |
240s | you let go of a left Mouse button to hop |
242s | off but now you can just right click to |
245s | attach yourself and let go of the mouse |
247s | and you'll stay on the zip line and then |
249s | you can right click to get off okay so |
251s | that's another bit of a quality of life |
252s | feature with a zip line conveyor belts |
254s | are also getting some love in update 8 |
256s | which is great because we build a lot of |
257s | them there are two new quality of life |
259s | features coming to conveyor belts and |
260s | pipes for that matter but like all of |
262s | these features apply to conveyor belts |
264s | and pipes and the first one is actually |
265s | something that we've leaked actually uh |
267s | back in the blueprints video video up |
269s | here if you haven't seen it and some of |
271s | you with Keen eyes actually have spotted |
273s | it before and that is that belts and |
276s | pipes will now automatically be built |
278s | with their appropriate stand when free |
281s | placed on the ground so previously you |
283s | would have to build a conveyor pole then |
285s | attach the belt to that and then you |
288s | could build out from that and that |
289s | building will have a conveyor pole |
290s | automatically attached if you place it |
292s | on the ground but now even if you free |
294s | place conveyor belts or pipes on the |
296s | ground they will come with their |
297s | respective poles the second Improvement |
299s | coming to belts and pipes is a bit more |
301s | of a niche case but I'm sure many of you |
303s | have actually run into it before if you |
304s | play the game a lot so as we all know |
306s | free placing belts or pipes is a |
308s | two-step process you click once to place |
311s | it where you want and then you set the |
312s | height right you look up and down and |
314s | then you click again that's the second |
316s | phase to actually build the the building |
318s | right so you can place the belts or |
320s | pipes wherever you want and then you can |
321s | set their height however in update 8 the |
323s | change that's coming is that the |
324s | validity of the belt or pipe build |
326s | itself the entire validity of it will be |
329s | determined by the second phase of |
331s | building as opposed to the first phase |
333s | of building what this means now is that |
335s | you can now place the first phase of the |
337s | belts built down even if the belt or |
340s | pipe's initial placement is invalid or |
342s | too steep and then you can adjust the |
345s | height to where you need it to be so |
346s | that maybe at that point it's valid |
348s | right and that's basically what this |
351s | this little quality live update |
352s | addresses the dismantle feature is |
354s | getting an unreasonable amount of love |
355s | this update and I'm all for it I've |
358s | spoken about the blueprint dismantle |
359s | mode that's coming to allow you to |
361s | dismantle uh entire blueprints in one go |
363s | but now I have the pleasure to introduce |
365s | to you all the dismantle filter feature |
368s | I guess it's called so dismantle |
370s | filtering is a feature that lets you |
372s | point uh your cursor at a building you |
374s | can highlight a building you can press G |
377s | to filter on that building and then from |
380s | that point on you will only be able to |
381s | dismantle that kind of building or |
383s | highlight that kind of building you can |
384s | now freely switch your filter to |
386s | something else whenever you want by |
387s | looking at something else and pressing G |
389s | or if you look at the same kind of |
390s | object again you will you can just press |
392s | G again and that removes the filter also |
395s | each time you exit and enter uh |
397s | dismantle mode the filter will be reset |
399s | as well so you have to deal with that |
401s | the other really cool thing about this |
402s | feature is that it also works on |
403s | blueprints so you can enter blueprint |
405s | dismantle mode and you can filter entire |
407s | blueprints so that when you're looking |
410s | at all your buildings around you you'll |
412s | only ever highlight or be able to |
414s | dismantle uh blueprints of the filter |
416s | type that you've got set which I think |
417s | is really handy but also dismantle |
419s | filtering is an independent feature to |
421s | mass dismantle which is probably where a |
423s | lot of your minds are going like how |
424s | does this work with that but they're two |
426s | independent features which means all of |
428s | their features can be used independently |
430s | or with each other and this is where |
432s | dismantle filtering really shines I'm |
434s | sure you guys have been in many |
435s | situations where you're trying to tear |
436s | down a production setup and you're using |
439s | masses mental to do it and you're |
440s | accidentally highlighting foundations |
442s | when you don't want to delete |
443s | foundations and this is a great use case |
445s | for that because what this means is that |
446s | you can freely change your dismantle |
448s | filter while Mass dismantle is still |
450s | working as well so you can set a filter |
453s | highlight a bunch of buildings |
455s | set another filter continue highlighting |
458s | a bunch of buildings in the same as |
459s | dismantle and for example if you never |
460s | filter for your foundations you'll never |
462s | highlight your foundations it makes |
464s | tearing down production lines really |
465s | really easy without modifying the the |
468s | structural Integrity of your uh of your |
470s | of your factory now some of you might be |
472s | scratching your head and wondering |
474s | um wait didn't we have something like |
475s | this before and actually we did it just |
477s | wasn't really talked about that much |
478s | there wasn't a lot of like uh feedback |
481s | for it or anything like that either and |
483s | it was a little bit more I think in my |
484s | opinion a little bit more confusing to |
485s | use so this feature sort of existed and |
488s | was introduced in update seven and so |
490s | this feature is actually a rework of |
492s | that and I think it's in a much better |
493s | State now uh so that you can you know |
495s | freely dismantle your factories uh more |
497s | effectively I think with more control |
499s | another quality of a live feature which |
500s | may actually not be quality of life you |
502s | guys will have to let us know actually |
504s | is the uh the first person Trace uh has |
507s | been adjusted |
509s | um and this is because I don't know if |
511s | you guys knew this or not uh but the |
514s | first person Trace has been misaligned |
517s | to the reticule for many many years and |
520s | so what this sort of means is that like |
521s | the reticule is not actually a perfect |
524s | indicator for what you're aiming at |
525s | basically and so some players might have |
527s | noticed this |
528s | um as it might have been hard to aim at |
530s | smaller buildings like like wall power |
532s | outlets for example and it has also been |
534s | quite noticeable especially if you're |
535s | looking directly down below you as you |
537s | can as you can see here so now uh the |
540s | update to this is that the trace should |
542s | be exactly where your Crosshair is your |
543s | reticule is |
545s | um and so you will actually select what |
547s | you are aiming at now the interesting |
549s | thing here is though is we don't know |
551s | why it was the way it was before and |
553s | it's entirely possible that there's some |
555s | like big brain uh you know 1000 IQ |
558s | reason for it to have been the way it |
559s | was before so if you guys feel that it's |
562s | like off or bad now give it some time |
564s | adjust to it but if you think there's |
566s | anything wrong with it |
567s | um or that there's some use cases where |
569s | it would have been better for the trace |
571s | to be as it was before please let us |
573s | know QA site comments below or whatever |
575s | um QA site would be better after you get |
577s | updated actually |
579s | um yeah let us know because we can |
580s | always put it back I guess but we don't |
582s | really know why it would have been the |
583s | way it was before another major major |
585s | rework and something that a lot of |
587s | people have been commenting for and |
588s | requesting for such a long time |
591s | and it's so exciting to be able to tell |
593s | you about it now actually |
595s | um and that is that jet packs can now |
597s | use different kinds of fuel jet packs |
600s | can now use solid biofuel fuel turbo |
602s | Fuel and liquid biofuel so now in the |
605s | equipment UI players can now set their |
607s | preferred fuel type and this fuel type |
609s | will be what is used uh if it's |
611s | available in your inventory by default |
613s | now if that fuel runs out and you have |
615s | other fuel in your inventory it will |
617s | automatically switch to other fuel types |
619s | when refueling the jetpack and if your |
622s | preferred fuel isn't available |
624s | um the default priority order of what |
626s | fuel the jetpack will automatically |
628s | switch to is the same as what you can |
629s | see in the menu and so you might be |
631s | wondering what what do these other fuel |
632s | types do do they just last longer or |
635s | something or or what do they do but |
636s | actually they each have different |
637s | properties solid biofuel this is going |
639s | to be a really really basic fuel type |
641s | that people can use before they have |
643s | fuel production because solid biofuel |
645s | can be somewhat automated pretty |
647s | decently well early on and this has the |
649s | same speed and power as normal fuel just |
652s | a slightly slower acceleration and it |
655s | burns up quicker resulting in less air |
657s | time so we can't reach as high basically |
659s | as normal fuel normal fuel this is the |
661s | default fuel that you all have been |
662s | using with jet packs before it's |
664s | basically the same but it has been |
665s | tweaked a little bit so that it gives a |
667s | bit more upwards momentum so it should |
669s | feel a little bit less sluggish when |
670s | you're using it so a little buff to a |
672s | regular fuel turbofuel has a faster |
675s | acceleration and speed allowing the play |
677s | to reach much much higher and quickly |
679s | boost themselves up on large buildings |
681s | or high Cliffs it also has slightly |
683s | increased air control to match the |
685s | higher speeds basically so that you can |
687s | kind of move as you intend and liquid |
689s | biofuel we don't actually expect players |
691s | to use this that much since liquid |
692s | biofuel can't be fully automated but it |
695s | is mostly the same as regular fuel but |
698s | it burns far far slower okay so this |
701s | actually allows players to reach up |
702s | really really high and glide for |
704s | actually super insane distances and so |
706s | you might be actually wondering for |
707s | example |
708s | um side-by-side comparisons of these how |
710s | high you can go with each jet pack from |
713s | a straight burn and so here's a little |
714s | demonstration of that now and you can |
716s | see solid biofuel goes up to around 16 |
718s | meters 16 17 meters regular fuel goes to |
720s | 28 meters turbo fuel goes to about 52 |
723s | meters and liquid biofuel goes to just |
725s | under 62 meters so about 60 meters and |
727s | so the last feature I think this is the |
729s | one that y'all have been waiting for |
730s | this is the last feature that I'm going |
732s | to be talking about today that's going |
733s | to be coming to update 8. quality of |
734s | life feature is going to be |
736s | fire rocks can now be destroyed with |
739s | explosives that's right gas pillars gas |
741s | pillars the fart rocks throwing Nobles |
744s | got them and they explode you just need |
745s | one Obelisk and they fall apart and it's |
747s | and it's actually it feels so good it |
749s | feels so good to see those things just |
751s | die |
752s | God so many people have been asking for |
755s | this so I'm so excited to be able to |
757s | tell you about it now now there's really |
758s | not much more I can say about this we |
760s | all know how annoying they are you throw |
762s | a bomb at it and they go away that's it |
764s | so I there's not much more I can say but |
766s | what I can do is let's put together a |
767s | glorious Montage of watching these guys |
770s | Fall to Pieces enjoy |
777s | [Music] |
779s | thank you |
788s | [Music] |
810s | foreign |
814s | [Music] |
847s | what do I even do with this video at |
849s | this point Thank God those things are |
850s | gone well anyway video can only go |
853s | downhill from here so I better wrap it |
854s | up quickly if you like the quality of |
856s | life features smash like consider |
858s | subscribing let us know in the comments |
860s | below which features you're most excited |
862s | for uh is probably gonna be the fart |
863s | rocks but if there's any other ones tell |
865s | us about those as well have a lovely |
867s | weekend everybody and I'll see you guys |
869s | uh next time take care bye |
872s | thank you |
875s | [Music] |
879s | that's a wrap that's a wrap that's a |
882s | that's a that's a that's a chicken wrap |
884s | right there |