The last few updates have been pretty big, but all of the new features were minor. Let's change that.
The first addition worth mentioning is not really that important to gameplay, but it's still one step closer to a full chat system. Instead of the placeholder data we never really took out, the player list in the right side pullout menu will list all online players (we don't have a friend or direct messaging system yet). We also now have unread message notifications, so the tab will flash red when there is a new message in a chat you do not have open. When you hover over the tab, any chats with unread messages will have a flashing red icon. Once you open the chat with new messages, it will stop flashing until the next message comes in (if you don't still have it open).
You can now use basic inline HTML markup to format your chat messages:
Emoticons were added in the last update, but in this update we have added the ability to send links to items. Just click on the chat box you want to send it to (if you're not already typing in it), shift + click an item in your inventory, and
#fancy_pick#) will show up in the box. You can also type the ID of an item you don't have (they are usually all lowercase, spaces replaced with underscores). Once you send the message, it will show the item icon and a link to open the item's information window.
Batterflies finally decided to come out of hiding recently, so you'll see a few of them around. They're still far too nervous to consider pooping in front of you, though. Wormholes (or "Collision-Triggered Teleporters", as Tiny Speck called them), are up and running. Go to the Great Hole to Ix, Northwest Passage, or any other street with one to try it out.
In the last release, I included a last-minute change that made mystery quoins flip the screen. Some people didn't like it, or didn't know why it happened, etc. So, in this update, they now have another purpose: increasing your quoin multiplier! It increases by a random number 0.1 to 0.9 each time, and all quoin values (except mystery quoins) are multiplied by it. Now you can get currants, iMG, energy, mood, and everything else much faster.
I know you all missed the new day sound, so it now plays when the new day screen appears. Speaking of sound, the correct music now plays on most streets! Some streets may not play the correct music yet, so please submit a bug report if the SoundCloud box at the bottom is not working for a street.
The "Interact With..." window has been changed yet again, so that entities now appear correctly.
Users with large and/or high-resolution monitors, rejoice! Instead of using the width and height of the smallest street in the game as the maximum size the world can be, the game now uses the width and height of the street you are on to size the game. Most streets are large enough to fill a pretty good sized monitor. Just note that this technique is sometimes buggy and leaves blank space around the world layers. Please report any streets that it is incompatible with, and they will be set to use the standard game viewport size.
There are a few things we have finally implemented that you may not like, such as:
I know you saw the title and got excited. Now you'll find out why.
You can craft things! If you bought any of these tools and you were disappointed they didn't work yet, be disappointed no more. In fact, be happy. You don't need any skills to use these tools yet, just the items. Just pick up the tool, choose to use it, and you'll get a list of recipes. The recipes that are greyed out above are marked that way because I don't have enough cherries to make them. But I can still choose them to see what I need to get to make them (on the right).
Tools with recipes that will work in this update:
Tools with recipes that you cannot make yet:
And because you'll need cheese and butter for cooking, you can now make them from butterfly milk in your inventory.
In addition, you can now sort your inventory however you want to. Just drag items into other slots to move them, including in and out of bags.
If you struggled with slowness before (I know I did), you'll really love the fact that weather no longer makes your computer cry. The raindrops are prerendered in a sheet that falls, instead of computing and updating the position of every single drop. Robert also spent many hours with his computer rendering the hundreds of decos on each street into just a few layer images (to still achieve the parallax effect), so walking should be much smoother now. If the speed increase this time wasn't enough for you, just wait until the next release, when we're using StageXL (WebGL) to render the layers, entities, and everything else in the world screen. We're very sorry it wasn't ready sooner, but we can't use it for the street and the old way for the entities, having them render in different ways is very headache-inducing. So stay tuned. Our old bug system was very buggy itself (I wrote the report manager with an idea in mind and it didn't fit, so it became very messy very quickly). So now, all of the bug reports submitted in-game go to a special GitHub repository (cou-issues) where they are publicly available. We also had hundreds of bug reports dating back months that hadn't been tracked, so most have been fixed but are not marked as such. With this update, all previous reports have been cleared, so please feel free to report any bugs, even ones that you have reported before.
As always, report any new bugs we caused and let us know if you need help. Happy crafting!