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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!
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!
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.
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!
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
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.
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!
Added New Sandbox Level Added New Barren Sandbox Level Added Skin Pack System
The Source Cube Block has had a bit of a makeover Added Steam workshop support for Skin Packs
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