Elvenfoundry: Engine update and bug fixes.
Hi everyone,
Elvenfoundry has moved from Unreal Engine 5.2 to 5.8.
Most of this update is invisible, but it was a lot of work. The factory (the belts, splitters, machines, the blob ranch and factory saving) was rebuilt from Blueprints into C++. That is where most of the old factory bugs were, like the splitter problems and the save and load issues, and more than 30 fixes and improvements came out of it. Updating the engine also forced the game to move from the old SteamVR plugin to OpenXR, the current VR standard, and the lip sync was replaced with the new system that was developed for Lust in Time.
The game uses a new save system, but that will be transparent to you: your old save will be ported once you open the game.
What you'll notice:
- Your save will be ported to the new system, and an untouched copy of the old one is kept (EFsavegame_ue52.sav).
- Autosave: every 60 seconds in the factory. Configuration for this will be added in next patches.
- Items on belts are saved where they are instead of disappearing on save/load.
- Fixed a bug that caused splitters to not route items properly.
- Fixed a factory load bug that prevented belts from reconnecting: belts reconnect exactly as they were.
- Deleting a machine now returns the items on its inputs and outputs to the player's inventory.
- New lip sync with much better precision and smoother transitions, and it works in every language.
- Fixed a bug that made Somnithreader and BootySlapper free to build.
The full list is in the Steam patch notes: [STEAM]
What's next:
There are still some bugs that need fixing, and I want to improve the flatscreen version of the game and improve performance.
If you find any issues, you can open a fix request on Discord: https://discord.com/invite/tUbBrUZKVK
Thank you for your support!
