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Changelog
Version: 1.0-11012
Date: 18-02-2020

### Added
- Added sensor, altimeter, logic gate and timer blocks
- Added the new Krolmar island with 10 exciting challenges
- Added level editor only mode to the main menu
- Added Misty Mountain sandbox level
- Added Credits
- Added button to Spiderling text in TitleScreen, now leads to the credits
- Added public IP address to server management
- Added Cloud and Haze ghost prefabs
- Added Complete Campaign achievement

### Fixed
- Fixed MP Achievement through "servers joined" stat not being updated on Steam
- Fixed piston pre extension sometimes not working when being duplicated and
other outlier scenarios
- Fixed sound on symmetry button
- Fixed floating grass and static objects not marked as static in level 32
- Fixed clipping mountain in level 33
- Fixed particles being the wrong color on some trees in level 36
- Fixed scaffold in level 39 not breaking
- Fixed client respawn issue with camera block
- Fixed AI assumption that Stationary defaults to attack stance even when
the AI can't attack
- Fixed bug in the Ipsilon wall
- Fixed case where options menu scroll window would lock itself
- Fixed tree prefabs in level 36
- Fixed hotkeys responding while recording a key
- Fixed icons displaying incorrectly in overview mapper on mouse over
- Fixed grenade leaving its collider behind
- Fixed Valfross tent destruction particles
- Fixed exception in level 40
- Fixed AI visual jitter caused by rotation being set directly instead of
using MoveRotation
- Fixed exception caused by missing particles
- Fixed bug where keybinding would be changed while writing a keygroup name
- Fixed outline not being disabled properly on sim start if the coroutine
handling it is stopped unexpectedly
- Fixed issue with players not timing out properly when connecting or
disconnecting
- Fixed an issue where left control button sometimes didn’t work
- Fixed an issue where the file browser couldn’t be opened in some cases
- Fixed BMOverview Group Texts scaling when another text field is selected
- Fixed exception from null collider in EntityAI::CollisionStay
- Fix for machines joining one another, though they don't visually touch
- Fixed floor height calculation in MP
- Fixed title slightly overflowing when string is too long
- Fixed Crossbow RSC warning
- Fixed another SetLerping exception in LevelEntity
- Fixed scenarios where the server management didn't fully close
- Fixed exception in either level and serverTransformParent when creating
the new lerp target
- Fixed chicken cage's broken version
- Fixed broken doors being offset
- Fixed an issue where LAN mode has changed, but the old connection still
needed to shut down accordingly
- Fixed sounds for broken cage, Ladder and small Tent
- Fixed trees not reaching the correct burned visual
- Fixed exception caused by setRotation with force when the current quaternion
is {0,0,0,-1}
- Fixed exception when trying to select Snow Firtree
- Fixed issue where lobby wasn't created the first time, it would try to
recreate once the Steam servers has reconnected
- Fixed ArrowController not restoring the interpolation setting when adding
a rigidbody
- Fixed an issue where where cloud saving doesn’t verify if Steam is
initialized properly
- Fixed lightbulb and tutorial buttons from appearing/disappearing at
wrong times
- Fixed issue with breakable objects that have different parent scales
- Reassigned audio source on Explosive Barrel effect
- Assigned normal achievement system when Steam system is not initialized
- Fixed connection not being able to finalize finishing when switching scenes
- Fixed hovering grass in Queens Fodder
- Fixed old brick wall exploding and trying to use CopyVisMaterial,
resulting in an exception
- Fixed grass color in tolbrynd
- Fixed size of broken scaffold
- Fixed exception caused by force transform on object getting destroyed
- Fixed tooltip and disabled Guide book button in Escape menu while in sim
- Fixed stub server not using random port and not disconnecting
- Fixed player copy button going out of bounds when zooming in too far
- Fixed guides button not being disabled when entering sim before opening
the escape menu
- Fixed issue when mod window would still update mod list when closed,
refreshes mods when reopening
- Removed localisation from Slider and Colour Slider text
- Fixed colour slider doesn't update title text spacing
- Fixed issue with rotated machines overlapping on simulation start
- Fixed crash because the game would get stuck while processing the
emulationData array
- Fixed an issue with level entities lerping
- Fixed Intersection warning being is in the wrong place
- Fixed arrows not interpolating when fired a second time
- Fixed Transform force events not working on Multi Look objects
- Fixed NRE on client when interacting with the level editor window
- Fixed God tools used in SP is not reset in MP
- Fixed Guidebook/tutorial buttons disappear after couple of sim entering
- Fixed an issue in the Stakes object prefab
- Fixed an issue BlockMapper arrows used for changing options stay selected

### Changed
- Updated Title Screen
- Updated spinning block model
- Updated steering block model
- Updated fallback IP for US-East region
- Changed server management button position in UI in Multiplayer
- Overview mapper titles now scale on mouse over
- Added couple box colliders to better match the shape of the tower plateau
(on the back) in level 40
- Increased the torque and lowered the rigidbody sleep time for bigger animals
(Gerenuk and Cow)
- Categories in overview block mapper now make more logical sense
- Camera blocks on non-local machines are now hidden
- Removed trailing periods from achievement descriptions
- Now delays the waiting for cluster messages by a few frames
- Updates the resolution every time the game starts
- Positioned skeleton slightly different and normalised its scale
- Moved sorting controls and truncated the folder path
- Updated several German localisations which were overflowing
- Constrained some localisations to a specific width
- Additionally scales (colour) slider text text if it's still too long
- Blocks now stay outlined for the local machine while level is in sim
- Moved tooltip for server management IP button
- Cleaned up client settings button
- Fixed cog icon not opening client settings in top bar
- Grounding in normal + AB mode now leaves a tiny bit of extra space under
the machine to avoid intersection
- Changed order of configuration in network setup
- Added rim light colors to fire effect
- Inverted the achievement icon completion alpha and color
- Allowed instant lobby leaving when the game is quitting
- Multiverse menu should no longer be visible while the scene is transitioning
- Changed axe knight attack pos to 1 from 2 so that the axe will fire at
the proper time
- Changed win requirements on level 38 to take fewer knights
- Multiverse animals can no longer fall over
- Increased cow's random walk speed, fixing the lacking rotation while moving
- Changed alignment on tutorial text to Center
- Changed default walk around speed to 4
- Created custom ghost for DirtTrack
- Improved networking compression and resend algorithm
- Game version updated to v1.0!

### Modding
- Added emulation methods to ModdedBlockBehaviour:
AddEmulationKey() (best to just have 1 for one block), EmulateKeys()

# Source: http://forum.spiderlinggames.co.uk/index.php?threads/version-1-0-changelog.15659/#post-43993
high rated
2 New Blocks & Bug Fixes | Update V1.01-11100
Type: Regular Update
Posted: Fri, February 21, 2020 @ 7:25 PM CET

Hello Everyone!

Today we’ve got another update for you, our first since Besiege left early access!
This update, Version 1.01, adds 2 new blocks for the newly established
Automation category and some fixes for minor bugs that have been reported
since the V1.0 release.

The team’s been super excited to see everyone enjoying the V1.0 launch and
they’ve been working round-the-clock to get this next update done as quickly
as possible!

If you didn’t see our preview development post, here’s a quick rundown of
what the new blocks do:

The Anglometer

This block detects angles on a single axis, emulating a key press when an angle is met or exceeded.
The block should allow you to create gyroscopes and stabilization systems for your machines.

The Speedometer

The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will
emulate a key press when your machine reaches or drops below a certain speed.
You will of course be able to adjust the speed in the blocks settings yourself.

We’re already seeing some awesome machines made with the Automation blocks added in V1.0
and we’re super excited to see what you guys create with these 2 new ones!

Follow us on Twitter to stay up to date with what we’re working on, and see some of the awesome creations
the community is coming up with!

Thank you to everyone for all the support and positive feedback following Besiege’s release and
we hope you enjoy this update!

Cheers,
Von

Changelog V1.01-11100:

ADDITIONS:
o Speedometer Block
o Anglometer Block

FIXES:
o Fixed 'Stuck on Initializing' issue by ignoring the RemoteFile logic when CloudSaving is turned off
o Setting no emulate key will now not throw errors
o Fixed World Conquerer achievement firing in first Krolmar zone
o Valfross unlock text is now "CONQUER TOLBRYND TO UNLOCK" in title screen
o Fixed some display issues on the krolmar level select in terms of conquered marking
o Fixed altimeter height being displaying wrongly in misty mountain
o Fixed logic gate input names
o Making preextension work while bounds are disabled and allow intersection enabled, even if something
    is in the way to be consistent with when bounds are enabled.

CHANGES:
o optimised textures for automation blocks
o Made automation blocks with dials place upright when on top of the machine per default
o removing debug log for falling ai
o key in krolmar vault level ignored by splash force
o for modders: Make LevelXMLLoader public instead of internal so mods can access it

# Source: https://store.steampowered.com/news/app/346010/view/1711868557324796306


~~~

Level Editor & Bugfix Update V1.02
Type: Regular Update
Posted: Tue, March 17, 2020 @ 7:27 PM CET

Hello Everyone!

Today we’ve got another update for you, bringing a whole load of new level
objects & Krolmar’s desert environment to Besiege’s level editor, and
a bunch of bug fixes for issues that have been reported since the V1.0 release!

The new level editor objects are from the new campaign island of Krolmar,
so now you can make your own desert levels of doom for your friends or
the wider community!

We’ve had a lot of really useful feedback about the Automation blocks since
they were launched and have been hard at work making improvements to the way
they work on a technical level. Key Emulation will now work consistently
meaning that low FPS will no longer cause your machine to perform differently.
This improvement will be most evident in Multiplayer, where previously lag
spikes resulting from people loading in large machines were having a negative
impact on machines that rely on an emulation system to function properly.
Whilst this improvement will make using automation blocks much smoother in
the long run, it’s possible that some existing machines may respond
differently with the new update.

(Shameless twitter plug) You can follow us @spiderlinggames to get sneak peeks
at cool new features and tech that we're working on, as well as announcements
about Besiege and any future projects we work on!

That’s all for now folks, hope you enjoy this update and keep on Besiging!

Cheres,
Von

Changelog V1.02

Added Krolmar level objects!
- Cart
- Palm Tree
- Cactus
- Desert Ivy
- Basket
- Desert House
- Low Desert Wall, Low Desert Wall Turn
- Desert Obelisk
- Krolmar Peasant, Krolmar Spear Knight, Krolmar Gerenuk Rider
- Gerenuk
- Desert Wall, Desert Wall Battlement, Desert Wall Window
- Desert Rock
- Desert Rock Plateau
- Grass Patch Desert variant
- Grass Tuft Desert + Curly Desert variants
- Add Desert environment for level editor
- Add Krolmnar soundtrack to level editor (track 9)
- Add Ignore Static toggle to the sensor block

Bug Fixes:
- Fix being able to copy speed values from Speedometer to Wheel
- Make Anglometer respond correctly with rotated machines
- Fixed a problem where off screen insignias might have some invisible parts
- Fixed the text cursor appearing in wrong places for the slider values in
the keymapper
- Fixed some potential issues with logic blocks on the client
- Fixed an issue with the camera focusing where blocks would disable and
be impossible to build off of as a client
- Fix level 48 to only require destroying the cannons
- Make sure islands are marked as unlocked just after unlocking them
- Don't award Tree Of Life achievement on wrong level
- Make Dodger achievement detection more robust
- Add thumbnails/icons for logic blocks

Changes:
- Emulation now happens at a consistent 50 fps (assuming 100% timescale)
- Made modded negative valued water cannons not attempt particles that would
fail anyway
- Sensors now properly ignore only virtual triggers, like insignias or things
outside of the level
- Changed how interpolation and kinematic behaviour works for the spring blocks
which hopefully should stop them from visually gliding off the machine
- Made starting simulation emulate the start emulation keybinding (SPACE fx.)
consistently whether you pressed space or the play button

# Source: https://store.steampowered.com/news/app/346010/view/1712995722673190800
Post edited February 12, 2022 by JMB9
high rated
New Build Surface Feature - Update V1.05
Type: Major Update
Posted: Tue, June 9, 2020 @ 10:11 PM CEST

Hello everyone!

Today we’ve got another update for you, Version 1.05, bringing an awesome
new feature we’ve been working on for a while now called “Build Surface”
and some highly requested additions to the symmetry tool.

The Build Surface feature is a simple, highly customizable & powerful
block/tool that allows you to create custom shaped blocks/panels for
your war machine. These panels can be made from either wood or glass,
both with their own characteristics that will affect the durability of
your creation and how it reacts when damaged.

The tool uses a simple grid system that’s easy to master, even for you
novice builders out there. You simply select 4 points on the grid and
the tool will create a panel to fill the shape you have chosen.

Once you’ve created a panel you can then manipulate it into curved shapes
using the advanced building tool. You simply select the advanced building tool,
click one of the panel’s nodes and drag it to the shape you want.

The custom shaped panels you create also have aerodynamic properties which
should unlock a whole range of new possibilities when constructing flying
machines and airplanes.

The new panels have a health system that you can wear down by damaging them
over time but it’s also possible to smash right through them, splintering
the panels and sending fragments flying in every direction.

The size of the panels you make will affect how they react to damage or being
put under stress, creating a more realistic structure for you machines.
The panels also use the existing joint system, meaning that shapes you draw
will attach to surrounding blocks and form a cohesive structure for
your machine.

This new block/tool unlocks many more possibilities for designing your machines
and makes creating complicated shapes and intricate detail on your machines
even easier than before.

The tool is currently considered ‘Experimental’ which means we’re still
actively working to improve it and give it a polish that we’re happy with.

In addition to the new block/tool we’ve made some additions to the symmetry
tool that give it increased functionality, with two new modes that will
further aid you in both building and editing your machines.
The first new mode revolves around selection and modification of your machine.
When you select a block with this option enabled, it will automatically select
the corresponding block on the opposite side of your machine. For example
if you select the front left wheel on your car, it will also select the front
right wheel for you.
If you use the advanced building tool with a mirrored selection, the blocks
will behave in a mirrored fashion. For example if you have the front
left & right wheels of your car selected and move the left wheel further
away from the car’s center, the right wheel will also move further away
from the center.

In addition this symmetry tool setting allows you to modify mirrored blocks
at the same time, for example changing the speed of the front left wheel also
changes the speed of the front right wheel.
The second new mode lets you perform mirrored deletion of blocks on your
machine, for example deleting the front left wheel also deletes the front
right wheel.

That’s all for now and we truly can’t wait to see what madness you guys
concoct with this awesome new feature!

Happy building!

Von

Hot Fix Version 1.05-12524

Changelog:
- Fixed centering via C on selection
- Fixed an issue where removing a surface while building a surface could result in errors.
- Fixed an issue where joints would complain on rotated machines being respawned immediately
- Fixed pin blocks flickering on and off when being placed on a surface block
- Fixed issue with the surface tessellation when curving opposite edges in different directions
- Fixed burning surfaces being persistent on clients in Multiverse
- Fixed an issue where bloom options would apply properly
- Fixed a problem with undoing where an error could happen from duplication and other actions on surfaces
- Fixed outlines on modded objects
- Fdded new japanese translations
- Fixed some russian entries
- Edges of surfaces now don't accidentally get rotated off their orientation by AB
- Fixed an error when changing selection between surface blocks while duplicating
- Fixed and error when inspecting the overview key mapping with logic blocks in it

Hotfix Version 1.05-12422

Changelog:

- Fixed machine center calculation when the buildzone has been moved
- Fixed transform cache issues in Multiverse
- Fixed LookAtCamera component that was throwing exceptions
- Only resets and restores rigidbody interpolation on blocks that are affected by undo actions
- Fixed projectiles not despawning correctly when respawning
- Updated Chinese, French, German, Portuguese and Russian localisation with new surface-related entries
- Now makes sure edges and surfaces are valid after loading
- No longer tries to process invalid surfaces
- Surfaces no longer do anything in sim, and destroy their joints if they're invalid
- Automatically removes invalid edges and surfaces when automerging
- Fixed exceptions when machines with invalid surfaces enter sim

# Source: https://store.steampowered.com/news/app/346010/view/2198262387487265157
high rated
64Bit Support Is Here! - Update V1.10   part1
Type: Regular Update
Posted: Thu, January 13, 2022 @ 8:55 PM CET

Hey Everyone!

Hope you all had a good time over the holidays, today we’ve got a big quality of life update!

The most important part of the update is that Besiege is switching to 64bit!
This will mean players with powerful computers will see a huge performance boost when playing
with larger machines, during testing we’ve seen up to a 3x FPS boost on certain workshop items!

We feel like now is a good time to make the shift to 64bit as it will put Besiege in a good position
going forward, allowing us greater freedom to pursue more exciting features in the future.

If you’re still running a 32bit operating system then don’t worry!
You’ll still be able to play Besiege as we’ve created a 'legacy32bit' branch of the game on Steam,
click here for a guide on how to change to the 32bit branch!
However, you will need a 64bit operating system in order to play newer updates for Besiege.

In addition to shifting to 64bit we’ve got a host of new features, improvements and bug fixes for you.
There’s a full changelog at the bottom of this post but here are some of the highlights:
   o Added more features for the logic system, including new gate options and support for variables in place
      of keyboard inputs, making complex logic systems easier to manage & track
   o Reworked Ipsilon campaign island that includes the advanced brick system, present in the later campaign islands,
      as well as fixing a bunch of issues with levels
   o Increased the number of maximum cloud saves from 1,000 to 10,000
   o Added more level editor objects
   o Added language support for Italian, Polish, Turkish, Chinese Traditional (Taiwan), Chinese Traditional (Hong Kong)
   o Made UI improvements, New Tutorial system & a bunch more stuff!

That’s all for today but watch this space, we’ve been working on a whole bunch of stuff since our last post and
we have lots more to talk about in the next few weeks! :)

Cheers,
Von

# Source: https://store.steampowered.com/news/app/346010/view/3109173124150507938
Post edited February 12, 2022 by JMB9
high rated
Besiege Changelog V1.10   part2

FEATURES
   o Updated to windows 64 bit (for windows, linux and macOS already support it)
   o Skins bottom bar fold out UI now shows you the most recently used skins in the first column
      if you use Advanced Building
   o In advanced building you can now switch keyboard inputs to variables to make complex logic systems
      easier to keep track of
   o Increased max number of cloud saves from 1000 to 10000
   o Added new connection type: Playfab
   o New level editor objects
      - Floating Crystal
      - Sandbox Mountain
      - Monk Idol statue
      - Crystal
      - Gold Nugget
      - Mine Cart
      - Dragon Ribs
      - Rotating Crank
   o New languages
      - Traditional Chinese (Taiwan)
      - Traditional Chinese (Hong Kong)
      - Italian
      - Polish
      - Turkish
   o New Settings
      - Added setting to make the camera look at the center of all the blocks instead of the average
      - Camera Sensitivity
      - Soft / Hard shadows toggle
   o Updated ipsilon brick levels for modern breaking systems
   o Save + Load menu workshop tabs to more easily keep track of your subscriptions and uploads
   o Glass surfaces now cast semitransparent shadows
   o Glass surfaces now have slightly less intense reflection
   o Improved thumbnail generation code with better centering and colours
   o Scroll wheel now can interact with time slider for precision increments
   o Boulder pieces now don't overlap and they inherit the velocity from before breaking
   o Explosion updated to be more performant and minor visual improvements for slowmotion
   o Logic Gate options added:
      - Binary Counter
      - SR Latch
      - D Latch
      - Random
   o New tutorial system, that shows you more clearly how to do steps, with an example base machine for level 1
   o Made it possible to select thumbnails from your pc for when uploading to the workshop
   o Made it possible to update thumbnails from in game for previously uploaded items (if not selected, it won't change the thumbnail)
   o When updating a workshop item it'll auto assign the tags that was used last

CHANGES
   o The machine bounding box now doesn't render in front of your machine
   o Local snapping for level editor translate tool now snaps to local grid instead of global
   o Transform gizmos for level editor now hide while holding shift
   o Single broken blocks now are ignored by the camera when following the machine
   o Surface block hidden if not Advanced building mode
   o Skins are now off per default
   o Improved colour correction for the Krolmar island
   o Improved colour correction for Ipsilon
   o Slight improvement to fire spread
   o Changed one multiplayer achievement from requiring 25 servers to 10 instead
   o Making propellers automatically align themselves around blocks that spin around their base axis
   o Steering hinges auto return per default now
   o Updated some achievement names
   o Changed connection type selection to tabs in multiverse

FIXES
   o stopped deflecting steering hinges on simulation start
   o fixed some slight memory leak issues when loading skins and block mods
   o when detaching surface blocks in a selection containing other block types, it now doesn't duplicate the others.
   o when using modding tools to scale surfaces or blocks surfaces connect to,
      broken pieces now match the original surface scale.
   o Surface corners don't show in automatic thumbnails
   o foliage doesn't render on top of fog anymore
   o fixed Ambient Occlusions sometimes missing in level selects
   o fixed an issue where grass and blood decals would make a slight dark square around the bounds of the decal
   o fixed when duplicating or detaching selections with surface blocks the reference pivot sometimes changing
   o Fixed who needs a mechanic achievement using the right category when you have mods
   o Made AI blood decal not spawn on the ground when dying in the sky
   o Fixing Krolmar Artifact level so keys are more easily accepted
   o various dx9 issues fixed
   o fixing sometimes loading machines would say they intersected the floor even if they aren't
   o fixed an issue where moving a surface corner on top of another surface corner,
      resulting in the surface being incomplete and removed, would throw errors
   o fixed an issue where certain brick objects weren't updating right for clients
   o Drill now properly receives emulation
   o unpowered wheels now are allowed to spin as fast as other wheels
Post edited February 12, 2022 by JMB9
high rated
Besiege Changelog V1.10   part3

MODDING
   o Added hidden toggle to turn off collision for surface blocks
   o Added social media mode to the cam tools
   o Added min and max grid static surface grid size variables
   o hidden logic gate option to make emulation loops burn out to avoid spamming behaviour

Hotfix 16991
   o Fixed missing sensor area cylinder
   o Fixed sorting files by date and throwing correct logs if invalid file loaded
   o Fixed negatively scaled fire areas
   o Fixed logicgate counter reset not resetting always or fully always
   o Fixed automation update rate, to be like previous update consistently at a single time instead of staggered
   o Made surface block zero volume check between corners and edges so zero volume is more accurately determined
   o Launching certain languages breaking until switching languages
   o Making emulation messages work even if the key is set to None
   o Added tutorial toggle option
   o Fixed drills not emulating again
   o Fixed spark particles over emitting on drills and saws
   o Added hidden mass slider to surface
   o The gerenuks in multiplayer now face the right way
   o Bomb explosion sizes stay consistent again as it did in 1.05
   o Blocks with shadow casters now cast the correct shadows using skins
   o Fixed occasional error when switching blockmapper from a secondary emulation input to another block

Hotfix 17044
   o MP bounding box now hides its front like in SP
   o Surface Block changes:
      - Corner points would sometimes obscure other selections
      - fixed missing colliders for folded surface blocks
      - removed overlapping double collider generation with some surface block configurations
         (in those cases the mass will be halfed aswell)
      - Mass slider changes is now loaded in vanilla no matter if the toggle for it is enabled
      - hidden collision toggle now properly updates mass
   o fixed broken key inputs for logic systems in level editor
   o fixed broken discord link in the Title Screen
   o fixed an accidentially changed event / action for mod stability
      (FragmentVisualController.onVisualBreak)
   o fixing shadows on instantiating a block with non default skin
   o slight optimisation to moving a lot of surface nodes at the same time
   o Japanese Translation tweaks
   o Fixed nre from loading a machine while having a surface block on the current machine.
   o fixed bug after defeating the last level of Krolmar causing the player to be unable to build on the machine.
   o Fixed baloons at length 0 breaking skins toggle and shadow mode.
   o Fixed some issues with machine thumbnail generation when the build zone was moved away from the default position
   o Machine tutorial now properly hide when using the level editor tools
   o now doesn't change the thumbnail when updating a machine without touching the thumbnail.
   o removed error logs from opening workshop update tab in save.
   o fixing overwriting thumbnails when changing content of a workshop upload but not having selected a new thumbnail
   o fixed not using completion state correctly to gauge what tutorials players have finished
   o fixed an issue with surface blocks having an empty list of corners for other players

# Source: https://store.steampowered.com/news/app/346010/view/3109173124150507938

GOG Offline Installer (12.02.2022 00:30 CET):
   o Lin:   1.10.17046 (53579)
   o Win: 1.10.17046 (53496)
   o Mac: 1.10.17046 (53497)
Update path (on GNU/Linux):
   1.00.11012 (36235) [19. Feb. 2020] => 1.01.11100 (36306) [26. Feb. 2021] => 1.02.11345 (36929) [20. Mar. 2021]
   => 1.05.12422 (38982) [20. Jun. 2020] => 1.05.12536 (39273) [27. Jun. 2020] => 1.10.17046 (53579) [10. Feb. 2022]

For further info see:
   o Besiege Building Wiki: https://besiege.fandom.com/wiki/Besiege_Wiki
   o Besiege Help Wiki: [url=http://wiki.spiderlinggames.co.uk/doku.php?id=besiege:support]wiki.spiderlinggames.co.uk[/url]
   o Besiege Subreddit: https://www.reddit.com/r/Besiege/
   o Spiderling Forums: http://forum.spiderlinggames.co.uk/index.php
   o Spiderling's Youtube Channel: https://www.youtube.com/user/SpiderlingGames
   o Spiderling's Twitter: https://twitter.com/spiderlinggames?lang=en
   o Spiderling's Websites: http://www.besiege.spiderlinggames.co.uk/ and http://multiverse.spiderlinggames.co.uk/
   o Discord channel: https://discord.com/invite/3AXV6uK
Post edited February 12, 2022 by JMB9