Community Announcements - dallasds

Greetings Fellow Avatars!

Here's what we have for you in this week's edition of Update of the Avatar:
  • Hearth of Britannia: Legends of the Hearth II
  • Play Release 12 and Get Your Pilgrim's Hat
  • Release 12 In-game Community Events
  • Easter Egg: Sword of Power!
  • Lord British Weighs In on Companions, Solo Play and the Development Process
  • Community Spotlight: Scholars of Novia's First Writing Contest Winners
  • R12 Steam Access Keys Available for All Backers
  • Get Your 15% Bonus
  • Cyber Monday All Day Telethon
  • Holiday Specials
  • Last Chance Exclusives: Cooking Pot of Prosperity and Magic Sigil Cloak
  • Monthly Payment Plan Extended Through June 2015
  • Alienware Sponsors $20 Pledge Upgrade Coupon
  • This Week In The News
  • Upcoming Events

Hearth of Britannia: Legends of the Hearth II

On November 16th and 17th 2013, Rustic Dragon's Hearth of Britannia opened its Indianapolis, IN doors to thirty Ultima, Shroud of the Avatar, and Lord British fans across the country for the Hearth of Britannia Lords of the Hearth (HoBLotH), a 1:1 recreation of the meal served just a month prior at Britannia Manor IV. There was Britannian food, plenty of libations, celebrity guests, themed activities, and a host of garbed attendees.

Last weekend, November 15th and 16th, almost one year exactly from HoBLotH I, Rustic Dragon once again assembled a semi-exclusive group of fans for HoBLotH II: Legends of the Hearth. Forty-one adventurers from all over the globe and fifteen cast members turned Richard's lakefront property of Castleton into Cove, the quiet hamlet East of Britain in the original Ultima games.


Play Release 12 and Get Your Pilgrim's Hat

Release 12 successfully launched yesterday, November 20, with thousands of backers downloading, patching, logging in, and checking out the new changes! Lots of new content to check out, including:
  • An in-game hint system and New User Experience
  • More than 15 new skills
  • More than 50 new weapon and armor crafting recipes
  • 40 new songs (all crowd sourced by players)
  • Skill Trainers: when a player levels up they’ll now have to go to trainers to unlock skills
  • New Maps: Ravenswood Forest, Tower of the Shuttered Eye
  • The Overworld Map now has polished visuals and random encounters
  • Guilds
  • Open PVP Flags
  • The death system now includes being transformed into a ghost when you die
  • Alien FX support for Alienware keyboards and cases
  • ...and more!
The Grand Tour Quest
Just as in our last few releases, we've included a Grand Tour Quest designed to guide you through all the new content. And just in time for Thanksgiving, you will be able to get the Pilgrim's Hat by completing the Release 12 Grand Tour Quest. This reward can only be unlocked during Release 12 (did someone say rares?), so be sure to log in to R12 and talk to all the Tour Guides!

Release 12 In-game Community Events

Our amazing community has another great lineup of in-game events planned for Release 12. If you missed out on these player events during the previous Releases, we highly recommend you check some of them out this weekend. Here is the latest schedule of player events from the Avatar's Circle Community Events calendar (

Friday, November 21
2:00pm CST - DJ FireLotus Release 12 Party, at Fire Lotus Tavern (Owl's Head)
6:00pm CST - PvP Tournament (at the Brave Coast, Hidden Vale or "/zone Duke Violation"; for more details use the "/sotawiki Vengeance" command in-game)
6:00pm CST - Dungeon Run - Braemar Cemetery
9:00pm CST - PaxLair Gathering -(in the upper meadow of Valemark or /zone Winfield PaxLair)

Saturday, November 22
9:00am CST - PaxLair Working Hours - Host Winfield (in Valemark)
12:00pm CST - Welcome Quest in R12 (starts in Northshire, Hidden Vale or "/zone Celtic")
2:00 pm CST - Port Phoenix Storytelling Event (center of Kingsport or "/zone Kazyn Phoenixfyre")
3:00pm CST - Storytelling Event in Port Phoenix (Holtrot)
6:00 pm CST - PvP Tournament (at the Brave Coast or "/zone Duke Violation"; for more details use the "/sotawiki Vengeance" command in-game)

Sunday, November 23
11:30am CST - Live Book Reading - Net's Contest Winner (PaxLair Theater, Valemark or "/zone Winfield PaxLair")
1:00pm CST - Church of the Dark Star - Power of Chaos - The Hunger of Coveting (PaxLair, Valemark)
2:00pm CST - Real Human Live Chess Event (meet at Town Crier of PaxLair, Valemark)
3:00pm CST - All Town Gathering (at Kingsport or "/zone Jack Knyfe")
6:00pm CST - PvP Tournament (at the Brave Coast or "/zone Duke Violation"; for more details use the "/sotawiki Vengeance" command in-game)
7:00pm CST - PaxLair Meeting - (in Valemark or /zone Winfield PaxLair)

You will also find the "Release 12 Events" book in your in-game inventory, providing a list of the community events provided by the Avatar's Circle Community Events calendar. Here are some sample in-game images from the Events book:

Lord British Weighs In on Companions, Solo Play, and the Development Process

There is a lengthy thread on the SotA forums, entitled "Companions", where some have expressed their concerns about how, when, or if companions (among other things) will be implemented in SotA, Episode 1. A recent post in that thread by Richard "Lord British" Garriott helped to answer some of their questions:

[A Public Forum post by Richard "Lord British" Garriott]

Fear not! You are all well aware, that only a year ago, we started letting you all play when we had only a generic avatar standing in a small room, with a chicken. We have come a LONG way since. But there is an order to the development operations that may not be obvious. We add systems and data based on how they interrelate or build on each other. For example, the best way for us to test combat was for we the developers to fight each other, thus you too could fight each other, well before creatures were much fun or balanced, and are only now gaining some real intelligence to fight back. This was not meant to imply more focus on PVP vs PVE, it just helped the development process...

And much, much more! Read the rest of Update of the Avatar #100 here...
Community Announcements - Anadin
Another small fix, added a bit of dampening to steering when travelling at high speeds
Community Announcements - Ansimuz
Elliot Quest been online for a week now and been listening to players feedback all this time.

I made a major update addressing most of the critical issues and suggested improvements:

  • Added fullscreen option in the settings
  • Added possibility to toggle gamepad by pressing "G" in keyboard
  • Added warning message to prevent overwriting saved data on new game
  • Fixed Coliseum issues
  • Fixed unlimited bomb bags for sale glitch
  • Fixed camera focus lost on activating pedestals with statues
  • Player will die if squashed by doors now
  • Run faster perk is now working correctly
  • Level cap to 20 is fixed now
  • Fixed unreachable ladder in the caves bug
  • You cannot fall accidentally at the dessert cliff in the map
  • Balanced extreme mode difficulty
  • Fixed Dead ends for waterfalls
  • Added more random encounters
Community Announcements - Jenilya
Anti-cheat System

I want to start off by sort of apologizing for not talking about anti-cheat yet, but there has been a very good reason for it. Unbeknownst to the Miscreated community we've had anti-cheat measures in the game for around three weeks now, but we didn't want to publicly let people know. During that time we have collected a lot of information on cheaters in the game - many thousands of individual statistics, and we have already issued our first ban wave. Let me be perfectly clear on this - we will not tolerate cheaters. If you get banned, it's permanent.

Any forum posts or complaints about it will either be ignored, or more than likely just deleted and the forum accounts banned as well. We have also been working directly with Valve on making sure VAC is properly integrated into the game, so that will add another layer of protection. Having said that, no game will ever be free of cheaters and hackers, to say otherwise would be extremely naive of anyone, but we will do our absolute best to reduce them as much as possible.

Roadmap Items
More weapons and playable areas will be coming soon!

  • [ Updated ] Jump should now be more responsive and work on key press instead of release.
    Delayed jumps will no longer be keeping you down!
  • [ Updated ] More of the existing released areas have been updated to look better.
    Oh, shiny!
  • [ Updated ] Reduced physics impulse from all melee weapons.
    Sorry, you can no longer hit a car with a squeegee and kill people.

  • [ New ] Small cave added,
    added... added..... added~
  • [ Fixed ] House that still had a fridge in it that could cause you to get trapped inside.
    OK, the fridges are seriously done eating people this time, we promise.
  • [ Fixed ] Adjusted speed and opening angles for fridge doors.
    After one of the devs got knocked out cold, we figured we should fix them.
  • [ New ] More mobile home variations added.

User Interface
  • [ Updated ] All text areas should work better for future non-English translations and chat messages.
    Yes, localization is coming!
  • [ Updated ] Green network spam messages have been removed.
    Thank goodness...
  • [ Updated ] Game status messages are now displayed in the chat box, so you have a history of them.
  • [ Updated ] All on-screen text display has been removed from the game - console, displayinfo, etc.
    On the bright side, you can see more!

  • [ New ] Face item added (has known clipping issues with other items for now).
    Now we just need a machete and a catchy theme!
  • [ Fixed ] Magazine rounds being restored properly when logging in.
    I wonder how many empty magazines we are going to find on the ground after this patch?
  • [ Fixed ] Canteen full/empty being restored properly when logging in.
    Yes, you have to get your feet wet now.
  • [ New ] More hats added.
    Hide your character's thinning hairline.
  • [ New ] More pants added.

  • [ Fixed ] Some trees updated to look better.
    They threatened to leaf if we didn't fix them... OK I promise no more puns, I'll stop.
  • [ Fixed ] Reduced brightness of the pink boat.
  • [ Fixed ] Many clothing pieces updated to reduce clipping with other items.
  • [ Fixed ] Physics proxy on the bridge updated to be better.

  • [ Updated ] Some interiors updated to play correct sounds as you walk on different surfaces.
Community Announcements - Denommenator
Upon ZMR's launch on Steam, a discerning Steam player provided a very astute review of the game:

Well, with today's release of ZMR's free STEEL CORPS update, I can finally announce:

Here the *%$# are the robots!

The STEEL CORPS update debuts a new mech-based competitive mode complete with three unique playable classes, full-on mech customization, and class-specific progression.

In addition to the new "Team Mech Match" mode, this update packs all of the on-foot action you've come to expect from a ZMR update including, 9 new maps, and 18 new weapons to unlock.

Head on over to the official STEEL CORPS update page for a full run-down of this expansive new update.
Community Announcements - fayju
Welcome to the Amazing Frog? f0.0.1 “The First Early Access Build”.The first of many.

We just want to take a moment to say a massive thank you to everyone who has shown support for us and the Amazing Frog? project. We really appreciate it and could not have got to where we are without you, so thank you!

What's new?
This first version is completely new and built specifically for Steam Early Access. It's much bigger, better and crazier! We are working on adding loads more into the game and we are so excited to be able to share this first Early Access build with you guys. While there are more features than ever before, these are only a fraction of what is to come and we will be regularly updating you with fresh information about the games development.

Jump To Join
4 player split screen runs as standard. Currently we are using a “Jump to Join” structure where if you have enough controllers, hit jump and up to 4 frogs will join the scene. Fight each other, grab the crown, chase and challenge each other or you can work together to get to places. It's completely up to you to do what you want!


The Hideout
this is where you begin your journey, sitting on the couch with your frog buddies, watching a broken telly. Get up, walk around and let the games begin

The growing town of Swindon. The Swindon Town Council are regenerating the town center amidst an adventurous expansion project.

The Sewer
Don’t go down there alone, something or someone is lurking in the depths.

Fart Gyms
If you want to get your guff on, you are going to need a training routine. Check out one of the new fart gyms and hone your skills.

Our Development rooms.
We are toying around with some smaller environments. We are going to be massively expanding this section in the upcoming weeks.

We are always listening, so if there are any features you think would be a great edition to the game, let us know on our steam community page!

We hope you enjoy the game!
Community Announcements - Erik Asmussen
Just letting people know that Minestar0123 is organizing a DD tournament tomorrow. 3v3 elimination, but you can join as a single player and teams will be picked when it starts.

Details and signup here:
Community Announcements - timeSymmetry
Finally a new update to the standard build, after all the improvements that have been developed in the incubator branch the current build of VT finally reached a state that it can be applied to the main branch.

If you have been playing only in the main branch you will see a lot of changes including the new countermeasures mechanics. But in that case I recommend you to have a look to the "incubator branch" thread to see what changes list of past versions.

I also what to say thanks to those that followed the development through the incubator branch, you've have been really helpful in testing this branch while it was unstable.

As for the future of the incubator branch, I don't think the game will require another big change in the code, but I sure this branch can still be useful for soft releases to test if what is being delivered is really working as it should


  • FIXED: the AI calculation to use countermeasures
  • FIXED: the reaction time of the AI in using the first flare
  • FIXED: the AI now tries to consider which is the best countermeasure to be used (they are not aware of the true answer so even more skilled AIs will make mistakes)
  • FIXED: the use of chaff stopped the missiles' tracking system from ever working again
  • FIXED: after being tricked the proximity fuse completely ignored the targeted enemy even if they are few meters apart
  • FIXED: in the hangar menu it reuses old custom transparent material when a aircraft doesn't have a anything configured in the skin
  • FIXED: the world environment doesn't update in debug mode
  • FIXED: show player info in the left corner when there are no targets around
  • FIXED: in the editor when creating a new mission the player starts in position 0 0 0
  • FIXED: altitude display when moving below sea level

  • ADDED: smooth transition when starting the level
  • ADDED: smooth transition when activating the pause menu
  • ADDED: smooth transition when showing the points gained in the mission
  • ADDED: camera shake when near an explosion
  • ADDED: the possibility of the selected skin also change the appearance of the carried weapons
  • ADDED: structures (half done, only test models, need a better texture loading system similar to the aircrafts skins)
  • ADDED: fade in and out to the afterburner sound
  • ADDED: Game object speed multiplier in the editor options
  • ADDED: the ability to load a custom challenges and seamlessly integrate them in the evolution branch (need to add an example to show how this works)
  • ADDED: the test option in the editor now remembers the last unit used
  • ADDED: fixed crash after winning or losing a mission during the test option
  • ADDED: the option to add custom HUD overlays specific to individual maps
  • ADDED: ability to apply Speed state animation to collision model
  • ADDED: ability to apply Vel Loop animation to collision model
  • ADDED: ability to apply loop animation to sub objects
  • ADDED: ability to apply state animation to layer of sub objects
  • ADDED: VR map 1
  • ADDED: Challenge F-4D
  • ADDED: Challenge F-4J
  • ADDED: Challenge F-4S
  • ADDED: Challenge N-156F_E
  • ADDED: AIM-54B
  • ADDED: AIM-54C
  • ADDED: AIM-54C+
  • ADDED: Fakour 90
  • ADDED: AIM-82
  • ADDED: R-60K
  • ADDED: R-60KM
  • ADDED: A-12
  • ADDED: AFTI 244.180
  • ADDED: F-4S
  • ADDED: F-4D
  • ADDED: N-156F (Early)
  • ADDED: N-156F (Late)
  • ADDED: YF-5A
  • ADDED: Harpy

  • UPDATED: Improved AI behavior after firing missiles
  • UPDATED: main missiles FOV
  • UPDATED: tweaked R-60M
  • UPDATED: Glass Material
  • UPDATED: family structure of several families and reorganized the other they are displayed in the challenge mode
  • UPDATED: how the AI skill is configured in the editor
  • UPDATED: Su-37 challenge, added a bit more initial HP
Community Announcements - UWE.Strayan (NS2HD)

Those little pink thingies? Yep, you can play with those. And make things float. They're called floaters, and are not hiding around the world. Here is blog post with updates on all sorts of Subnautica development stuff, including Steam Early Access:

A new Subnautica development build is now available, and will automatically download to your Steam library. If you want to join in the underwater adventure, you can buy Subnautica Special Edition at

You can see our development progress right here, and view all checkin and changes here. There were 60 changes since last update, from small fixes to missing shaders to additions of entire new creatures, like the Floater. Enjoy! And be sure to tell us what you think by using the F8 feedback system!
Community Announcements - Tatsur0

We're sorry for last weeks cancellation of our weekly Stream but Alex Wright and I will be loading up Borderlands: The Pre-Sequel today as fans of the series (apparently not all are fans of TPS but it's our first go of it and so we'll have to decide for ourselves) and looking forward to sharing a copy of the game itself!

For those not familiar this is our "Contagious Gaming" Stream & Giveaway where more often than not play Indies and share our opinions regarding design, development, praise, and constructive criticism or just have fun then giveaway a copy to interested viewers. We will more than likely return to our regular "Friday Frenzy" Stream & Giveaway next Friday with more Contagion.

Join us live in 45 MINUTES as we go live with our Stream & Giveaway "Contagious Gaming" via

Contagious Gaming Game This Week

We stream our Official Contagion "Friday Frenzy" and/or "Contagious Gaming" via our Twitch.Tv Account at- every Friday @ 5:00PM PST/PDT (GMT- 8:00) -Click here for current time- and will pass out one or more free copies of Contagion during the Stream!

We've been pretty quiet this month as we focus on a date for our first Free DLC Bundle we are marking off the list of new weapons, characters, maps, and final touching up of Flat-Line Game-Mode.

We have more people joining the team to pick up the pace and look forward to this allowing us to share more concrete information with everyone ASAP!

-The Contagion Team


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