Updates to The Incredible Adventures of Van Helsing have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Major changes include: The Incredible Adventures of Van Helsing Hotfix v1.1.06b
Fixed bugs: Multiplayer: -Fixed a bug where instant cast spells could be casted multiple times before going on cooldown. -After entering an online game, active effect icons appears correctly. -Fixed a bug where the server didn't acknowledge the attack when attacking with a high attack speed. General: -Ray of Destruction no longer gets stuck if you fall below the minimum mana. -The scenario saves the current map properly. -Fixed an issue with Lady Katarina's passive skills showing up multiple times in the lower left corner.
Major Changes: - Back up saving Re-enabled. If the game fails to load properly, it will automatically attempt to load a back up save file. - Game will announce an error if it fails to save your game 3 times in a row.
General fixes: - Fixed bug where the game would crash on people who had set their OS language settings to Turkish. - Numpad now configurable in key bindings list. - Trait Tourettes changed to Coprolalia - Typo fix for Alektorophobia. - Fixed exploit with invulnerable assassin. - Fixed bug where saves no longer worked if you ran game with an argument passed in the command line. - Fixed bug where Special class could lose their special spell when getting a new spell. - Fixed Boss sfx not being adjusted by SFX volume settings. - Fixed carnival exploit with special class. - Fixed Final boss fight making player clip through wall during cutscene in special places. - Fixed special class having no spell delay. - Fixed exploit with Barbarian special destroying all targets in carnival room. - Fixed bug where game would sometimes crash when exiting outside entrance. - Dragon armor bug fix. Armor raised from 68 to 78. - NG+ Difficulty raised slightly. - NG++ Difficulty raised significantly. - Down Strike Up text updated. - Mage INT bonus reduced from 1.35x to 1.3x - Fix 1x2 map with barrels letting player jump out of the world. - Fix 2x3 map block spawn bug. - Typo fixes in skill tree (assassin, miner, etc) - Time stop mana drain tic rate raised from 7 to 8. - Red teleporter random crash bug fixed. - Fixed bug where Ice and Fire wizarsd projectiles would die in their hands if you ran into them. - Dying death crash bug fixed. - Fixed bug where game wouldn't load properly if Game Config was empty. - Security check to make sure game doesn't crash on RunGameOver - Fixed bug where potion up and downstrike up descriptions were not updating properly. - Min mana and health capped at 1. You can no longer go into the negatives. - Fixed bug where hazards could deal 0 in special circumstances. - Fixed bug with projectiles sometimes being fired backwards. - Fixed bug where equipping blood equipment would screw up HUD in blacksmoith screen. - Fixed bug with last boss where you could take damage if you were in a bad position when you beat him. - Fixed bug with last boss and time stop. - Disabled all Class Skills in carnival room. - Fixed bug with mana loss appearing if crowstorm was cast in an empty room. - Dwarf holes removed in 2x2 room. - Last boss now drops less mana potions.
Updates to The Incredible Adventures of Van Helsing have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Major changes include: The Incredible Adventures of Van Helsing v1.1.06
Known issues: - The multiplayer game still has some issues. Please play it with a character created for the multiplayer only because data loss may occur sometimes. Balance changes: - Cost of inserting Essences into items rebalanced. Fixed bugs: Multiplayer: - Other players' icons are grayed out while they are on different maps. - Made some improvements to the movement prediction which should make "random teleportation" rarer. - The network code is much more optimized with less traffic. This lowers the network related lag. - Fixed a bug with synchronizing the enemy hitpoints. - Fixed an issue with the quest markers remaining over people's heads even though they have disappeared from the map. - The "Go Offline" and "Continue playing offline" functions were removed. You can only go offline if you are the server and noone has connected yet. (You can still exit and continue offline from the Main Menu of course.) - The floating text in the game is now displayed in the client's language, not the host's. - Fixed an issue that could cause the server to be stuck after cutscenes. - Unit throwing and knockback works properly in multiplayer. - Joining a game sets the town portal destination properly. - Frost mines are no longer treated as obstacle on clients. - Sound effects of skills are playing properly. - Quests no longer give XP for every character in the party, only once as it should. General: - Sound of the Earthquake skill fixed. - Fixed a bug with the Gluttoner Idol in the Lost Place. (It gave the Ability Points twice.) - Fixed another issue with creating equipped items with higher level limits than the wielder. - Fixed an issue that could cause the Marquis of Soot to fall through the roof. - Fixed the Scholarly Ghost perk. Now it should be achievable. - Fixed the tooltip of the Fury skill's icon in the lower left corner. - Removed an exploit with Lady Katarina's shopping feature. - You can no longer sell unidentified items with the Sell All button. - Fixed an issue that could cause you to be teleported to the Lost Place even if you've already escaped once. - Fixed an issue with saves getting corrupted in case of powering down your computer while playing. - Quest items are no longer brought into Scenarios. (Don't worry, they will be there if you return to the Story mode!) - Fixed an issue with the Hidden Treasure quest. If you are already stuck with that quest, you can fix it with the "/FixQuest 1" command in the chat! - Ray of Destruction can no longer be used if you have less than 100 Mana. - Fixed an issue with trying to use spells from out of range. Now Van Helsing should always try to get in range and then cast the spell. New features: - A new system of rewards for Scenarios is introduced. Killing monsters in a Scenario will now add to your Glory pool, which in turn will give you Glory points. You can spend these points on bonuses in several different areas. The Glory gathered and the bonuses bought are shared among all your characters. - Two new Scenarios are available: the Croakwood and the Rookery. - New shortcuts are added to Enchant/Use Laboratory ('E') and Disenchant ('D'). - Damage Per Hit values now include the potential damage from Critical Hits scaled by your Critical Chance. - You can bind spells to the Left Mouse Button as well. These will only work if you click on a valid target or while holding down the Shift key, otherwise Van Helsing will try to move to the clicked position.
Players suit up as an Operative of the Ark Corporation (ArkCo), deployed into the deepest, darkest, and most dangerous part of the universe. Fight against an array of creative horrors including cybernetically-enhanced laser space sharks or vicious genetically-evolved polar bears - and those are not even the strangest monstrosities to encounter!
You must terraform the entire world, craft armor, weapons, kits, and vehicles to help you explore and conquer. You start with only a laser pick and the gear from your pod, and immediately get working as every ore you mine is valuable. At the absolute edge of space you must adapt or die! Good luck ArkCo Operative!
Changed more extractor health to armor to be easier to weld up Minimum team resources when no RT active (counts as 0.5 active RTs) Removed no res while dead rule Reduced personal resource income per RT from 0.125 to 0.1
Reduced harvester cost to 8 Drifters can now clear marine ghost structures Removed medpack cooldown from marine commander UI Marines have now a medpack pickup delay Removed vision obscuring effect of gorge spit Fixed GL not dealing full damage on direct hit Reduced exo armor to 280, down from 400 Increased exo armor upgrade to 45, up from 40 Changed puncture player damage scalar to 1.5 (was 1.25) Reduced phase tech and observatory cost to 10 t.res (were 15) Disabled gradual melee attacks Added concept of soft targets which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations) Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger Movement code rewritten
Increase crag, shift, shade cost to 15 (was 10) Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase). MACs and Drifters are no longer able to attack Resource towers and command structures will now block re-creation for 5 seconds after destruction Added supply limit for specific units (200 max per team) MACs can no longer weld each other Multiple MACs are no longer able to weld the same target Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once Shift energize no longer stacks
Marine Tech Tree
JP and single gun Exos are now available at 1 command station Mines tech research cost has been decreased to 10 resources (down from 15) Reduced robotics factory to 10 resources (was 15) Reduced upgrade to ARC robotics factory costs to 5 (was 10) Nano shield is now a research at command station Arms lab no longer requires an armory Welders no longer require a research Added small self weld when welding a structure or a player Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded
Reduced exo cost to 40 (60 for dual minigun) Rxos can now be nano shielded Rxosuits can now use their thruster horizontal (use shift) Reduced exo thruster cool down reduced to 2.5 seconds Increased exo base speed to 6, up from 5 Reduced claw damage to 30 Miniguns now profit from weapon upgrades Toned down dual minigun damage to 70% Reduced vision obscurring effect from bilebomb on exo HUD
Increased base damage No longer benefits from weapon upgrades Increase flame thrower magazine size to 50 Removed flame thrower damage ramp up Reduced flamethrower weight Flamethrower can now burn up bile/whip bombs and disables enemy structure functions Flamethrower can now burn up drifter clouds
Increased base damage No longer benefits from weapon upgrades Reduced grenade launcher cost to 15 Increased grenade launcher reserve ammo to 28 Whips no longer whack grenades
Increased shotgun rate of fire by 18% Reduced base damage to 170 Adjusted shotgun spread
Reduced ARC build time from 10 to 7 Reduced robotics factory upgrade time from 40 to 20 Reduced ARC movement speed by 33% Reduced ARC movement speed by 70% when in combat or on infestation ARCs are now properly affected by shades ink cloud Reduced ARC splash radius to 7, down from 10
Marines can now build on infestation (25% slower) All marine structures take damage to armor while on infestation Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450) Marines can now always sprint (no more fatigue) Added ability for marine commander to temporary power individual structures Amories no longer heal armor Increased jetpack cost to 15 (was 10) Removed MAC EMP Extractors and command stations can now be parasited Increased spawn time to 8 seconds (was 7)
Each alien has individual spawn timer (10 seconds) An egg is generated every 13 seconds (6.5 seconds for 12 player) Each hive can have max of 3 eggs (6 for 12 players) Hives have now the hatch ability (2 eggs for 5 t.res)
Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600) Whips can automatically bombard once they are matured Reduced whip cost to 10 (was 15) Whips will now root and unroot automatically
Alien Tech Tree
Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos) Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos) Add bio mass: every structure grants bio mass which increases the health of life forms Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure Celerity works now in combat and increases max speed by 1.5 m/s Regeneration works now in combat Adrenaline increases max energy and regeneration rate by 10% per level Added new shade upgrade which shows enemies and their health (Aura) Merged silence and camouflage (Phantom)
Swipe damage down by 16% Fades are a bit easier to see during blink Blink is now always researched Shadowstep does not add any momentum anymore and can be researched with biomass level 5 Increased range / accuracy of fade vortex ability Disabled fade double jump
Spores are now tier 3 and bigger / cheaper to use. Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced Fixed weapon switch delays (umbra to bite and spores to bite)
Changed stomp to affect marines in a radius rather than being a shockwave Onos movement wont be blocked by skulks, gorges and lerks anymore Reduced gore range Reduced gore damage to 100
Hydras are now flamable Increased gorge build rate
Skulk moves now faster on walls Xenocide cant be cancelled anymore When dying by xenocide, skulk respawn time is reduce by 6 seconds
Cysts will block recreation in the area when destroyed for 4 seconds Cysts will autobuild once their parent is contructed Increased cyst build time to 4 seconds, removed cool down Increased cyst range and infestation radius Infestation receding is now twice as fast than growing Gorge tunnel entrances create now infestation when the other side is infested
Drifters can now be created during the hive is researching Reduced drifter cloud costs to 1 (was 2) Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor) Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander
Crag, shift and shade can now always be build and can move Chamber triggered abilities require now the correct hive type Allow aliens to change upgrades (min gestation time 5 seconds) Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate Cloaked players are always slightly visible Regeneration works now in combat (5% of max health every 2 seconds) Rupture can now be cast directly on infestation, like bonewall Added echo harvester to shift Added echo gorge tunnel to shift (only on infestation) Enemies are outlined with parasite only (damage will no longer trigger it) The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds Shift echo ability no longer requires maturity Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds
Fixed bug allowing the scoreboard button to be used while text chatting Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points The Onos player can now move their camera up and down while charging Fixed medpacks being picked up by dead marines Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas
Fixed Lua io lib readline functions sometimes crashing if the line was too long Changed Shared.GetSystemTime() back to unix time Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes The modding framework is automatically included again (this is so the modding entry system is auto-loaded)
Alpha 11 has been released! Steam users will be automatically updated.
We spent quite a lot of time this month working on performance enhancements and bug fixes. We found a lot of memory leaks and performance bugs and fixed them, and the end result is the game is running quite a bit smoother. Theres still a lot of work to be done here but things are definately improved.
You can now purchase neighbouring plots of land. Your accountant has to research Land Expansion and then you can click on any edge of your prison land to buy up the neighbouring plot. You can do this as many times as you like, money permitting. We should warn you that we havent fully tested what will happen if you expand to the right of the main road. You can build here but there will always be a section of road on which you cannot build, so youll never be able to join up the two sides. You might find prisoners on one side decide to walk to the other side, then escape when they find themselves on the road. But try it and see!
Weve updated the Objects toolbar to intelligently highlight objects that might be useful, given what you are looking at. So if you are looking at a kitchen, youll see the cooker, fridge and sink are automatically highlighted. As we add more objects to the list the task of finding what you want is getting harder, and this was our shot at fixing that.
Finally we have an entirely new Timelapse recording feature. You can use this to record timelapse videos of your prison being built. Youll find the options to control this under Options -> Timelapse, and you can set how often a frame is captured, and the playback rate of those frames. We export videos to your save folder in OGV (ogg video) format, which can be played by VLC, or imported into youtube, etc. Heres an example of the sort of video you can create:
YouTube™ Video: Prison Architect Timelapse Views: 301 Recorded using the brand new feature in alpha11 - record a timelapse of your prison being constructed!
Theres also quite a few bug fixes, and weve fixed the issue of Clothing needs leading to riots. It was almost impossible to have a laundry functioning before your prisoners rioted due to clothing, which seemed a little unfair. This wont happen anymore.
We hope you enjoy alpha 11 - weve got some big things planned for alpha 12 and alpha 13, and well see you in a months time with that. We also did our first ever development livestream during alpha 11, and we are hoping to do more during alpha 12. Sign up to our twitch.tv page to stay notified and watch us developing the game live: www.twitch.tv/introversionsoftware
- Fixed an issue where applications using "Write to Shared Memory" was not working. - Fixed game sometimes not shutting down correctly and remaining running in the background. - Removed some files and folders that could be considered spoilers for future content.
From the distant future comes the Call of Duty®: Black Ops II - Cyborg Personalization Pack, fully-loaded with an electrotech-themed weapon skin, three uniquely-shaped reticles, and an all-new Calling Card. (NOTICE: Reticles will only be available for ACOG, EOTech, Hybrid and Reflex optics.)
Inspired by the regal insignias of the Middle Ages, the Call of Duty®: Black Ops II - Paladin Personalization Pack comes loaded with a Medieval-themed weapon skin, three uniquely-shaped reticles, and an all-new Calling Card. (NOTICE: Reticles will only be available for ACOG, EOTech, Hybrid and Reflex optics.)