Weekly Update #1
April 24, 2015 @ 7:05pm
Our first weekly update is here and it is a big one! We have been hard at work fixing reported issues and incorporating feedback. The biggest change this week is the removal of Channeling Points (CP) which makes it much quicker to cast the spells you want when you want them.

Next week we have plans for several new monsters that'll live in the water along with a new water themed biome. We will continue to fix reported issues, implementing feedback and streamlining the start of the game for new players. We hope you're excited as we are!

Changelog
Features:
  • Completely removed Channel Points
  • Added cursor grid mode making it easier to build and dig with a controller
  • Added in option to cancel chaos crafting
  • Added "Lock Camera" option to lock the camera to the character
  • Added a plant preview for planting seeds

Changes:
  • Increased starting region hostility by 1 which makes monsters appear a little more at the start
  • Doubled the distance the player can access crafting stations and treasure chests in crafting/researching
  • Starting chaos trigger does not do anything
  • Expertise is no longer immediately available and must be leveled before chaos crafting is available
  • Adjusted initial craft quality calculation to factor upgraded item quality separately.
  • Equipment attributes are now consistently ordered
  • Increased monster's minimum levels and added minimum levels to spawners
  • Decreased the power of Venfear's feather attack
  • Increased Gildor's overal power
  • Changed Cluster Ring to have travel cost reduction attribute
  • Reworked tooltips for crafting support items

Bug Fixes:
  • Resolved issue with auri tree getting to a bad growth stage
  • Resolved issue with Shadow Folding not working properly in multiplayer
  • Resolved crash in multiplayer when connecting to a server with specific items in the world
  • Resolved issues with controller support on the map
  • Resolved issues with toolbar grab and removal
  • Resolved issue with swapping weapons in the middle of using them
  • Resolved issue with client channeling causing the host to channel as well
  • Resolved issue with ledge grab semi-interrupting other actions
  • Resolved issue with crafting station support items showing for a single frame after creation before disappearing
  • Resolved issue with bow draw animation looping causing it to wiggle
  • Resolved issue with collision detection causing the player to miss with melee weapons when barely hitting the monster
  • Resolved issue where crafting could consume more materials than it should when using materials from treasure chests
  • Resolved issue where craft item quality did not always match chaos craft quality
  • Resolved issue with sounds not playing properly around the world seam
  • Resolved issue with attached entities (eg. sword) not force restarting an animation when the parent animation was force restarted
  • Resolved issue where a melee attack would not expire and the next attack would count as two
  • Resolved issue with enchant spells not working properly
  • Resolved issue with check lava collision on small entities
  • Resolved issue with controller support on Linux
Community Events!
April 24, 2015 @ 7:04pm


Fellow employees!
While we're all standing by for updates, the Sub Rosa Subreddit moderator Kalsb and myself (steam forum moderator Joe A.) have begun putting together a variety community events*. If we can keep up the participation we'd like to make this a weekly thing. There have already been three successful events so far including races, death match, and car chases.
Here is the next one!
Event #4 - 4/25/15: Eliminator
We'll be putting on a fourth event called "Eliminator" tomorrow at 5pm EST / 2pm PST on the Testingland server. The details for this event can be found over at the steam event page as well as the community subreddit. Info for connecting to our Teamspeak channel is over at the subreddit as well.

We'll be making announcements about these events both here and over at the subreddit so keep an eye out.

See you on the streets...

- Joe A.

*Note that this is a community-run event and not necessarily one of the official play tests that Crypticsea & Devolver Digital run.

~ 3D render by Lukas Orsvärn
HOTFIX v.227 -- General Bug Fixes
April 24, 2015 @ 6:42pm
Hello,

We've just hotfixed The Long Dark Sandbox to v.227 to address some bugs introduced in the recent update.

THE LONG DARK SANDBOX v.227 -- CHANGLIST

* Fixed issue with player occasionally falling through the ground at specific locations
* Fixed issues with controls picking up faulty inputs
* Improvements to mouse sensitivity settings
* Fixed issue with rifle reloading occasionally being unresponsive
* Added anti-aliasing to all items when seen in Inspection mode, or any used in First-Person (ex. Rifle, Lantern, etc.)
* Fixed issue where torch light source and audio sometimes persisted after the torch was extinguished

### END OF CHANGELIST ###
Rebel Rush: Round 2
April 24, 2015 @ 6:39pm
Progress Report #2
April 24, 2015 @ 6:33pm
Unfortunately we are not yet able to release our next update with contains the Unity5 upgrade this week. We tried really hard, and came really close to release, however, in our final testing we found a couple bugs that deal with animal spawning that have to be fixed in order to proceed. And we are having trouble pinning down the exact cause, so we cannot give an exact timeline, but hope to have the update out sometime next week. We plan not to wipe servers until next week, as the update will require a wipe, and we did not want to wipe and then have to wipe again next week (could be early or later in week).

The game is running much better as a result of Unity5, and also contains graphical improvements. Large bases especially run much faster. There were many things we had to update and change in order to get the project working well with Unity5, hence the extra time this update is taking.

Aside from that, the next update will contain a sawmill, spinning wheel, some outfits, and many bug fixes. We are also working on more hack prevention, and EAC plans to do an update next week to also help with this as well.

- The Code}{atch Team
Spriter R4.1 Critical Bug Fix
April 24, 2015 @ 6:25pm
There was a critical bug in yesterday's build of Spriter that made it so you couldn't edit default pivot points. I apologize for any inconvenience this may have caused, and today's update (out now) fixes the issue fixes the issue.

This version also contains a fix that may help some users that were experiencing library issues on Linux.



-Edgar
Developer Live-Streaming v1.7 Progress
April 24, 2015 @ 6:21pm
Check it out on Steam broadcast! if it's not live already it will be in a few minutes, I'll see you there!

http://steamcommunity.com/app/263640/broadcasts
1 Week away!
April 24, 2015 @ 5:58pm
We are one week away from release. After gathering feedback on the price of the game we have decided to lower the price to 14.99 with a 15 percent off launch discount. This is still going to include all weapons unlocked ,and all spells unlocked for the first 48 hours.
The Memory of Eldurim Update.
April 24, 2015 @ 5:51pm
Hello everyone!

It took a bit longer but we have our update out and ready to go.



This is the first iteration of the balancing update. With it comes the groundwork for a more complete and dynamic combat system. Our goal is to give the player as much control over the type of combat he or she wants to engage in.

We have added in damage types. While they aren't doing a whole lot right now, we will be able to to use them to build a system full of weapons and armors that interact with each other in interesting ways. Eventually you'll need to think about the enemy you are facing and choose wisely on how you want to conquer.

Work continues on the interior of the archives as well as several new areas to come. In the future we are looking towards getting a basic crafting system in and a more dynamic combat system.

Let us know what you think on our forums and keep in touch with us on twitter (@liminalgames) and youtube. We also stream each week on twitch.tv/ekcell.

Changelog:
-Weapon damage balanced.
-Armor value balanced.
-Starting stats balanced.
-Health values of enemies balanced.
-Added in damage types. (Slashing, Crushing, and Piercing, UI is not displaying the type yet but types are present and interacting with armor)
-Added in new animations for 1 handed mace move set(Early versions, modifications will be made).
-Changed greatsword power attack animation.
-Dramatically decreased CPU load. (Expect large frame rate improvement).
-Added in weapon Quality and Condition (Note, you won't be able to find higher tier weapons just yet, but they will be added in very soon, additional balancing required)
-Rescaled armor effectiveness. Armor rating now more effective at reducing damage.
-Additional artwork added to the exterior of the archives.
Jack•Bot™ has just been released!
April 24, 2015 @ 5:47pm
Jack•Bot™ has just been released for Steam (Mac/Windows), Mac App Store, Google Play, Amazon and Ouya!

The iOS version is still in review at Apple, but they've agreed to expedite the process. Stay tuned to our Facebook page for news on it's release in the coming days. https://www.facebook.com/pinballarcade

Jack•Bot™ (1995): was designed by Barry Oursler and Larry DeMar and is the third in a series of pinball tables with a Robot Theme, following Pin•Bot™ and The Machine: Bride of Pin•Bot™. This space age casino pinball experience features both risk and skill based features including an awesome Multi-Ball mode and five different Casino Games that allow you to cheat for huge points! During the exciting Casino Run bonus round, you can press your winnings and go for more against the clock. The playfield includes the same Robot Visor from Pin•Bot that opens to reveal two Eye Eject Holes. 2,428 units of this table were produced.

https://youtu.be/WzhsEutRUBE

Want pinball on other devices?
iOS: https://itunes.apple.com/us/app/pinball-arcade-free/id497189134?mt=8
Google Play: https://play.google.com/store/apps/details?id=com.farsight.AndroidPinball.javaProject&hl=en
Amazon App Store: http://www.amazon.com/FarSight-Studios-Pinball-Arcade/dp/B0084HDG8Y
OUYA: https://www.ouya.tv/game/Pinball-Arcade/
PS4: http://us.playstation.com/ps4/games/pinball-arcade-ps4.html
PS3/Vita: http://www.playstation.com/en-us/games/pinball-arcade-ps3/
Xbox One: https://store.xbox.com/en-US/Xbox-One/Games/Pinball-Arcade/184c5232-c43d-4c69-82de-5e28d085a0f2
4/24/2015 Update...
April 24, 2015 @ 5:38pm
Hey everyone,

We continually improve all aspects of the game - from visuals to game balance and everything in-between. Today's update includes mostly bug-fixing but we're also tweaking some of the early missions to make them flow better.

As of right now it's looking like we'll be taking the game out of Early Access in about 3 weeks or so.

Over the next couple of weeks look for updates at least twice each week.

Thanks as always!

Chris
8 Star Wars moments that should definitely be Battlefront missions
April 24, 2015 @ 5:38pm
Betsy is Revealed!
April 24, 2015 @ 5:34pm
Our next patch, Pets & Dragons, drops on April 28th! Are you ready?! In this Devstream, we reveal a new map, Skill Spheres and Betsy! Want to see Betsy in action? The Casters Guild is going to play the patch in its entirety this Sunday and Monday! Read on for the full schedule:

https://www.youtube.com/watch?t=1905&v=Xea44c0GxoQ

The Casters Guild Schedule

Join the Casters Guild as they preview the Pets & Dragons patch. They'll be looking at costumes, playing new maps and trying to defeat the Wyvern Mother herself, Betsy!


Sunday, April 26th



Monday, April 27th
Contagion - "Contagious Gaming" Stream Giveaway in 20 mins!
April 24, 2015 @ 5:10pm


We're going to be a little bit late today with Contagion Gaming, due in no small part to working nearly non-stop on getting the Free DLC content finalized, polished and ready to go. But, we all need breaks, so come join us for another sweet-ass stream at http://www.twitch.tv/tatsur0 today at 5:30pm Pacific time!

Contagious Gaming Game This Week

Grand Theft Auto V





We stream our Official Contagion "Friday Frenzy" and/or "Contagious Gaming" via our Twitch.Tv Account at- http://www.twitch.tv/tatsur0 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!

More Soon!!!

-The Contagion Team

Game Update 134666 Now Live - 4/24/2015
April 24, 2015 @ 4:59pm
134666 - 4/24/2015

Changes
  • Catcoon dens will regenerate over time
  • Pan Flute and Sleepytime Stories will put players to sleep on PVP servers only

Bug Fixes
  • Ewecus will only target players when using its snot attack since it has no effect on other creatures
  • Players will now properly unfreeze when electrocuted
  • Bearger now spawns correctly
  • Firestaff, sleep darts & fire darts will no longer force the target into the hit state.
APRIL DEV DIARY Part 1
April 24, 2015 @ 5:08pm
March was a great month for Dark Horizons Mechanized Corps, not only did we add a lot of great players but we began to finalize and implement one of our persistent online multiplayer features of the game which we are calling “Faction Wars”. We were also able to make some progress toward cross platform play.

Because Faction Wars is such a huge addition to the game we are going to post a 2 part DEV DIARY for April leading up to the 0.0.8.0 release which will have the next big phase of Faction Wars.

For part 1, we are going to discuss some of the systems we are adding that will tie both Faction Wars and single player aspects of the game, this focuses around earning and spending Credits as part of the game experience.

Credits and how you earn them.

Credits are a currency that you can only earn by playing the game, you cannot buy them with real money, via the persistent multiplayer portion of the game (Faction Wars), online play, or through playing offline (single player) missions.

Players will earn credits based on both their performance and their team’s performance in-game. This includes factors such as number of kills or assists the player gets, whether the player’s team was successful, credits for salvage for the winning team (a credit bounty for each enemy mech destroyed by your team) and amount of damage inflicted. (Mockup of new results screen below).



(note: this is purely a mockup, though its close to the final in-game layout)

Will there be other ways to earn credits?

The answer to this is yes there will be a couple other ways. All players will begin with enough credits to build out a couple of custom mech configurations which will help them get started. Players will also earn credits each day that they log into game (as a stipend from the merc guild or your selected faction that you fight for in Faction Wars).

There were also be other additional method for earning credits in future releases (beyond release 0.1.0.0) which include, but are not limited to:
  • Player market (the ability to sell parts and builds)
  • More complex salvage system

Spending Credits

As we previously mentioned one of the uses for the player to use Credits on will be building mechs! Currently in-game you can build as many chassis as possible with no limits. As a planned feature, with the implementation of Faction Wars, players will now earn credits and then spend those building out their mechs. The following item categories will cost credits:
  • mech chassis
  • weapons
  • equipment (targeting laser, ammo deployer, jumpjet, etc…)
  • engines
  • extra armor
  • additional ammo (future feature)
So essentially every component used in building your mech out.

Future updates:
  • Squad upgrades
  • Custom mech builds
  • Additional mech slots
  • and more...

Can you try out a config before purchasing?

This feature will come in a future release, but until then we will allow players to sell back the build at full price for an unspecified time period while we pull in analytic data to ensure that your credits earned is balanced with your credits spend.

With that said you also can sell just the base chassis of a build and strip the weapons and put them into your inventory (for use later on a future mech config that the player will want to create). A mockup of this functionality is as follows:

http://steamcommunity.com/sharedfiles/filedetails/?id=431133920

http://steamcommunity.com/sharedfiles/filedetails/?id=431133566

Once an items is in the player’s inventory it can be used in future builds without any additional costs, or the player can choose to sell the item on their own.

In Closing

So that is the credits and inventory systems at a high level. Please feel free to post questions or make suggestions in the forums . http://steamcommunity.com/app/266470/discussions/0/618460171315113977/

Tune in next week, we will be posting details on the rest of the upcoming 0.0.8.0 patch including:
  • Faction Wars, Balance of Power map
  • Faction bonuses for territory control (XP and Credits bonuses)
  • New in-game lobby layout
  • New AI and default config layouts
  • Status on some other items
  • New battlefields
  • Linux update
  • New team member introductions

Upcoming events

May Faction War Fridays! We will be hosting Friday events again focused on the start of the 2nd Machine Wars. We will also be looking to host more events on Sundays also.

To be kept up to date on scheduled events we encourage you to join the OFFICIAL GROUP at http://steamcommunity.com/games/dhmc .
The Dota Major Championships
April 24, 2015 @ 4:54pm
The International is drawing closer, and next week we will be releasing The International Compendium, along with a major balance update. Soon after that we will be announcing the teams that will be invited to The International.



Today, however, we would like to talk about our plans for improving the competitive landscape as a whole. As fans of the game, we love watching teams compete in high stakes tournaments, but we also recognize that there is room for improvement on a more structural level. While the lack of roster stability and major focal points during the year had its advantages, it has eventually come at the cost of fan engagement and competitive stability for the players.

The Dota Major Championships, starting this Fall, will be an annual series of four marquee tournaments, one being The International. The three additional tournaments will be Valve-sponsored events hosted by third-party organizers at different locations around the world. Teams that participate in these events will be required to adhere to limited roster trade periods during the year.

As the Fall event approaches, more tournament details will be announced.
v0.9.0 Released!
April 24, 2015 @ 4:49pm
Here's what's new:

- Added 6 epic new tracks to game soundtrack! About time, right?
- Added New Feature: Victory Theme Song:
- Choose your Theme Song from new Hub Screen: Songs
- Added Several Victory Theme Songs to the shop
- Added Star to winning tanks on Results Screen
- Increased performance of Hub
- Fixed Tank Names overlapping on Results Screen

Go check it out!
Work in Progress - Crew
April 24, 2015 @ 4:35pm
Thanks for your suggestion in previous post when we discussed the plan of development. as we understand, the priority is next: New Features -> Gameplay -> Multiplayer. So, lets do this. Fortunately, multiplayer is pretty functional, we just need to implement some kind of lag compensation, but we will make it little bit later. For now we decided to implement several new features and after that, missions and finally gameplay.

So, we started a new big update which will add new features, but this time decided to share the progress so you know how things are going.

The main feature of this update will be the crew! And it will looks like something like this.



Someone may be disappointed, you probably expected that each module will have a visible interior and visible little humans inside. But we decided to make the crew as the icons above modules.

The game is quite technically complex, and visible interior inside the ships is quite a difficult task, besides, the player likely will be focused on events outside the ship, so the interior will have not enough attention.

Now the concept is slightly different, earlier, the player controls a ship, now we want the player controls the crew, and the crew controls the ship.

For example a player may have several crew members, they belong to him, but they can be located inside the ship which belongs to another player.

Actually the ships are no longer have a owner, it is just a ship. The ships can be controlled by players whose crew member takes the pilot's seat. At the same time, crew of another player may occupy turrets and two players will control different systems of the same ship. We think it's cool. :)



Crew members require food, water and resting in the special modules. Also it will have skills which will increase with the time. Skills will be very important (not just a +5% to evasion). There will be pilot, engineer, miner, gunner, medic, trooper, radar operator, shield operator and maybe something else. Also ships should have life support module which is defines the maximum amount of crew on the ship.

Also we want to implement escape pods. The life of each crew member should have high value. Later we plan to implement missions where you should save the crew of NPC and other players.



Also we added polar grid, which can be turned on\off and will help to feel a movement thoruh the space



Start to adding ion engines



Discription and tips for modules in build menu

And also we removed "New Ship" button, now you can build second Command Module on your active ship, assign a pilot, disconnect it and it will acts as a new ship!

Of course there still a lot of work with a crew before an update, but we think it should not take too much time.
If you like such kind of posts, we will publish something else along the development progress.
Sharktastic Hotfixes
April 24, 2015 @ 4:23pm
Just a few quick fixes for the Fineous patch, taking care of some of the major bugs. Keep those bug reports coming, as always, we very much appreciate them!


Fixes

  • Fixed conversation issues with NPCs
  • Fixed an issue with certain quests not working after restarting the game.
  • Fixed an issue where merging stacks could result in a stack of zero items.
  • Fixed an issue where quest rewards could be doubled.
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