Yesterday I finished developing the landscape for the first planet. I thought for a long time why the characters don't really fit into the environment, but then I remembered that this is still space. As a result, I changed the entire color scheme of the environment and changed the approach to vegetation. Maroon, lilac and turquoise colors now prevail. Each planet will have its own recognizable style.
I decided to increase the map in size and now it is 16 square kilometers. There used to be 4 squares. There are 11 outposts scattered on the planet, which are randomly generated. In addition to outposts, side buildings were made to help in development and encourage exploration of the planet. There are also plans to add some collectible plant seeds that can be collected on different planets and grown on the ship to produce products from them and sell on the stock exchange.
The exchange will be another innovation and will replace the existing economic system with a more interesting one.
Outposts will have 5 types of generation: - A new outpost; - An empty outpost; - Destroyed outpost; - An outpost captured by pirates; - A bug-infested outpost.
In the case of the new outpost, no action will be required to turn on the protection and reactor. An empty outpost can be reactivated using a generator. The generator will be a small mini-game. If the launch is successful, the turrets on the towers will turn on and all the doors in the buildings will open. But if the launch was unsuccessful, then everything within a radius of 20 kilometers will be destroyed :) A nuclear reactor is not to be trifled with. The destroyed outpost will have a chance to spawn open and whole buildings, inside which you can find weapons or useful resources. Captured outposts can also be reactivated, but this will require them to be cleared of enemies. In the case of pirates, you can take their resources for yourself and send them to the base.
Also, do not worry about moving around the map. I have previously written about transport, which is already fully implemented and will be available to the player from the very beginning.
Dupleix was the fourth Suffren-class heavy cruiser in service with the French Navy. It was laid down in the fall of 1929 and put into service on May 1st 1932. At the beginning of World War II, Dupleix served near Dakar, hunting German ships and in June 1940 took part in the attack on Genoa and Vado Ligure. In November 1942, Dupleix was scuttled to avoid capture by the Germans.
Dupleix is available for Golden Eagles and is here to stay!
This heavy cruiser is available for 6,090 Golden Eagles.
When: From May 1st (11:00 GMT). Where: France > Bluewater fleet > Premium vehicles.
About this heavy cruiser
Dupleix boasts enhanced armor that can protect important modules from high-explosive and semi-armor-piercing shells. In terms of weapons, this heavy cruiser is a true all-rounder. This is thanks to its powerful 203 mm main caliber guns, 4 x twin 90 mm mounts, torpedoes and a reconnaissance aircraft. Use this wide arsenal to emerge victorious in a wide variety of combat situations!
- Changed to steams auto cloud synch. Save Files are now stored in users AppData folder. - Permadeath players and achievements were removed from the game - Bugfix: Creature Kill Info overlapping problem with Weapon Jamming text - Bugfix: selecting Master Class removed the wrong class
Hi everyone! I hope you are all doing well, I have a few announcement to make.
First things first, I had to take a hard decision but I believe I took the right choice. The game will not release this summer and is therefore delayed. I currently have no date but I will give one as soon as I am able to provide it. The reason for this delay are not linked to technical issues but about polishing. I want the user experience to be as good as possible. Due to this game complexity and its core gameplay it is making it hard, rocket science is rocket science.
Also, another reason of the delay is that I and some testers are working a lot on some of the most criticized aspects of the game. I currently cannot tell you what work was done this recent month about these things but it is looking really good.
To close on that subject, progress updates will no longer be monthly and will only be published when there is interesting things to talk about.
As you might have predicted, the public demo is also delayed to an unkown date. I still want to have something playable as soon as possible so I will try to give you something this summer.
This month was not the busiest one but you might have seen in a video that was published this previous month (which I will link below) that bugs have been significantly reduced and the experience significantly improved, to the point that it is playable.
Finally, the visual identity of Rocket Engineer has been reworked. There are still some things I need to convert to this new identity but I am very happy with the result.
Fix for warning about lack of warehouse for collecting straw bales and raked grass from big fields Increased expiration date for some seeds and samplings
Hello everyone, in our first monthly update about the game, I'd like to tell you about the portals, how they work, and how to use them.
As you know, in the grim world of Dreadweave, there are two sides - the snowy, cold city of reality and its dark counterpart in the inverse world. But how do you move between these two worlds to complete quests? That’s where portals come in.
What are these portals, where do they come from and why
Let's start with how they appeared and reveal a bit of the game's lore. During secret experiments on exploring the mysteries of the universe in the city of Zoryanovsk (Makarov-6), a breakthrough into a parallel dimension was achieved. The research got out of control and allowed another world, and its inhabitants, to break into ours...
Man-made portal
In each game session on the map, you can find an installation that creates a stable portal that transfers you to the "inverse" side. You will find yourself at the same point but in a different world. Due to the peculiarities of dimensions and instability of the passages, you cannot return immediately through this portal, so keep this in mind during your travels. To use the portal, you need first to find it on the map, and hints will help you do this.
Transfer after death
During many years of research in quantum physics and attempts to create controllable portals between dimensions, an experimental prototype known as the "Prototype X-Transfer" ("Singular Relocator") was developed. However, due to instability and uncontrollable variables in quantum calculations, the device unexpectedly began to activate under certain extreme conditions.
Thus, another type of portal can be called the transfer of a player to the "inverse" world after death. The working principle is simple - when the player dies, they find themselves in the same point in a parallel world and this is where the most interesting part begins...
Portal exit from the inverse world
After landing in the "inverse" world, there is only one way to get out of there - find a temporary portal window, which appears at a random point in the world of the inverse and remains active for a limited time. After transfer, the "Prototype X-Transfer" generates unstable quantum-energetic waves, known as the "returning echo effect". This effect temporarily disrupts the stability between the dimensions, creating a portal through which the player must go to return to the real world.
But remember that the device has only a few charges and you will not be able to move indefinitely, and given what awaits you on the "inverse" side, you will probably not want to return there again.
Now that you're more familiar with how portals work in the game, you've increased your chances of survival in the grim world of Dreadweave. Be sure to leverage this knowledge for your next adventure—good luck and see you in the next update!
-O-I and the T-39's tier has been lowered from 7 to 6. -Fixed a bug caused by using the T-39 sub turret as a vehicle. -Fixed a bug where the recoil direction of the T-39's rear turret was incorrect.