After Gamescom, IFA, Hero Fest, Games Ground, Unite 23, Gamesweek and many stops in between, the team is back in the lab. But before 2023 comes to a close, we are putting our feet on the gas once more, creating story levels, adding new enemies, implementing vicious hazards and boosting our 2D art prowess with an exciting new internship.
⭐ Lastly, we also have a little Christmas surprise for you :]
There’s a lot to talk about, so let’s get down to it!
Say Hi To Robert
In the coming two months, our new intern Robert will create concept art for CACTUS. Since he studied at Games Academy with the founding team of Axon Flux, this reunion feels like a throwback to cherished times.
Robert comes from a tech art background, but recently committed himself to drawing rather than coding. This is a challenge in its own right, but having previously developed two games together, we are highly confident about the cooperation.
👉 If you’re interested in these games, you can get them for free:
As a first task, Robert is sketching out the Desert Turtle. This giant enemy catapults rocks from its back and stomps onto the ground, flattening anything underneath its weight. Of course, it already looks massive on the concept piece above, however, this will be outmatched by standing in front one of these in-game.
The goal is clear: CACTUS should feature 14 story levels, totalling in 5-6h of gameplay on a first run.
Achieving this is Jeremy’s task. Recently, he just finished the blockouts of levels 2 and 3, which will throw you into tense combat situations while exploring ancient ruins and vast, open dunes.
Pulling this off required mastery of our terrain tools, particularly regarding natural looking sandscapes. But it also exposed him to seemingly profane questions like “How to guide players in an open space?” and “What happens, should they venture off in the wrong direction?”.
Solving these issues calls for clear thought and careful consideration. Nonetheless, the shootouts amidst the wavy sand already provide a different experience than indoor combat and it’s good fun.
There is still a lot of work to do on this front, but we hope to put these levels into the hands of our community testers early next year.
🥼 Want to be first to test these new levels? Just hit us up:
📽️ Check out our most recent Progress Report to see level 1 in action:
Growing The Horde
Up to now, lizards were the only type of enemy you would encounter in CACTUS. But this is about to change as we’re integrating four new foes, all of which bring unique characteristics to the table.
Let’s have a brief look at each one of them:
Pondicherry Vulture
The vulture is our first airborne enemy. It is a ranged enemy that launches sharp feathers at you from afar. Given that it swarms the sky, this bird adds a dangerous vertical dimension to combat.
Kangaroo Rat
This little fellow hunts in groups, forcing you to watch your back. Since the rat has limited movement and can only rotate between jumps, it can be outmaneuvered quite easily though.
🔥 Want to see the raving rodent it in action? Watch this:
Dung Beetle
As the name implies, this big beetle rolls enormous dung balls at you, turning the battlefield into a pinball-like shitshow. Luckily, the poop steamrolls not only you, but also your enemies.
Stone Head
This one is less of an enemy than an environmental hazard. Once its eyes glow up, the Stone Head launches darts in regular intervals. You’re only hope is evade quickly or find a pressure plate to turn it off.
One Last Trip
Of course, we don’t want to finish this devlog without showing you some impressions of our concluding trip to Berlin and Amsterdam, encompassing the Games Ground and Unite 23 events.
In particular, we want to give a big shout to the team behind Games Ground, as this was the first edition of their new event. Not only did it exude the charm of a true indie game show, but also bolstered great talks, matchmaking sessions and an afterparty that was as Berlin as it gets.
BONUS: Rapid-Fire Questions
Lastly, the team sat down to quickly answer a set of totally serious questions about the development of CACTUS and their personal lives. So hit that play button and enjoy!
What's Next?
Until Christmas, the team will finish any level greyboxes started, implement most of the enemies showcased today and prepare our agenda for next year. After that, it’s time to wind down and decimate the piles of shame we all accumulated on Steam.
In that spirit: Enjoy holiday season and see you in 2024!
Before we delve into the changes this patch brings us, on top of the imminent arrival of controller support, we're excited to share that we are working on a comprehensive skill system rework, including a new perk system. This overhaul aims to add substantial diversity to gameplay and gunplay, offering you new ways to tailor your experience in ZERO Sievert. While we can't reveal the specifics or a date just yet, stay tuned for more information. Your adventures in Zakov are about to get even more thrilling!
As always, we are committed to continuously improving your experience in ZERO Sievert, and in line with this, and thanks to your valuable feedback, we're rolling out a new patch following the major 0.40 update. Here's what's new and what's been fixed:
Patch Notes
Major Changes
Enemies will now panic shoot (start shooting with impaired aim) if the player is chasing them, rather than always running to their weapon's effective range.
Acid rain will no longer occur at the start of a raid.
General reduction in rain chance during raids.
Recoil rebalance across all weapon types, with recoil amount now corresponding to weapon categories.
Bug Fixes
Fixed an issue where experience couldn't exceed 64,999.
Adjusted the pricing for the Ash12 20-round magazine.
12.7x55mm ammunition is now included in quest ammo rewards.
Fixed a bug where the cursor would get stuck in the middle of the screen if the player extracted/died while consuming a consumable.
Crimson Corp, Hunter, and ??? factions can now correctly spawn Cyclops troops.
Fixed a crash triggered by right-clicking while throwing a grenade from the inventory.
Fix a bug where armour didn't take durability damage when bullets were completely blocked.
Fixed a crash when dying in permadeath mode.
Fixed a bug where BB91 Kerr suppressor is not correctly aligned.
Balance
Reduced recoil while shooting and aiming with optical scopes.
Armour durability damage from anomalies is now reduced by half.
Improved Recoil and Ergonomic stats for several EC74 handguards.
Lowered base recoil stats of guns in the EC series (except EC 101).
Further balance tweaks for certain weapons.
We hope you enjoy this update. Don’t forget, your favourite seasonal update is just around the corner! As always, we look forward to your thoughts and feedback on all our channels.
Happy hunting and stay sharp in the wilds of Zakov!
-- ☢️ Follow ZERO Sievert on Twitter ☢️ Join the community on Discord ☢️ Subscribe to ZERO Sievert newsletter
[Fix] An issue has been fixed where the AI could go into a soft lock while playing Dracula against the Invisible Man. [Fix] A rare crash during boosting King Arthur's attack has been fixed. [Fix] The bug that caused the enemy scheme card not to be displayed has been fixed. [Fix] A crash that occurred when the enemy Jekyll tried to play the Strange Case card with an empty deck has been fixed. [Fix] The AI getting stuck at Forever Hyde, especially when the AI had a lot of cards at hand, has been fixed. [Fix] A bug with the Invisible Man's movement through fog tokens glitching on the Heorot map has been fixed. [Fix] A bug where the game might go into a soft lock while playing against the Invisible Man AI has been fixed. [Fix] Localization has been updated. [Fix] The AI behavior for Dracula's THIRST FOR SUSTENANCE card has been fixed. [Fix] A bug has been fixed in 2vs2 games, where in a scenario where the Invisible Man was defeated while using the "Slip Away" card, the game could go into a soft lock.
That is all for today! Compete with each other on Unmatched Maps and just enjoy the game! We are always happy to hear from you so feel free to drop us a comment or leave feedback via the in-game feedback feature!
We are very happy to announce the final release version of Magnet Mania 3D!
It has all main features we planned to make in early access with your help ! Of course we will keep updating and advancing it even after full release but core functionality of the Magnet Mania simulator is built. Based on user feedback we received.
- Sandbox mode Import 3d objects and change their materials! - Advanced objects in Sandbox mode - All new Scenes look for all levels - Mode details and fine tunes - 25+ levels - Sandbox Objectives mode
The first two major updates completed the development of the world map and the race system.
The third major update aims to improve and enrich the content. The planned content is relatively fragmented.
Main Content:
Individualized lord character image Adding dragons and dragon riders Dividing troops and equipment into physical and magical categories Enriching the industry chain (enchanting weapons and equipment, potion brewing, subsequent synthesis of milk and sugar) Floor system Lighting system UI reset and beginner's guide Main storyline and events, as well as diplomatic gameplay Achievement system Further performance optimization
Overall Game Development Progress:
【2023-1】Release alpha test version. Received a lot of feedback and continuous updates and improvements. 【2023-8】First major update: Added world map and related gameplay, as well as significant performance optimization. 【2023-10】Second major update: Added races and related gameplay. [color=red]==》【Current Plan】【2023-12】Third major update: Comprehensive improvement and enrichment of existing gameplay, enhancing the gaming experience[/color] 【2024-?】Fourth major update: Multiplayer gameplay and localization translation in multiple languages. 【2024-??】Official release.
Feedback on bugs and suggestions is welcome. This type of game has many details and complex mechanisms, and its development cannot be separated from player feedback and suggestions. Thanks to everyone who has participated in testing and provided feedback during these six months.
We welcome feedback in any way, including negative reviews. Any feedback you provide will help improve the development of this game. [color=red]QQ Group: 926471120[/color] [color=red]Email: loomingxu@qq.com[/color] Steam Community message: Community webpage entrance
1. [Specificization of Lord Characters]
1.1 Have breeding bonuses like nobles. 1.2 Can have multiple spouses. 1.3 If captured by enemies, they need to be ransomed. 1.4 If the lord dies, there will be inheritance or dynastic changes. 1.5 Customizable names for lords. 1.6 They have their own personalities and needs (personalities determine needs and passive attributes), providing richer diplomatic interactions. 1.7 Other lords also have their own portraits and can interact individually, including marriage, funerals, and weddings. Inheritance will be iterated. 1.8 After conquering other lords, the original lord can be executed, and the player can designate their own son as the new lord. 1.9 The name of the conquered territory can be modified. 1.10 Female rulers can exist (similar to Cleopatra). 1.11 The upper limit of a lord's lifespan is randomly set between 250 and 500 years. 1.12 Reasons for the death of other lords: natural death, indulgence (wine, women), **, assassins **, being conquered (execution, sacrifice for the nation). 1.13 Lords can be controlled in the same way as soldiers and can also participate in battles. 1.14 After the lord's death, appointing a new lord requires consuming 10 gold. 1.15 The lord has a growth process and gains buffs after reaching adulthood. 1.16 Soldiers near the lord will gain a morale bonus (when the lord is personally on the battlefield). 1.17 Workers near the lord will have increased efficiency (encouraged by inspection).
2. [Battle Related]
2.1 Logistics troops can ride horses. 2.2 New mounts: dragons (flying) that can eat **. 2.3 New troop type: dragon knight. 2.4 Small barracks (similar to bandit camps, occupying one grid, with slightly smaller soldier capacity, and the same function). 2.5 Introducing physical and magical dimensions for troops. Weapons can be enchanted. 2.6 Red potions, blue potions, and pharmaceutical processing system. 2.7 Adding multi-segmented boss resembling a centipede. 2.8 Magic crabs can swim. 2.9 After recapturing a territory occupied by monsters, there should be significant benefits. 2.10 Fog function added to the outdoor map. Unlocking around the fog will provide gameplay and consumption. 2.11 Giving residents the ability to escape rather than fighting to the death. 2.12 Enemies can come by boat to launch attacks. 2.13 Enemies have functions similar to logistics troops. 2.14 NPCs with combat power can appear in caravans or as travelers. 2.15 Bandits will retreat after raiding instead of fighting to the death. 2.16 Soldiers will evenly distribute their attacks to avoid clustering and wasting attacks. 2.17 Melee units can stack together, allowing high-level archers to penetrate multiple layers to balance values. 2.18 Diplomatic treaties: promise not to use cannons for bombardment.
3. [Interaction Guide]
3.1 UI remake. 3.2 Beginner's guide. 3.3 Improvement of the main storyline and events (storyline editor). 3.4 Achievement system. 3.5 Further refinement of the refugee function. 3.6 Refugees waiting outside for the player's decision to accept or not, triggering events: 3.7 Refugees starved to death. 3.8 Refugees turned into bandits and attacked for food. 3.9 Bandits came, and the player incorporated them. 3.10 Refugees left their children and left after reaching adulthood. 3.11 Refugees bring treasures and seek shelter. 3.12 Map editing function (terrain editor). 3.13 Initial support for the workshop (experimental). 3.14 Richer diplomatic interaction gameplay. 3.15 Binding profession to beds will be unlocked through technology. 3.16 When the window is too small, avoid the menu being too high and exceeding the screen (should be able to scroll).
4. [Management Related]
4.1 Improvement of the processing industry chain (packaging food, enchanting tools and weapons). 4.2 Milk, cake (increase a person's happiness on their birthday) (lord's birthday banquet involves diplomacy). 4.3 Milk coffee, caramel coffee (increase happiness or preference needs). 4.4 Candy (demand from children). 4.5 Biscuits (longer shelf life of 10 years). 4.6 Honey, coffee, chocolate, and tea all have expiration periods (10 years). 4.7 Floor system (built by drawing squares, provides benefits to synthesis and production). Beds on silver floors can accelerate recovery. 4.8 Lighting system (provides magical buffs within a circular range). 4.9 Inland river transportation (large cargo capacity per trip). 4.10 Divining the future, reversing the future (e.g., drought, solar eclipse, monster spawn, bandit spawn, etc.). 4.11 Slimes become aggressive slimes after eating chili, they will explode when defeated and drop **. 4.12 Slimes that eat gem fragments become gem slime, producing gems. 4.13 Making jam from sugar and fruit (cooking). 4.14 Windmill. 4.15 Increase the reasons for travelers' appearance, allowing players to intervene (festivals, events, etc.).
5. [Function Optimization]
5.1 Change the behavior of green mages to basic attacks and healing nearby allies. 5.2 Enemy titans can use the same skills as players' titans. 5.3 Adjust the priority of logistics troops to capture prisoners. 5.4 New building: bunk beds, only for single individuals, can be linked to two work facilities. 5.5 The problem of trees, herbs, and mushrooms not regrowing after clearing them in the wilderness. 5.6 Different regions on the map have different climates. Travelling across will affect the player's map. 5.7 The doors of trading posts can open and close, and the middle area is walkable. 5.8 Publishing collection tasks in a rectangular order, avoiding random wandering and improving collection efficiency. 5.9 Excavation tasks follow a rectangular order to avoid getting stuck on islands. 5.10 Adjust the breeding speed of monsters when farming them. 5.11 Reset pathfinding or movement tasks related to expanding the map when cutting the map. 5.12 When construction tasks cannot be reached, provide a prompt on the building. 5.13 Barracks, ranches, and carriage stations can rotate during construction. 5.14 Set patrol dwell time. 5.15 Add statistics on the usage of tools, umbrellas, backpacks, consumption of mushroom essence, and militia weapons. 5.16 Statistics on the number of employees, soldiers, and nobles. 5.17 Ship repair function. 5.18 Logistics troops often fail to pick up items. 5.19 Increase the priority of moving treasures (automatically set to prioritize moving). 5.20 Taunting other lords increases enemy strength and provokes attacks. 5.21 ** fruits appearing on the border need to be dispersed. 5.22 Guests need to pay for treatment. 5.23 BUG: Titans walking with an arched back, with buggy attack detection. 5.24 Increase the prompt: deer population is critically low, only 10 left. 5.25 Food on the ship does not **. 5.26 Set food supply standards: unlimited, prioritize simple food, prioritize exquisite food. 5.27 Increase the priority of residents collecting items from monster facilities. 5.28 Animals will run out if there are no ranchers taking care of them and a notification will be displayed. 5.29 Garrison can supply mushroom essence. 5.30 When the members of a caravan are not yet assembled, the leader's head should display a prompt marker. 5.31 Incorrect preview images generated for farms, ranches, and shelves. 5.32 Sick soldiers actively consume healing potions. 5.33 New sound effects for new functions: **, monsters, etc. 5.34 Cavalry of the "All Hearts" faction should return when they have nothing to do and there are idle horses. 5.35 Even after closing the status icon in the lower right corner, it still appears when new things occur. 5.36 Show NPC's recent tasks, location, and time spent on a panel. 5.37 Buildings should display a list of assigned tasks, and residents should show a list of required tasks. 5.38 When the global inventory is below N, do not sell certain items. 5.39 Let little people use repaired paths as much as possible. 5.40 Provide a setting to prioritize gathering or picking up items. 5.41 Increase the construction cost of stone roads to prevent mindless construction of stone roads everywhere. 5.42 Building fences under mountains can cause construction workers to get stuck on top of the mountain. 5.43 Barracks unlocked by default. 5.44 Full stables can also accommodate captured horses. 5.45 Increase the priority of reclaiming carriage tasks (increase the priority of all important but infrequent tasks). 5.46 Manageable prompts: only prompt once a year or permanently disable them. 5.47 Love events for hired workers. 5.48 The line leading cows for ranchers. 5.49 Watering tasks for flower pots should be staggered, assigning multiple plants to be watered at once. 5.50 System feedback when players borrow money and don't repay (not violent collection), bandits or other lords mock. 5.51 When NPC happiness is low, they can seek advice from a spiritual guide to improve their happiness. 5.52 Apart from Shamanism, residents of other beliefs will have their own values and beliefs. 5.53 It is possible to set a retirement age for the characters, allowing them to retire and live out their old age at home. This will result in a good ending. (If characters continue working beyond a certain age, their happiness will decrease.)
6 [Performance Improvement]
6.1 Perform global calculations to identify hotspots of battles, and then further calculate whether to initiate attacks. 6.2 Further optimize performance.
Wickeina 'Wicke' Gestalt lives in a haunted house.
It can be difficult to find happiness when toiling away at your full time job. Combine that with a house full of entities and strange phenomenon that all seem to work against her, and it's clear that Wicke is stuck in a difficult circumstance. Inheriting the house from a dead, old woman that she hardly even knew, Wicke has lived in the house for some time now, trying to strike a balance between the hours toiled away by her job, and the strange horrors of the house. She is at her wit's end. The cannot keep living a life without control. During these five days within the house, what may be an ordinary week of lost autonomy and horror may just be her last chance to regain control of her life and overcome the decline of her mental state.
AMX — lack of thermal imaging mode in the targeting pod camera when installing the NVG modification has been fixed.
JAS39 (all variants) — the gun’s ammunition has been changed to 120 rounds. (Report)
Litening II — a bug that caused an incorrect resolution in the sight has been fixed. It is now 800x600 in IR range.
A bug that caused high-explosive shells from aircraft cannons to not cause damage to the fuselage section they hit if there was a module behind it has been fixed.
Naval Vehicles
USS Mississippi — the main caliber guns have been changed from 356 mm\45 mk.12 to 356 mm\50 mk.11. The parameters of the shells have been adjusted.
Novorossiysk — the auxiliary caliber gun has been changed from 135 mm/45 to 120 mm/50 OTO mod.1933.
Graphics
A bug where putting decals on some ground vehicles (for example, the Comet I, T-34 (1942) and some others) with Two sided mode caused the decal to appear on three sides at once has been fixed. (Report)
A bug that caused decals applied to a corner to only appear on one surface side has been fixed.
A bug that could cause the water color to display incorrectly when using a VR device has been fixed.
A bug that caused an incorrect texture display when using the Vulkan API renderer has been fixed.
A bug that caused some objects to visually shake when using TAA, DLSS or XeSS has been fixed.
PlayStation and Xbox
A bug that led to the appearance of artifacts on water has been fixed.
Other
An issue that could cause problems with launching the game on Windows 7 has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Hello, Stepford again! ːNekoː Hope your week has been well. Here is a small patch to fix some of the issues the previous patch caused. This isn't the patch I was talking about prior to Christmas in the last patchnotes, but it is a little somethingsomething.
Added: You can now see how many hours until the Daily is refreshed.
Added: 100th achievement, for reaching level 25. (Since 20 was the maximum level on release.) All you need to do is go to the Main Menu, and it should unlock if you're already 25.
Added: You can go to the Credits and click a button to rebuild your save using your Steam achievements, in case it ever gets lost or broken.
Fix: Updated some Collection descriptions to reflect recent changes.
Fix: USBs in the collection would show up before killing the associated bosses.
Fix: Worm spawns two of the same brain hemispheres, instead of opposing sides.
Fix: There was a few issues brought on by the sound priority system of the last patch. I THINK I have fixed them all! Please tell me if any other *important* sounds have been drowned out/cut off for other less important sounds since the last patch.
Fix: Some spelling mistakes were cleaned up.
Fix: Holding down tab to slow down the game was only meant to happen when enemies were being actively spawned.
While I've got you looking here, we're (Andyl4nd, Milkypossum, I and Graeme (our publisher) if he can make it) gonna be doing a Twitch stream on Sunday 8 PM EST (thats Monday 11 AM for AEST auzzies like me). We're gonna be playing the game live, talking about development, answer questions and stuff. Hope to see some of you there! And thank you so much for all the kind words, bug reports and feedback so far. I can't wait to get some new juicy stuff in your hands.
This is a combination of beta updates from v0.3.7t1 to v0.3.7t4, and some changes made since then, now available on the default branch.
Update Log
Added a new weapon Swordmaster and its 6 modules. (Swordmaster's resource/logic optimizations will be gradually updated in future versions.) Added shadow for Defender Barrier. Set a minimum interval between injury sound effects. Added shadows for the outer ring of constructs. Added empty prompt and scroll boundaries to the loadout interface. Fixed shadow issue of artificial walls. Modified the formula for artificial wall's length. Body Size now affects the length of artificial walls, but no longer affects the width. Modified the effect of upgrade Extended Wall. Fixed an issue where the upgrade icons in the pause interface were sometimes displayed in wrong colors. Fixed an issue where Conservatism did not work properly as an initial upgrade. Added 111 achievements icons. Added 5 achievements related to Swordmaster and Charge. (lack of icons temporarily) Routinely reset leaderboard data.
Community
Your suggestions and feedback are quite valuable to me. Please feel free to share them via Steam or Discord. I'd love to hear from you! Geometry Arena 2 Discord
■Major Bug Fixes ・Fixed a bug causing the game to crash upon startup when HDR was enabled.
・Fixed a bug that sometimes caused the in-game cursor to shift out of alignment when the mouse cursor was moved in the Character Creation menu.
・Fixed a bug that caused the game to crash during the cutscene after the boss battle in the main battlefield “Desolate Waterside Village.”
・Fixed a bug that caused the error message “The game could not be started with this saved data as you are no longer able to access the add-on content: ‘Battle of Zhongyuan’” to be displayed and made it impossible to load the saved data.
・Fixed a bug that sometimes caused the game to crash when players completed Mile 100 in The Thousand-Mile Journey with any two of the DLCs “Battle of Zhongyuan,” “Conqueror of Jiangdong,” and “Upheaval in Jingxiang” downloaded.
・Fixed a bug that sometimes caused Inner Discipline restrictions to also be placed upon the enemy.
・Fixed a bug occurring when players rechallenged the boss Yuan Shu during online multiplayer sessions, in which the battle would be considered “cleared” prematurely.
・Fixed a bug occurring during Co-op sessions in The Thousand-Mile Journey, in which guest players would become unable to progress if the host disconnected immediately upon defeat.
・Fixed a bug in which the bosses “Zhang Jiao, General of Heaven” and “General of Heaven's Illusion” recovered immediately when their Spirit was depleted at the same time as they were staggered due to a status effect.
・Fixed a bug that enabled duplicate purchases of “Fated Grace Drop” Benefits via Exchange Golden Horse Hooves on the Thousand-Mile Map while in battlefields outside of The Thousand-Mile Journey.
・Fixed a bug in which companions did not react when Divine Beast Resonation was activated by the player.
・Fixed a bug preventing the correct Martial Arts motion from playing when the companion Zhou Cang was Encouraged.
・Fixed a bug preventing the stage and character models from being displayed in certain locations in the main battlefield “Desolate Waterside Village.”
・Fixed a bug that sometimes caused players to leave the boss area when hit with the boss Shuyao’s Critical Blows in the main battlefield “Desolate Waterside Village.”
・Fixed a bug preventing Zhou Cang from appearing at the correct location after guests interacted with Battle Flags in the sub battlefield “The Loyal and Brave Servant” during Co-op sessions.
・Fixed a bug that sometimes caused Martial Arts to be displayed incorrectly after players swapped Martial Arts at the blacksmith under certain conditions.