-Added a mysterious missing NPC. -Added new keybind that opens the crafting window [shift + c].
-Attempted to fix DLC and other types of saving.
-Fixed town having a god mode buff by accident. -Fixed goblin traders dealing in soul orbs lol. -Fixed main menu showing we we're still in EA. -Fixed some fire bosses not dropping loot. -Fixed staffs using double mana and not matching their cost description. -Fixed Summon not being set to Aggressive on spawn. Alternatively you can hit F while looking at a mob to send the summon to attack them. -Fixed items not showing what slot they belong in for equipment. -Fixed deer figurine not be able to be picked up. -Fixed fish traps not being able to be placed in the middle. -Fixed some torches not having collision making them not interactable.
-Moved the deadly boar away from smeagle.
-Reduced cost of start staff to be less mana cost then start skills.
-Tweaked location of planter UI to be able to see the planter itself. -Tweaked pricing for the horse mounts obtained in the beginning. -Tweaked all collectable foliage to have less of a collision radius. -Tweaked to collision that were not able to be climbed. -Tweaked starter horse mounts to be at level 5 instead of 10. -Tweaked dragon size for summons to be about 1/5 the size so they are still viable. -Tweaked AI height reading from .5 to 2 so they can traverse cliffs easier. -Tweaked camera to adjust to the players scale. -Tweaked time it takes mobs to despawn from spawner. Was 10 seconds now its 2 minutes. -Tweaked lighting to have less intense shadows + increased brightness during sunrise/sunset events. -Tweaked torches to be less bright and hopefully the overlap problem!
-Updated cheat list. -Updated weather and other sounds to be connected to the right slider.
Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update.
Update 2.2.361. Changelog
Disabling Christmas Events: - The dragon incubator recipe is now hidden and does not require additional resources. - The Dragon Eye organ is now hidden in the naturalist's journal. - Removed the spawn of the demented elf, winter creatures, and dragon keepers. - Removed the NPC Santa's helper in the city. - Removed Christmas craft recipes. - Removed the effect for the Festive dish that was applied at the Festive table. - Removed Christmas event quests and dailies. - Removed Christmas drops in containers and findings. - Christmas decorations on the map and snow have been removed, simplified grass graphics on Iteria and Aelion for additional optimization.
Legion IX features a brand new point of view of an undead legion who come to Avalon to conquer the magical island. Their leader is the main protagonist, Gaius Julius Mento. He is, above all, an undead Roman legionary who has just fought his way back from the Roman underworld, the Tartarus. He finds himself on the magical island of Avalon, otherworld of all Arthurian knights.
The Tribunus is a born commander, a highly intelligent and dutiful man, who doesn’t take everything too seriously, mostly as a partial consequence of him being dead and a prisoner of the underworld for a long time. He is not afraid of self-irony, which could be in stark contrast to his quite terrifying look as a creature of Tartarus.
In the game, he will present himself as a middle-aged, authoritative and commanding person, who's witty and knowledgeable at the same time. He should prove to be an interesting character to control in his quest to establish Nova Roma.
As he traverses the land of Avalon, he will meet new companions that can join his party. In these new conversations, you might learn more about his past, his future ambitions and his personality – however, the ultimate decision about his fate will be yours. Based on your choices, Gaius Julius Mento can either step on the path to redemption or on the path to embrace his demonic side.
But why don't I let the man of the hour introduce himself in the trailer for the game?
If you are looking forward to Legion IX, make sure to wishlist it on Steam. Until then, you may try out the many new additions to King Arthur: Knight’s Tale, such as the Patch 2.0 overhaul or the new seasonal update, Rising Eclipse. You can also look forward to the console release of King Arthur: Knight's Tale on February 22!
Legion IX features a brand new point of view of an undead legion who come to Avalon to conquer the magical island. Their leader is the main protagonist, Gaius Julius Mento. He is, above all, an undead Roman legionary who has just fought his way back from the Roman underworld, the Tartarus. He finds himself on the magical island of Avalon, otherworld of all Arthurian knights.
The Tribunus is a born commander, a highly intelligent and dutiful man, who doesn’t take everything too seriously, mostly as a partial consequence of him being dead and a prisoner of the underworld for a long time. He is not afraid of self-irony, which could be in stark contrast to his quite terrifying look as a creature of Tartarus.
In the game, he will present himself as a middle-aged, authoritative and commanding person, who's witty and knowledgeable at the same time. He should prove to be an interesting character to control in his quest to establish Nova Roma.
As he traverses the land of Avalon, he will meet new companions that can join his party. In these new conversations, you might learn more about his past, his future ambitions and his personality – however, the ultimate decision about his fate will be yours. Based on your choices, Gaius Julius Mento can either step on the path to redemption or on the path to embrace his demonic side.
But why don't I let the man of the hour introduce himself in the trailer for the game?
If you are looking forward to Legion IX, make sure to wishlist it on Steam. Until then, you may try out the many new additions to King Arthur: Knight’s Tale, such as the Patch 2.0 overhaul or the new seasonal update, Rising Eclipse. You can also look forward to the console release of King Arthur: Knight's Tale on February 22!
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• Adjusted the stats of Norrax, Sage Crabs and Gholazi.
Changes & Improvements
• Default quality settings upon installing the game will now be based on the system's hardware. • Some missing basic items such as shields and bows added to vendors.
Content Fixes
• Quest Wielder of the Red Axe: added a resolution if you chose to just kill everyone. Just go and talk to someone in the outpost.
Bugfixes
• Solved a crash that happened when VSync was set to "Fast". Still, we don't recommend this NVidia panel setting, as it seems to cause visual glitches with the UI. • The Sixth Sense spell no longer erroneously a bonus to the pick locks skill, but to scouting as the description states. • Totemic Might talent now works correctly. • Random-generated party members could in rare instances not meet career requirements, due to race penalties. Fixed. • Asleep and Prone effects will be removed after combat. • Fixed issues with the dialogue with Falbur (road bandit).
We have completed the modifications for the new DEMO, which now includes almost all the features we decided to add following the invaluable feedback (both positive and negative) received from you. The only features still left out concern the game's future levels. Here's the complete list of new features:
Perks: We have developed a perk system that affects several gameplay elements, adapting to different playstyles, whether they are action-oriented, objective-focused, aesthetic, or a combination of these. Here are the four available archetypes:
Destroyer: Prefers intense combat, favoring games with physical challenges and fast-paced action. As a result, they will face more enemies and must excel in intense combat scenarios. Less focused on narrative elements.
Solver: Enjoys story and narration in games, thus able to overcome some challenges and combats using oratory skills, preferring strategy over brute force. Loves immersive experiences with emotional depth, so dialogues will be richer, and characters more detailed.
Explorer: Goal-oriented and driven by achieving them, will find more loot and can carry more items from the start, earning greater rewards for puzzles solved. This profile is more cautious and can move unnoticed more easily.
Adventurer: A hybrid player who appreciates a balanced combination of action, exploration, and story, adaptable to various game situations.
The Archetype Selection Screen
Difficulty Levels We have introduced various difficulty levels, each with distinct gameplay mechanisms to suit different gaming preferences. In the demo, we will include only two (easy and normal). Here are some details:
Easy Level:
Character features are enhanced, making them stronger.
Encounters occur at a reduced speed, simplifying battles.
Enemies have reduced stats, making them less threatening.
Most levels are fully lit, while others use FOW (Fog of War), limiting visibility.
Normal Level:
Default settings are applied for character stats, encounter speed, and enemy capabilities.
Most levels feature FOW (Fog of War), creating areas of darkness and limited visibility.
Some levels will be darker than others, as unlit areas gradually return to darkness.
Hard Level (to be completed, available in the future)
Level visualization as in the normal level.
At the game's start, the hero receives three random curses.
Curses can be cured or mitigated with specific items.
Significant effects of curses in terms of debuffs.
Heroic Level (to be completed, available in the future)
Similar to the hard level, but with the addition of special and enhanced curses compared to the previous level.
Stronger enemies.
The Difficulty Level Selection Screen
FOW (Field of War) We have implemented a new map display mode that reveals progressively, adding an additional level of strategy. These are the situations that can occur:
Fully Illuminated Map: the entire map is visible without restrictions.
Darkened Map with FOV: only the area around the hero is visible, along with specific areas like those near monsters, traps, and lit torches. This mode is called FOV (Field of View). By lighting all the torches in the level, the map becomes fully illuminated.
Initial FOW: Initially, the map is entirely shrouded in darkness. As the hero moves, they progressively reveal the FOW (Fog of War). Unlike levels with dark maps, areas uncovered in the FOW remain visible.
Plot and Character Corrections We have made significant improvements, including major narrative forks and the revision/introduction of new levels. Additionally, we have deepened and created storylines for certain characters: we identified the least developed characters and created a secondary story for them that also impacts the main plot. These corrections have also led to the implementation of new ad hoc levels that are accessible depending on the profile used.
Dynamic Visual Elements: The game environment has been enriched with visual elements that increase immersion and dynamism, as well as gameplay. Among these changes, we have implemented the ability to dodge traps using Rage (the modes change depending on the player's profile), and we have added shield parry animation during combat. Many more will follow, especially related to how levels appearance (also redesigned in their basic structure). Specific screens for special content (e.g., books) have been added, and a screen for trading items between the player and certain NPCs has been introduced. Finally, we have added some new achievements from the outset.
Now the hero can avoid traps!
Final Score: A scoring system has been introduced to increase the game's competitiveness and replayability. We plan to create a leaderboard, which will be updated weekly, monthly, or globally, and will be accessible both through the game and via the web. This leaderboard will show players' scores, giving them the opportunity to highlight their performances and compare with others (naturally, only if the player desires).
Other changes will be revealed in the future, but now we can finally focus on developing all the other levels of the game, hoping that you like the changes as much as we enjoyed developing them!
To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server. The Development Team
We are happy to announce a series of remarkable updates to the "Deadly Broadcast" game, with a particular focus on the hospital map. Our dedicated team has been hard at work, bringing you visually stunning enhancements and improvements to elevate your gaming experience to new heights.
1. Hospital Grounds Design Improvements: Prepare to be captivated as we updated and improved hospital garden environment. The visual transformation brings a new level of realism and detail to the outdoor spaces. Whether you're navigating through the courtyard or strategizing with your team, the enhanced hospital grounds are sure to immerse you in a gripping atmosphere.
2. Interior Design Marvels: Step inside the hospital walls to discover a renewed interior atmosphere. Walls, furniture, and characters have undergone visual upgrades, creating a more immersive and engaging environment. Every detail has been fine-tuned to enhance the overall aesthetics of the hospital map.
3. Improved Key System: Based on player feedback, we're excited to introduce significant improvements to the key and spawn system within the hospital section. Finding crucial items is now more accessible and rewarding, enhancing the overall gameplay dynamics. Get ready for a more seamless and enjoyable experience as you navigate through the challenges of the hospital map.
4. General Bug Fixes and Optimizations: Our commitment to delivering a smooth gaming experience continues with various bug fixes and optimizations. We've addressed reported issues to ensure that Deadly Broadcast runs seamlessly, allowing you to fully immerse yourself in the thrilling world we've created.
Thank you for your continued support, and we can't wait for you to experience these exciting updates in the hospital map. Stay tuned for more thrilling enhancements, and may your adventures within the deadly broadcast world be as captivating as ever!