Hey everyone. There's a few changes and updates to crampons and climbing forces in general, so be sure to check them out below.
Crampon Jump Updates
After 2 consecutive wall jumps, the force of your wall jumps will be significantly worse and will make a noise to signify it failed.
Crampons cooldown has been lowered to 1 second from 1.3 seconds.
A second wall-jump with the crampons gives slightly more force if your momentum and timing is good.
Wall-jumping with crampons will reset the reach-spam mechanic, giving you a few more reaches to readjust your momentum before the effects become detrimental.
Reach Force Updates
To get rid of unnecessary reach-spamming, there's been a change to discourage spamming and encourage better timing. In short, spamming has detrimental effects while better reach-timing rewards you with greater force.
Hand-spam has been very slightly nerfed. The more you spam reaching, the more detrimental the effects of the force added will be.
Better timing with reaches will be rewarded with more force than spamming would provide.
The first couple of reaches will give the most force.
A successful wall jump will reset the hand-spam counter (which limits the overall force applied the more you spam), allowing you to readjust your momentum.
Peak Updates
Sundered sons have been modified.
Latter parts of Solemn Tempest have been modified.
Added a boundary to Cromlech's summit.
Bugfixes
Fixed a bug with the monocular being 'permanently' disabled if you quit out while using it.
Fixed a bug with Free Solo Summits not being reset in You Fall You Die and Free Solo modes.
Fixed a bug with a hold tripling the "holds made" during time attack.
The Nextfest has been a great success for us. Many people have played the Dusky Depths demo and we have received a lot of additional feedback because of that. A big thank you to anyone who gave our demo a try!
Regarding the demo, we have decided to not immediately withdraw it after the end of Nextfest. Instead, its availability will end on February 19th. So if you haven't played it yet, you still have some time.
Multiplayer Playtest
We will have another playtest soon in order to test online co-op Expeditions. More information to come soonish. Follow us on Twitter, join us on Discord or follow us on Steam (Click the "Follow" Button") to get notified when we open up sign-ups for the playtest!
> Fixed some typos in the credits. : P > Fixed a rare soft-lock that could occur when warping to another area with the magnet active. > Adjusted Garbage Zapping shader. > Added Bear panting sound to signal exhaustion is close. > Adjusted the base volume of some of the ambient sounds. > Fixed an issue where Bear would get stuck in the whacking state, and become unable to wack trash. > Updated how the game checks for an online connection when trying to reconnect after being offline.
If you are a backer, congrats! You don't need to do anything. Just fire up Steam tomorrow and Akumi Wars will automatically update to the full, final game. The save data format has changed, so everyone will be playing Akumi Wars from a fresh start.
The full version of the game will be $14.99 on Steam, but we're launching with a 15% discount for the first 7 days. So get it while it's hot.
I can't begin to tell you how excited I am to finally let this bird fly… mostly because I don’t know a better metaphor to use lol
Can I be real with you right now? I just finished playing this game again in its entirety, and I am so proud of what we accomplished with such a small team. We put everything we possibly could into Akumi Wars and now we're putting it out into the universe.
But it wasn’t easy. There was no slacking; this was 100% the best work, animation, and art I could possibly put into a project. I legit put everything I had into Akumi Wars, and I know I couldn’t have done it without your support.
Thank you to everyone who helped make Akumi Wars a reality.
Thanks for backing the project, joining the live streams, testing the game, encouraging us through Steam Fest, and making tomorrow's launch of Akumi Wars possible.
This is another major update with many fixes and improvements.
Tactical Pause Mode is now available. Try it to kill multiple enemies at once. Initialy it was not possible but I changed some code to make it possible. Game will be more fun to play due to high quantity of enemies in maps and you can use multiple characters to take down multiple enemies in just one click. Press Left Shift to enter tactical pause mode and plan your moves then press Enter to execute.
Fixed character can't pass through metal doors while crouched or walking.
Now if you click RMB while mid of climbing character will stop there and you can change direction of climbing(Up or Down).
Faster Ladder climbing.
Other minor fixes related to ladders/Vines.
Enemy Deadbody fixes. Now enemies will not see same deadbody again and again.
Now John's sub-machine gun ony uses 4 bullets for one round instead of 7 or 8 bullets.
Previous update caused navigation problem in buildings with multiple floors when clicking on roof cause character to move lower floor and vice versa is now fixed and characters will navigate properly as they should.
Now alarm will not sound if there is no body in alert mode or if alarm is ringing and you kill all enemies that are in alert mode then alarm will stop sounding.
Reworked enemy viewcones. Now Viewcones don't wobble around at their point of origin and do not cause visual glitches.
If you find any bugs please report in steam discussions so I can fix them as soon as possible.
IMPROVEMENTS - fixed area where you could get stuck between a barrier and a rock on Dunes - improves barriers so less of them are floating/in ground - removed a shortcut that would make players get lost on floating islands - made it so you get slightly less drunk whe ngoing trough checkpoints - the entire social text and button is now clickable - when waiting for players in the cops gamemode there is now a text indicating so - cars no longer block the camera, which fixes a bug when cars are stacked the bottom car would enter a "first person" mode
BUGFIXES - Fixed a bug where players would die instantly when respawning at the same checkpoint in the race gamemode by granting temporary invincibility - Racing gamemode specific gamemode settings now show what option is selected - sliders in the color picker UI are now much smoother
New: - difficulty can now be adjusted when restarting a chapter (2+) - Added build menu click toggle to the graphics menu. - F5 saves the game in singleplayer to the last used save slot
Fixes: - Fixed 'blank tiles' / missing render w/ battles on slower machines - Fixed rare case of temporary fog not removing on slower machines w/o camera movement - Fixed numerous inventory sync bugs between menus and generals - Fixed treaty 'reject' acting as 'accept' - Fixed a rare crash in chapter 3 - Fixed an issue with the hunter spawn being inconsistent - Fixed ability to place ally-focused cards on enemy units in 3+ way battles - Fixed wedge carde related battle crash - Fixed an issue where the "french" faction would not always win the tie break for figures - Fixed incorrect gamepad icons for cycling regions in campaign. Should have been LT + RT and ZL + ZR. - Fixed 2 rare campaign related crashes that were user reported - Fixed some issues with the new restart chapter functionality - Fixed mouse hover & clicks on mission tasks passing through mission book - Fixed a battle crash related to raiders on water - Fixed an issue with corrupted casche - Fixed a crash due to invalid arrow spawn slotid - Fixed xbox keyboard input cause crash when entering unusual characters for number input - Fixed grab-pan clicking through popups and menus - Fixed word-wrap newline issues; most notably w/ chinese + tool-tips - Fixed chinese overflowing under buttons w/ some helper cards - Fixed end-turn text missing and/or flicker / pop-in when changing languages - Fixed an issue with disbanding garrisons in conquered territory that lost by morale
Changes: - enabled autosave by default on PC for new players - minor adjustments to some story pictures - Added more hints - Added AI to have livestock priorities when there are more types than fields. Player's auto-govern and Knightly prioritizes horses first. Default is Cows > Sheep > Horses. - 'quick restore options' changed to 'continue'
known issues for the next patch: - a few remaining display issues with chinese font - automatic battles still happening in rare cases where regions are oddly shaped or too small
Thank you to everyone that played the demo so far and given us so much awesome feedback and encouragement, it's been a great opportunity to hear what you think about this game we've worked for so long on. We hope you enjoyed the demo as much as we enjoyed seeing everyone jump in!
We want to give even more people a chance to check it out, and have decided to keep the Bears In Space demo live. Giving you even more chance to spread the word about Bears in Space!
If you haven’t already, jump into our Discord and let us know your thoughts on the game or even just say “hi” to the team.
Remember, tell your friends, wishlist the game and keep the feedback coming, because after 7 years of working on it, we can’t wait for you all to experience the full game on March 22!