Nightingale - Inflexion Steph
Realmwalkers,

Our server maintenance has concluded and our servers are now back online.

Please update your game to access the Realms once again. It's recommended to restart Steam/Epic or verify your game files to make sure you're on the latest version. The game version will also now appear in the main menu when you start the game.

0.1.1 Patch notes:
Bug Fixes
Progression Blockers
  • Fixes for various crashes (Tab + I at the same time, loading into The Watch, mining and chopping trees, mitigating Out of Memory, some Intel processor crashes)
  • Network Errors or progression resets should no longer happen when the game is force quit
  • Creatures should no longer vanish during Vault encounters
  • Added certifications that should prevent anti-virus programs such as AVG from blocking Nightingale from launching
  • Logging out or leaving the Realm should no longer block the quest ‘Keep the Beast at Bay’ from Shiv Pierson and should be fixed for those who previously ran into this issue
  • Some changes were implemented to the Byway (tutorial) Realms to address various crashes, progression blockers, and general incorrect game states.
Art/Visual
  • Scrolling quickly in character creator should no longer create SFX spam
  • Removing Trapper's Shoes (Critter) and "Calcularian Boots" no longer cause invisible legs
  • Forest and Desert Bunker POI no longer has see-through gaps
  • Removed unintended floating assets at Forest Ruins POI
  • Fixed missing water mesh in Desert Herbarium small oasis POI and Astrolabe Swamp
  • Added missing waves to some instances of Forest maps
  • Mystic Climbing Pick third person animation now uses the intended animation
  • After dashing with lantern, player’s main hand animation should no longer lock
  • Added cooldown on Poison Trap VFX to prevent it getting stuck
  • Climbing Pick Magick VFX should now show in third person
  • Ghost Card fog effects should look more consistent for all performance settings
  • Fixed warping on nighttime starfield
  • Pagoda foundation brick top and bottom pattern now align
  • Cleansing Minor Card should now remove visual Minor Card effects
  • Hoover VFX should no longer lock when player is in motion
Audio/SFX
  • Star Map Room music no longer gets stuck when taking staircases
  • Increasing gear score should no longer produce player pain sounds
  • Fixes for some glitchy sound effects when destroying bustable objects
  • Fixed sound effect for eating berries
  • Removed sound artifact that sounded like knocking from the Refined Enchanter’s Focus
  • Fae Starmap music should no longer cut in and out in The Watch
  • Sound effects now apply to spells with the Enchanted Repair Hammer
  • Removed Estate Cairne sound loop next to Aurelio
  • Added missing build complete sounds for various structures such as Stone Carving Block, Enchantment Station, Potion Station, Crystal Ball, Plant Box, Stick Tent, Simple Wooden Table
Building
  • Can now add light decorations to the underside of upper floor pieces
  • Fixed seed growth in the Simple Plant Pot and Plant Box
  • Estate Cairns should create Respite Points even when on POI structures such as broken pillars
  • Crude Transom Archways now support roofs
  • Crude Peaked Roof, Crude Peaked Corner Roof, and Desert Roof pieces should no longer allow rain to pass through
  • Stave Trianble should now fully rotate
  • Materials should no longer be lost when removing partially complete building blueprints
  • Fixes for when players can occasionally not add resources to Build Encounters
  • Legal Augments should now connect to Alchemical Boilers
Controls
  • Keybind changes should no longer break after player death
  • Can remap the push-to-talk key
  • Inventory rebind should now respect your non-TAB key
  • Controller fixes:
  • Players can now navigate through the greeting screens
  • Can now select the Options part of the Ammo radial menu
  • Can remove map markers from the map
  • Should be able to navigate Simple Upgrade Bench fully
  • Updates to umbrella gliding inputs
  • Can now rotate your character in Character Creation menu
  • Swapped D-pad control cycles on the toolbars
  • Should be able to rotate blueprints when it’s another tileset piece
  • Economy
  • Gossamer and Time Infusions can now be assigned to items
  • Makeshift Torch can no longer be upgraded at Benches
  • Crafting Bench timers can no longer be reduced to 1 second to avoid VFX/SFX errors
  • Umbrella gliding no longer increases player power levels
NPCs
  • Wheelhead Bound Hammer should no longer linger after death
  • Small creatures should no longer reach above themselves to get onto surfaces
  • Fixed wardrobe clipping on some Abeyance Essence Exchange merchants
  • Puck’s dialogue should match written text in the encounter before The Watch portal
  • Recruited NPCs should no longer teleport into invalid locations such as inside of terrain
  • Reductions in Bishop & Knight Automaton, Hero Vine Elk and Leporidon ragdolls falling through the world
  • Desert Eotens should now use their Bramble ability
  • Blastminer's Trap should no longer blow up other human NPCs
  • Prismatic Pupfish now displays the correct creature name
  • You can now properly apologize to Danu
  • Bound at Defence Encounters now properly despawn with dissolving effect
  • Recruited NPCs no longer ignore Elephas
  • Fledgling Apothecary challenge should now provide a reward upon completion
  • Removed uncraftable Enchantment/Charm recipes from NPCs
Player Character
  • Player character model should not appear in first person before dissolving VFX plays when loading into a Realm
  • Improved deconstruction accuracy when using extreme camera angles in third person
  • Removed obsolete Fed Time+ trait
  • Animation should no longer loop when reloading the Winchester while aiming
  • Various stability changes to the character creator menu
  • Changing category while in Eye Detail screen should no longer break the camera
  • ESC no longer breaks customization when in the naming panel
  • Adjusting intensity of makeup colours with no Color B selected should no longer remove all your makeup
  • Reset button in Eye Manipulation should now apply to eye position
  • Random button on Inheritance screen now applies changes to the player character
  • Moustaches should no longer stretch with facial restructuring
  • Hard Difficulty hat should no longer snap to your face after changing facial hair
  • There should no longer be a third hand when collecting while swimming
  • Logging out while climbing should no longer put players out of bounds
  • Reloading the Chassepot Rifle while crouched no longer stacks Hidden status
Resources
  • Trees should more reliably turn into logs after being cut
  • Bushman Grass in the Desert should now be collectable
  • Textiles using animal fiber should inherit their unique appearance
  • Clothing should now inherit specialized patterns from higher tier animal hide
  • Chitin no longer can be used as a replacement for bone/hide
  • Papyrus now callable with a Sickle
  • Oberon Bounty spell should no longer drop mismatching Essence tier/properties
  • Carnute Ichor should go straight player inventory rather than dropping on the ground
  • Crafting Hybrid Stone at an Excellent Masonry Bench no longer creates Carved Stone
  • Illegal stacked rocks at POI has been removed
UI/UX
  • Rebinding additional mouse buttons should no longer stretch icons
  • Players can no longer consume ammo from the Q slot
  • Removed mentions of Hope from various texts
  • Decor recipes no longer appear on cooking stations without augmentations
  • Guidebook entries should no longer require multiple clicks to expand
  • Players should be able to consistently remove items from fueled structures
  • Death Chest map pin should now show the correct cause of death
  • Pocket Watch matches server time
  • Completed items in benches should now show the correct amount of items after Long Rest
  • Text should no longer be cut off for the Higher Lumberjack Challenge
  • Previously played Realm Cards should show when re-opening portals
  • Gear score should be consistent between inventory and what is shown to other players
  • Pistol crosshair now shows on first load when in third person
  • Interact prompts no longer disappear after using “Help I’m Stuck”
  • Longer NPC names should no longer be cut in the Realm Preview UI
  • Track and Info buttons should no longer cut off text
  • Challenges should no longer be exposed in the guidebook before requirements are met
  • Recipes should no longer show as craftable even when there aren’t enough ingredients
  • Move and remove prompts for ineligible Realm structures should now be the same
  • Food icons should not persist after timer has run out or disappear before the timer runs out
  • Status bars should fill properly consistently
  • Elder Eoten life bar no longer persists regardless of distance
  • Charm of Stealth does not show continually
  • Travel to Herbarium quest should no longer show as 0/0 progress
  • In progress Bench timers should persist when returning to a server
  • Death Chests should no longer have inconsistent spacing between items
  • Removed inconsistent flickering on Bench UI when players queue up tasks
  • Key shortcuts should no longer break after looking at the fuel widget
  • Charms no longer incorrectly state they increase carry capacity
Misc
  • Various localization additions, updates and changes
Game Changes
Audio/SFX
  • Added sound effects for Tier 2/3 Stone crafting station, Crude Umbrella
Art/Visuals
  • Updated Tiered Plant resource textures, Red Mushroom textures
  • Adjusted text and backgrounds in Inventory Transfer Menus to help with legibility
  • Adjusted Gem Material for lighting
  • Removed Essence VFX from Infusions
  • Added Drayman’s Ensemble and Hat
  • Adjusted Rock shapes to help players distinguish Harvestable Rock
  • Changed the texture of one deer stag model to be consistent with the others
  • Added missing Nightingale Symbols to Tileset vendors
Building
  • Crafting Stations now get Threatened status when in close proximity to hostile creatures
Controls
  • Added controls for rotating through the Offhand Toolbar [ALT + MMB]
  • Added support for Gamepad Navigation in Character Creator
  • Changed the Fan the Hammer skill to a Hold Skill
  • ESC should now exit crafting and storage menus
  • Typing in the guidebook search no longer loses focus
Economy/Balancing
  • Firearm costs decreased to 100 rather than 1300
  • Adjusted the debuff for Hungry/Tired to be less punishing
  • Removed Water Bottle Essence exploit
  • Removed Rocks to Ammo exploit
  • Adjusted pricing and items at Essence Trader stores
  • Added missing resources to Essence Trader stores
  • Balance changes for Shockwave Spell
  • Balance changes for Magic
  • Balance changes for Resource drops
  • Added Lunar Nectar obtainable in shops
  • Axepicks, Mining Picks, Mauls, and Climbing Picks reach has been increased
Player Character
  • Players will no longer take damage while loading from Return to Respite
  • Players with a full inventory won’t lose rewards from the Watch without knowing it
  • Backpack will automatically be equipped with the Easy loadout
  • Removed cloth physics from ancestors for improved game performance
  • Ancestors should no longer have strong makeup by default
Resources
  • Adjusted Water Cabbage interaction box
  • Added Discoveries to Hope Echoes in Ascended Realms
  • Added additional localization for Healing Salves and Potions
  • Glow Spores are now harvested with Sickles
  • Colorful Glass now requires Glass to craft
  • Raw Berries (Tea) name changed to Spice Tea
  • Removed invalid Fae Vases from POIs
UI/UX
  • Added Keybind hints to raising and lowering structures
  • Added warning in Pet Bed description that only one pet can be active in the Realm.
  • Pressing Return to Respite now closes the menu
  • Added missing icons for Clothing, Twitch Drops, Tools, Guns, Coffee Recipe and unique Wood Bundles
  • Improved damage vignette
  • Added announcement banner for pending maintenance in the Main Menu for future updates
  • Changed Shard Error message to ‘Servers unavailable’ for future updates
  • Added user-facing game version numbers in Main Menu and debug screen
  • Improved Options Screen layout
  • Added missing status effect icons
  • Added Server Region select to character creator
  • Reskinned panel for Pop-Up widgets.
  • Added blank card to show Item Previews in Shops
  • Added “New” category to the guidebook
  • Various description and text updates or changes
  • Station Traits moved to menu in top right
  • Removed challenge count in guidebook
  • Benches are now listed in Tier order when looking at Required Benches in the Crafting Menu
  • Players now get informed when they leave or get kicked from a party
  • Higher quality checkboxes added to the Settings menu
  • 'Error reading game data' now asks users to verify game files to check for corruption
NPCs
  • Added loot shimmer when Pawns collect resources
  • Recruited NPCs will not join you in Vaults accessed from The Watch, but can join you in private Vaults
  • Adjusted damage outputs for Fabled Creatures and Larger Creatures
  • NPCs won’t attack passive creatures in Offering Quests
  • Removed Encounter Vendors
  • Most NPC shops have had their wares changed and costs adjusted, unlocking previously locked items such as Ornate Spyglass
  • Critter Eoten’s now drop wood after death rather than meat and bones
  • Hunt Site of Power no longer spawns random Automaton combinations and is now fixed to one Bishop and one Knight
Misc
  • Disabled Nvidia DLSS frame generation due to causing some GPU crashes, players have the option to turn it back on if desired
  • FSR upscaling is once again available, however FSR frame generation is still unavailable due to stability issues

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Thank you for your contributions and feedback so far! We looked forward to sharing future updates with you all.

- The Nightingale Team (Inflexion Games)
Wizard101 - KyleIceW


Go ahead, make a scene!

During the new Spiral Scene event, you can earn terrific rewards by rating castle tour houses, visiting top houses, completing daily assignments, and more!

As you fill up your personal progress bar, you’ll unlock special free rewards:
  • Professor’s Hoard Pack
  • Mega Snacks
  • Jewels
  • Reagents
  • And Much More!
More good news! Earning points in the Spiral Scene will also earn you points towards your Scroll of Fortune progress for even more rewards.

Check out the official Events Calendar for updates.
Wizard101 - KyleIceW


A little mischief and mayhem never hurt anyone...except the bad guys! Today we're introducing our new Beastmoon Monster Mayhem event.

How Does it Work?

Upon entering a match, creatures are spawned across the map to fight. Defeat all those monsters to spawn a powerful boss in the middle of the map. During the boss fight, Artemis will place some additional monsters outside the Spiral battle which unlock buffs for the players in the boss battle when defeated! If you succeed in defeating the first boss in the time allotted, you’ll move onto the second wave. If you can quickly make your way through three waves of monsters and bosses, you’ll win the whole event!

Be wary – this is very challenging and only the most skilled, coordinated, and luckiest Wizards will make their way through the whole event!

The Beastmoon Monster Mayhem Event has unique repeatable objectives to challenge your skills! See Meleager while the event is active for more information!

Beastmoon Monster Mayhem Vs. Beastmoon Hunt

Unlike the Beastmoon Hunt, Beastmoon Monster Mayhem is a PvE event – meaning that you won’t be playing against other players. Instead, your enemy is the clock and waves and waves of monsters! Available beastforms in both events are the same. If you have unlocked or tiered up a Beastform in one event, it will be unlocked and/or tiered up in the other event as well.

To unlock Beast Forms, Gold Beastmoon Idols are needed. Only one Gold Beastmoon Idol is required per Beast Form and is permanent for that character.

Beastmoon Monster Mayhem Rewards

Mayhem will be rewarded! You’ll be able to work towards some great rewards including:
  • Lunari
  • Beastmoon Seeds
  • Reagents to craft a special school-specific Beastmoon gear
  • And more!
Participate in matches and fill up your personal progress bar to receive them!

There’s a lot to discover about the Beastmoon Monster Mayhem Event! To learn more, speak to Artemis in the arena while the event is live.

More good news! Earning points in the Beastmoon Monster Mayhem Event will also earn you points towards your Scroll of Fortune progress for even more rewards.

Check out the official Events Calendar for updates.
Mar 7, 2024
ChilloutVR - Khodrin
We have just released a new update for ChilloutVR on the Stable branch.

Major Changes:

Gravity
A new way for players to create, move, and interact with Worlds and Props
Accessibility Settings are available for a more comfortable and tailored experience
The Gravity Zone component will be freely available for creators in the Content Creation Kit
Camera Indicator
A Camera lens has been added to indicate where a remote players camera is
Nameplate Customization is available as a Graphics Settings
Better Cache Management
All content Cache has been moved to a unified directory
Now limited to 20GB
New Character Controller
Physics based controller that allows for object collision where possible
Adjusted automatic step height to take avatar height into account
Improved Holoport to allow both the local and remote users to see smooth player movement
Desktop IK
Animated and realistic leg movement for Desktop players
First Person Render Exclusion Component
Show objects that would normally be hidden from your first person view, such as hair, hats, and accessories.
Note: Currently incompatible with the experimental Visual Clone setting
BodyControl StateBehaviour
Allows for better tracking control over parts of the IK solver of an avatar in specific cases
The following can be toggled: Head, Pelvis, Left/Right Arm, Left/Right Leg, and Locomotion
Refactored Avatar Eye Movement
Eye movement is now much more reliable, consistent, and adheres to set limits
A new setting is available to force all subjects to look at the Portable Camera when held
New Shadow Clone Implementation
Reworked the local player Shadow Clone utilizing new tech afforded to us with the update to Unity 2021.
It now respects Unity/Magica Cloth & material swaps, while also being more performant.
Experimental Visual Clone Alternative
Available under Experimental settings, this idea builds off of the same tech as the new Shadow Clones.
Turns the local player into a "Visual Clone", which is basically a Shadow Clone, but visible in first person, and does head-hiding within the same pass.
Voice Audio and Attenuation Improvements
Improvements in voice stability and reconnection handling
New Focus Attenuation settings including: Nearby, Speaker, Forward, Backward, and Angle adjustment
libVLC Implementation
Alternative experimental rendering method for videos
Enable using the --enable-libvlc launch option
Experimental support for Virtual Desktop OpenXR
Allows native Quest hand tracking to be use with CVR on PCVR
How to use:
  1. Enable the OpenXR runtime for ChilloutVR using the launch option `--force-openxr` in Steam
  2. Enable Forward tracking data to PC in the Streaming tab of Virtual Desktop
  3. Set the OpenXR Runtime in the Virtual Desktop Streamer to VDXR
  4. Launch ChilloutVR from Virtual Desktop’s Game tab
Note: This implementation is still a work in progress in both Virtual Desktop and ChilloutVR. Experiences may vary as this feature is further developed.


Technical Changelog:

Additions:
  • Added Automatic Role Assignment IK calibration option
    • With this enabled, there is no need to select which tracker roles to calibrate in IK Tracking Settings
  • Added BodyControl StateBehaviour
  • Added Camera Lenses to indicate where remote player cameras are
    • Camera nameplate behavior may be configured in the Graphics Settings
  • Added Camera setting to start Drone aligned with the Gravity (default)
  • Added Display FPR Exclusions option as expert Portable Camera setting
  • Added FBT toggle in Quick Menu
  • Added Drone Controls for controlling the roll
    • Control the Drone roll in VR by holding right trigger, then moving the left thumbstick to either side
  • Added experimental libVLC video player as a launch option: `--enable-libvlc`
    • This video player introduces a new decoding method that may currently be unstable
  • Added experimental support for Virtual Desktop OpenXR Runtime VDXR
  • Exposed First Person Render settings in new foldout on CVRAvatar component
  • Added fluid volume streams that affect players
    • When being affected by multiple streams, it will average them out (fluid volumes without stream strength are ignored)
    • The water drag is reduced when swimming in the same direction as the stream
  • Added Gravity Interaction setting to Dynamic Bone Interactions
  • Added General setting to change Main Menu anchor behavior in VR
    • If enabled, the main menu will maintain its position in the world when open
    • If disabled, the main menu will maintain its position in your VR playspace when open (default)
    • Existing users will be unaffected from this new default behavior
  • Added new FPRExclusion CCK component
    • Place on a transform to have control over if the chain is visible or not in first person
    • This affects any SkinnedMeshRenderers or MeshRenderers using affected transforms
    • An FPRExclusion is automatically added to the avatars head bone if it does not exist
    • This allows you to specify your own FPRExclusion to take control over this behavior
  • Added player Gravity Rotation Setting
  • Added size-related blending for box gravity corners
  • Added sliding footstep pass to IK to prevent huge steps when being pushed/pulled
  • Avatar Overrender UI experimental setting now has basic support for UDIM discard (Poiyomi & Liltoon Standard)
  • Changed the default of Left and Right Ear Focus to false
  • Configurable Gravity Zone alignment speed
    • Made camera Player Face Tracking respect the player orientation
  • Exposed WorldAnchorMenu option under General settings
    • You may uncheck it to have the Main Menu anchored to you
  • Implemented new Focus Mode Attenuation and Settings (Special Thanks to Nirvash :D)
    • Nearby Focus
    • Speaker Focus
    • Forward Focus
    • Backward Focus
    • Ear Focus Angle
  • Implemented a new Shadow Clone solution for the local player avatar
    • Shadow Clone is now more performant, especially while using the Avatar Overrender UI option
    • Shadow Clone now displays Magica Cloth & Unity Cloth properly
    • Shadow Clone now displays material-based toggles properly (ex: UDIM discard)
  • Implemented an experimental Visual Clone solution for the local player avatar
    • This solution can provide even more of a performance improvement depending on the avatar, and can be enabled under Experimental settings
    • Includes the improvements of the new Shadow Clone solution mixed into an alternative method of head-hiding
    • There is no more explicit shadow clone, but instead a “visual clone” that you now see in first person- i.e. you are now the clone, and your true-self is only visible in your reflection
  • Improved Zero Gravity Controls
  • Increased deceleration while swimming
  • New Formula for Calculating Attenuation
  • Orbit World Space on Orbit Mode is now false by default
  • Prevent toggling crouch when using the Drone Camera
  • Implemented AdditiveContentScene to house Players, Props, and Portals so they can be easily differentiated from world objects
  • Implemented Flight without No-Clip
  • Implemented Include Mature Content search option
  • Implemented login in VR (takes you to the login Room)
    • Logging out will take you into the Login Room instead of exiting the game
  • Implemented new HUD Customization option to Fade When Idle in Graphics Setting
  • Implemented new TransformHiderManager
    • Reworked legacy head-hiding to allow for runtime toggling
  • Implemented VRIK for Desktop avatars, configurable in IK Solver Settings Desktop subcategory
    • Animation position correction & diving pitch control will also now affect Desktop avatars
  • Made HUD shard pulse rate increase briefly when an update is received
    • This should help signify which shard received an update when stacked
Adjustments:
  • Added cooldown to search refresh of 3 seconds
  • Added distance limit to QM reposition mode (1m scaled)
  • Added isValidForVrIk check before attempting to initialize IK for an avatar
  • Added the default avatar/world as fallbacks when failing to load into an avatar/world
  • Added vehicle boost control to XR Input module (right thumbstick forward)
  • Adjusted “cannot spawn prop” notification to be different for Local & Network users
    • Added HUD config to disable network user prop blocked notification
  • Adjusted controller disconnect to disable IK for that hand
    • Behaviour can be disabled with the FreezeControllerOnDisconnect IK setting
  • Added CVRAudioDriver methods to AnimationEvent whitelist
  • Adjusted default smooth turn speed to 50
  • Adjusted “Disabled” Head Bobbing mode to change HeadIKTarget parent while on Desktop
  • Adjusted Head Ray to only enable if both controllers are not tracking
  • Adjusted intercollision logic, so collider on sub gameObjects from Humanybody bones should be counted as such (e.g. bone on a child gameObject of the Hand should now be considered for hand placement and not only in Everything)
  • Adjusted MaxTrackerDistance to 0.5f from 1f (meters)
  • Adjusted menus to not be considered as world anchored while sitting
  • Adjusted menus to not close when forcefully respawned (Combat System / Respawn Plane)
  • Adjusted Opacity of Center Hex Hub on HUD
  • Adjusted OpenXR hand tracking
  • Adjusted PassPlayer layer to interact with IgnoreRaycast
  • Adjusted physics update rate on Desktop & OpenXR to match OpenVR default settings
  • Adjusted Portal/Prop Drop to place in front of you instead of in front of your view
  • Adjusted search box to immediately open to a details page when fed a proper GUID
    • Valid prefixes are `w+`, `a+`, `p+`, `i+`, `u+` with GUID postfix
  • Adjust Seated Play offset to 97% of height
  • Adjusted ShadowCloneManager to fallback if mesh topology is not set to triangles
  • Adjusted the max images to load in cohtml per animation frame to 25
  • Adjusted TransformHiderForMainCamera to hide unneeded clones when Avatar Overrender UI is disabled
  • Adjusted TransformHiderManager to disable head-hiding if the players camera is too far away (This should be a measurable improvement in performance)
    • This replaces the explicit check for head-hiding to not run while in Holoport, as well as missing heads in VR while in chairs
  • Adjusted UI to be hidden in camera by default
  • Adjusted VR switching to recalibrate active avatar instead of reloading it
  • Adjusted world anchored menus to offset with the player when forcefully respawned or while on a movement parent
  • Adjusted world load to set respawn height below all spawns as a safety measure
  • Changed advanced tagging to be more accurate with the definition in the CCK
    • Added missing "Loud Audio", "Long Range Audio", "Horror" mechanic for advanced tagging
  • Changed finger tracking sync to allow for more intricate movement
  • Changed IKCalibrationMode to be set to Full by default
  • Changed IKEnableUniversalCalibration & IKEnableSaveCalibration to be enabled by default
  • Cleaned up redundant "Enable" text for setting names in IK menu
  • Disabled physical interaction with the menus. This will need to be revisited later
  • Enforced faster updating of QM buttons such as Mute, Flight, Seated Play, etc…
  • Experimental option for small player collider was removed, and now the collider of the players will scale down to a minimum height of 0.05 units by default.
  • Improved the default placement and scale of the default placed pointers for humanoid avatars
  • Made Universal Calibration persist through restarts
    • Reintroduces the previously unintended behavior present before when Saved & Universal calibration were enabled together
  • Moved Show HUD option to Graphics settings
  • Moved Smooth Mic Meter setting higher in the HUD Customizations section
  • Nameplate material and shader updates
    • Adjusted nameplate up vector to align with playspace up
    • Readded outline to nameplate username text to improve legibility
    • Fixed culling of nameplates in mirrors
    • Fixed nameplate behavior when camera forward aligned with player up vector
  • Portable Camera image processing rewrite
  • Rewrote Focus Attenuation
    • Added Left and Right Ear Focus Customization
  • Rewrote Vivox Connection Handling and Persistence
  • Updated Magica Cloth 2 to 2.5.2
    • Release Notes available here
Fixes:
  • Crouch and Prone should no longer affect the player capsule radius
  • Fixed 4pt being considered FBT on calibration
  • Fixed a few issues with VRIKRootController not respecting avatar up vector
  • Fixed an error when calling PlaySound on a CVRAudioDriver when its gameobject is disabled
  • Fixed an issue allowing you to calibrate up to 3x in a frame
  • Fixed an issue where avatar root would still have velocity despite solver Reset
  • Fixed an issue where active offset didn't account for root up vector
  • Fixed an issue where TTS Messages would continue playback after Communication Services connection loss
  • Fixed an issue where VR Switching would not Calibrate the player into FBT if available
  • Fixed an issue with certain props (like piano fall lol) not able to be dropped using the raycast
  • Fixed an issue with CVRBlitter running for each camera in the scene
  • Fixed an issue with CVRGameEventSystem.Microphone not being called
  • Fixed an issue with Interactable SpawnObject not being ran through the World Filter
  • Fixed an issue with Microphone appearing Unmuted in Menus while using TTS
  • Fixed an issue with Microphone not resetting to the proper Mute state after Reloading CoHTML
  • Fixed an issue with remote avatar visibility changes applying AAS buffer when not valid
  • Fixed an issue with selecting QM AAS Profiles causing the MM to display the AAS Settings page when next opened
  • Fixed an issue with SteamVR_RenderModel throwing an error when starting in VR
  • Fixed an issue with Vivox SetPosition being called too fast (now adjusted to 200ms)
  • Fixed an issue with world spawnables being eligible for deletion by user using Delete All Props button
  • Fixed any possibility of enabling Seated Play prior to calibration
  • Fixed applyOriginalHipRotation not being reset when toggling from FBT to Halfbody
  • Fixed Avatar Upright not accounting for avatar up vector
  • Fixed Avatars without CVRAvatar breaking the object loader
  • Fixed being able to grab the camera while scaling it
  • Fixed being able to sit down in disabled CVRSeat
  • Fixed Box Fluid Volume not respecting the placeFromCenter for physics influencers
  • Fixed calibrating in FBT while player was rotated
  • Fixed calibration mirror not scaling with avatar while in calibration mode
  • Fixed CameraAttachment VisualMod not being disabled on new world load
  • Fixed clapping disabling the camera indicator in the menu
  • Fixed ControllerRay line renderer being delayed a frame when interacting with the UI
  • Fixed ControllerRay line renderer being wrongfully affected by other objects when using UI
  • Fixed ControllerRay not calling OnPointerExit when no longer highlighting any other UI elements of the same type
  • Fixed CVRAttachment TrackerType.LeftHand & TrackerType.RightHand not using Controller transform
  • Fixed CVRAudioDriver erroring when setting a negative value
  • Fixed CVRGlobalMaterialPropertyUpdater child materials not being populated in worlds
  • Fixed CVRInteractable method call not being filtered when disabled
  • Fixed CVRObjectLoader destroying PlayerAvatar container instead of avatar itself if no CVRAvatar component is found
    • Fixes avatars getting stuck at 0%
      Fixed CVRParticleSound for local and custom space particles
    • Parent the CVRParticleAudio audio sources to the correct transform depending on the simulation space
  • Fixed CVRPickupObject not forcing a drop on disable
  • Fixed CVRVisemeController JawBone mode can break IK when not actually mapped
  • Fixed CVRXRModule_SteamVR.trackingValid being false while in SteamVR overlay
  • Fixed DroneMode from receiving input when CVRInputManager.inputEnabled is false
  • Fixed emotes not playing in the direction of your view
  • Fixed entering a seat causes you to get stuck in a falling animation sometimes
  • Fixed error about Update_Emotes() that always showed up when starting the game in VR
  • Fixed event filtering and instance id on video players
  • Fixed FBT limbs reverting to t-pose when IK for a limb was disabled
  • Fixed feet freaking out while on a movement parent that can rotate on every axis (e.g. a boat in water)
  • Fixed feet in Halfbody always pointing in direction of view
  • Fixed feet sliding when moving in your playspace while on a movement parent in Halfbody
  • Fixed Friends, Vote, and Invite HUD events being triggered constantly & while disabled
  • Fixed game menus colliding with PassPlayer and BlockPlayer layers
  • Fixed hang on Exit issue
  • Fixed height adjustment -+1 -+5 buttons from applying twice the values (while displaying it once)
  • Fixed hold and drag the scroll view to scroll
  • Fixed HUD opacity being applied twice
  • Fixed IKSolverVRSpine applying rootHeadingOffset with world up
  • Fixed IKSolverVRSpine.ApplyOffsets sending you to space when upside-down
  • Fixed interactable OnTimer action creating a timer for every other timer action
  • Fixed Interactable OnTimer action not stopping when component was disabled
  • Fixed Locomotion IK being enabled without checking Upright
  • Fixed Main & Quick Menus opening upside down when a MinimumMenuTilt was specified, and player was rotated
  • Fixed MaxTrackerDistance check not taking play space scale into account
  • Fixed menu not exiting head turn mode when sitting in a chair on Desktop
  • Fixed MetaPort.OnPostVRModeSwitch being called twice
  • Fixed mirror shaders not writing to depth
  • Fixed mouse cursor getting stolen on launch while in background / in VR
  • Fixed “None” Head Bobbing mode not returning to standing height when playing an emote
  • Fixed not being able to calibrate just one foot
  • Fixed not being able to calibrate without hip tracking being enabled
  • Fixed not being able to swim down using crouch if on the surface
  • Fixed not being centered in the initial Login scene in VR
  • Fixed occluded controllers being considered invalid and defaulting to one-handed mode
  • Fixed opening camera via menu or gesture not aligning with playspace up
  • Fixed OpenXR with index not working (can't move or use menus)
  • Fixed parameter stream LocalPlayerNameplatesEnabled so it respects the settings to only show when menu is opened, and also respect the world setting whether nameplates are enabled or not
  • Fixed PlayerAvatarPoint.GetPointPosition returning incorrect value when avatar was hidden
  • Fixed PortableCamera AutoFocus being occluded by layers it could not see
  • Fixed PortableCamera AutoFocus failing to get correct distance when attempting to focus on the players eyes
  • Fixed PortableCamera not being able to see PlayerClone layer (local player shadows)
  • Fixed PortableCamera Take Photo from receiving input when CVRInputManager.inputEnabled is false
  • Fixed prop details page displaying "Avatar"
  • Fixed prop drop button not being greyed out when you do not have access to the prop
  • Fixed prop list sub-category bottom margin
  • Fixed Props without CVRSpawnable being impossible to destroy (wrapper & primitives never unloaded)
  • Fixed PuppetMaster _initialAvatarHeight being incorrect when remote user was at an angle
  • Fixed RawLookVector being clamped on Y axis
    • This fixes Look Y entry on CVRParameterStream
  • Fixed RCC AudioMixerGroup being set to worldSfx when component was not on same object as Spawnable component
  • Fixed running animations in FBT while swimming disabling leg IK when standing still
  • Fixed search cursor being forced to the beginning of the field
  • Fixed seated play breaking between Avatar switches
  • Fixed several Viseme issues
  • Fixed sitting in a chair from another chair to keep you in a falling state
  • Fixed some gestures not working when using quest controllers in OpenXR
  • Fixed spamming Enter on the game start breaking the game
  • Fixed search refresh button
  • Fixed Tracker line renderers getting stuck when tracker exited MaxTrackerDistance
  • Fixed tracking point visibility not being updated on tracking point connect/disconnect
  • Fixed TrackingModules, InputModules, and VR camera position not being updated prior to avatar - reinitialization
  • Fixed Unity UI Scroll views going beyond their max limit
  • Fixed universal calibration resaving calibration data every avatar switch
  • Fixed Video Player pausing with audio becoming desynced
  • Fixed VR Switching in a Legacy world incorrectly shader replacing ALL remote Avatars & Props
  • Fixed VRIKRootController incurring a slight drift along local Y axis when the player rotated
  • Fixed VRIKRootController when there were no hips/feet trackers
  • Fixed world anchored Quick Menu not respecting MinimumMenuTilt
  • Fixed world scrolling making worlds disappear
  • Fixed _initialAvatarHeight being incorrect when loading an avatar while upside down
  • Ignore alpha channel on lag-less screenshot method
  • Prevent being able to spawn invalid sync precision props
  • Removed period from "cannot spawn prop" notification
  • Removed the requirement of rigid bodies in movement parents
  • Rewrote Focus Attenuation
  • Use movement parent deltas from new player controller

Along with this update, CCK 3.8 will release tomorrow.
Wizard101 - KyleIceW


Do you have what it takes to ace the ghastly test that awaits you? Wizards level 10 and above can showcase their spell-slinging skills as they claw their way to the top of the Death Deckathalon Tower. With no bonuses from your gear, level, or the ability to use regular trained spells, it’ll just be up to you, your treasure cards, and a well-crafted strategy to fight your way through 30 floors of frightful enemies. Those who manage to reach the top will be challenged by Dworgyn himself!

Each Wizard will gain three entries into the Death Deckathalon per day. Upon entry, you’ll be able to climb the tower as high as you can until you’re defeated or run out of treasure cards. Once you run out of entries, you’ll need to wait for the next day to claim more.

As you battle to the top of the tower, you’ll have the opportunity to purchase crafting recipes that may help you on your journey to becoming a top Deckathlete. After all, only the most dedicated Wizards will rise to the top of the leaderboard! High ranking Deckathletes can earn unique badges and trophies for their achievements.

Defeating monsters in the Deckathalon and using treasure cards in battle will contribute points to your individual progress bar. Accumulating enough points can reap great rewards such as the all-powerful Hands of Fate weapon and cute Death Class Pet!

Check out the official Events Calendar for updates.
Command & Conquer™ Remastered Collection - Electronic Arts
Dear C&C Community,

It’s been a few years since I had the opportunity to reach out and engage with you directly. I’ve truly missed that. I hope you have all stayed safe, healthy, and positive since my last post in September of 2020.

I realize many of you have been wondering about the status of Command & Conquer over the past several years. After the launch of the first C&C Remastered Collection, I told our Community Council I would continue to try and find opportunities to support the C&C community and franchise wherever possible. With that in mind, I do have an announcement we think the entire C&C Community can get excited about. The C&C Ultimate Collection is now live on Steam!

https://store.steampowered.com/bundle/39394/Command__Conquer_The_Ultimate_Collection/

How did this come to happen? Well, a while back I heard some team members at EA had the desire to launch some of our classic titles on Steam. After hearing about this initiative, several of us proposed we include the C&C Ultimate Collection. We knew this has been a request of the C&C community for over a decade, and has been an equal goal of us passionate C&C folks around the company. As such, a dedicated strike team here at EA has been pushing to make this a reality - but we knew we couldn't do it alone. So in the spirit of our community collaboration from the Remastered Collection, we reached out to a small group of the C&C Community to understand how we could best deliver the Ultimate Collection on Steam.

The feedback and collaboration has once again been invaluable. With improvements like better compatibility for modern operating systems and additional supported languages for both the Steam and EA App versions, we believe this is the best release of the Ultimate Collection to date.
Alongside the launch of the Ultimate Collection on Steam, we are also excited to announce the release of the beloved map editors FinalSun and FinalAlert 2 under the GPL version 3.0 license, which can also be launched directly from the Steam version of Tiberian Sun and Red Alert 2. Now over 20 years since their initial release, original creator Matthias Wagner has generously repackaged these classic editors into a more compatible version for 2024. This was achievable thanks to the technical collaboration with Luke "CCHyper" Feenan, and the kindness of Olaf van der Spek, who has graciously released his XCC Library under the GPL 3.0 license as part of this effort. We cannot thank Matthias, Luke, and Olaf enough for making this a reality for the C&C community, and are eager to see where the tools and content creation go from here.

A huge thank you to the community playtesters who helped provide feedback on this version of the Ultimate Collection, and the organizations of CnCNet, W3DHub, and C&C Online for continuing to support these classic titles. We hope you all enjoy these improvements to the C&C Ultimate Collection - available today on Steam.

Until next time.

Cheers,
Jim Vessella
Mortal Kombat 1 - chris.azar
The realms will soon know peace... or his version of it anyway. John Cena brings the charisma
to Peacemaker and is available for purchase now. #MK1

Click here to watch the full trailer


Join the Kommunity:
Orc Survivor - TitanCrestGames
This is a small update to fix a few things from the latest release.
  • The Palace is more difficult to complete than intended. To fix this, the final boss has had its health reduced, and the number of minions it spawns is reduced as well. The final boss sequence is also now set-up as optional - the Palace will be marked as completed for purposes of Quests if you survive the 20 minutes, even if the final boss was not killed.
  • Make treasure chests move out of walls, if they spawned there. This issue was made more apparent by the larger walls of the Palace. This fix makes it so you'll always be able to access a chest that drop.
  • Adjust the Bandages and Magnet to be more powerful. These were nerfed as a side effect of switching from multiplicative to additive scaling, which wasn't the intention.
  • Fix a bug where the end round timer was sometimes over 20 minutes.
  • Fix a bug with Phoenixes were there was way more spawning than intended. An extra phoenix was getting spawned every time a phoenix egg hatched.
  • Fix the rotation of a chunk in the underground that accidentally got spun around.
  • Fix the damage of the roman candle weapon. It's damage was accidentally set to low after the most recent balance pass.
  • Fix a bug where Javelin bonus damage was getting added multiple times when it should not have been, when multiple Javelins all hit at once.
Thanks for playing Orc Survivor!
TitanCrestGames



Mar 7, 2024
Battle Tea Playtest - Anti
Sorry for not updating the game in a while. I've been doing a last patch for b1.4 with some enhancements and QoL features :)
After this I'll start making b1.5.

Changelog
  • Added special effect when an already used word is used.
  • Added `Training` and `Arena` main menu options as stub.
  • Added dynamic resolution support.
  • Both `Settings` and `Manage Packs` menus received an overhaul and may get new improvements in the future.
    • Added `Developer Mode` setting which allows you to enable the Debug Mode.
    • Added `Header Deco` settings to change how the top banner is displayed.
    • Improved general UX.
    • Moved choosing default packs to the manage content menu.
  • Added new lobby visibility options:
    • Changed `Public Lobby` check box for a toggler with 3 options: Private, Friends Only and Public.
    • Added a new option to disable non hosts to create invite links or invite other players. (Probably this doesn't work for all the cases anyways)
    • Moved the game mode selection toggler to the first section of the lobby settings.
  • Added new directories to game's path: `screenshots`, `modes`
  • Improved the quitting procedure of the game
  • Improved log verbosity.
  • Improved feedback when taking a screenshot, now it displays a white flash.
  • Remade settings system, avoiding future crashes. Your current settings will be lost when you update probably :P
  • Remade logging system to improve performance.
  • Fix: Folder `.tempdata` from the game's path was not removed upon quitting the game
  • Fix: Transitions were not working as expected during splash screen when the `Screen Transitions` setting is disabled
  • Fix: Under certain circumstances, the game won't be displayed on the taskbar after starting it until you interact with it.
  • Fix: Lobby settings could be modified during countdown, potentially leading into crashes.
  • Fix: Crash related to pack reading within the lobby
  • Fix: Logs from crashed runs were not copied to its respective folder.
  • Removed subtitle system. In the main menu under your username it only displays "Player"
  • Now Developer Mode is required to enable debug mode
  • Now debug mode allows you to start solo games again like in past versions

I hope you enjoy these new features and improvements ^^
Happy battling!
Lost Life : Origins [Act-I, Act-II] - AkioKami
🚨 Progress Report. 🚨
📈 Lost Life Origins Progress (23.12.23-07.03.24) 📆
(Steam - v15)
▪ Unreal Engine 5.3.2
🛠 Update to Unreal Engine 5.3.2
🛠 Many small bug fixes.
🛠 UI/HUD improvements and fixes.
🛠 Ice World 01 HDRI fix.
🛠 Ice World 01 Collision Fix.
🛠 Achievement UI prototype. (Even though I made progress on the achievement system, I decided to scrap it for now and focus on other tasks.)
🛠 Some translation errors fixes.
🛠 Act 3 test location.
🛠 Weapon hit indicator.
🛠 AI improvements.
🛠 Some voice lines were attached to wrong sound volume sliders.
🛠 Mansion secret door button moved to a table drawer because many players couldn't find it behind the painting.
‼ There were a lot more changes, but I forgot to document some of them...

📋 Next on the list :
▪ Bug fix, quality improvements...
▪ Act 3.

‼ I apologize for lack of updates in past months. There were some stability issues that cause constant crashes and made the game unplayable. Now looks like that bug is fixed.
‼ In past months, I've been thinking a lot about the future of the project, story, concept of act 3 and game in general.
One of possible directions of the game will be adding multiplayer with survival co-op mode that will expand the world and lore of the game.
Act 1 and 2 is pretty big but with act 3 planned to be 4 times bigger with even more unique monsters. So, exploring it in co-op mode may give a really interesting online experience, while I work on new story elements for single player mode.

‼ Feel free to share your thoughts/ideas in comments, on discord or my Saturday GameDev live streams on YouTube.

And as always, thank you all for your support! 🙇‍♂️
...