Hello Wild Ones,
We will be performing a live update at 03:00 AM PT on October 23. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game.
Valiants
Norman:
Adjusted the significant damage reduction of the Ultimate ability. The damage reduction effect now decays over the duration of the ability.
Marquez:
Reduced the damage frequency of the Tactical ability's poison gas by 23%.
Ryan:
During the Ultimate ability, added an 18% damage reduction effect against all damage types.
Akaihime:
Removed the immunity to certain explosive damage types during the Signature ability..
Weapons
Assault Rifles:
Adjusted the recoil for the NK47 and AS-VAL, reducing the frequency and magnitude of horizontal recoil deviation.
Submachine Guns (SMG):
Increased the magazine capacity for all SMGs except the DMP.
Reduced the maximum spread (both hip-fire and aimed) for the PPsh and M10.
Increased the base damage of the PS-29 by 2 points and increased its initial damage fall-off distance by 2 meters.
Shotguns:
Increased the damage fall-off distance for shotgun slugs.
Sniper Rifles:
Reduced the reload time for the Hunter's Crossbow.
Designated Marksman Rifles (DMR):
Reduced the base vertical recoil for the DSV from 3.5 to 2.
BOT
Moderately slowed down the BOT' return-to-battlefield rhythm.
Custom Matches
The reward output ratio for Custom Matches has been increased to 100%.
Gameplay
Optimized the control point location in Area A for the VESKA Outpost - Onslaught game mode.
Fixed an issue where using the Valiant Crock could not progress the Battle Pass mission requiring skill usage.
Combat Cat Studio
Changes in level 324 (Dream Park with balls):
Some balls, including one required, have been moved to the activation room. Now, activating one ball is enough to open the passage to the second area (this ball is located directly in the activation room). This means that the second area can now be reached by simply pushing the required ball, which is already in the required room, without having to drag it halfway through the level.
An alternative passage has also been added that opens if you activate all the balls as before. In this case, you can take the alternative exit to the stairs, skipping the second area with the large, shape-shifting ball.
The gravity zones that assist in pushing the balls have been expanded, and the doorways have become much larger, making the process less frustrating. A hint has been added in the form of different lighting for the correct and incorrect balls in the rooms where they were originally stored. A keystroke hint for interacting with the large ball in the second area of the level has been added.
Changes in level 1229 (Cinema):
The flickering sound is now twice as quiet.
The second ticket on the floor at the entrance to the first theater has been slightly enlarged and moved to the center.
A disclaimer about shocking content has been added before the movie starts on the projector (it is also present when interacting with the projector in the third theater; this will be fixed in the next patch).
Beginning house level:
Added a key hint for interacting with the first door in Will's room.
Fixed the flickering in the house across the street.
Keys during QTEs now use only Shift, left mouse button, and right mouse button.
Other changes:
Removed the sound delay for picking up an interactive item.
The player no longer kisses the stairs.
Hey everyone!
After a short break, the Paddle Panic project is officially back in action!
We’ve been working hard behind the scenes, and by the end of this week, you’ll be able to enjoy some awesome new updates and improvements!
What’s new:
Game engine changed from Unity → Unreal Engine
New graphics options for better performance and visuals
Updated graphics, elements, and obstacles
Added Multiplayer mode (4 players)
All these features will be available in the Playtest version — so stay tuned and get ready to jump back in!
Please REINSTALL YOUR GAME BEFORE TESTING.
Thank you all for your patience and support!
Let’s make Paddle Panic better than ever!
FireAlpaca SE limited brush🖌️✨⚙️💨
Added ‘Light Blur Watercolor’!
A watercolor brush that leaves a lightly blurred stroke🖌️
*This brush is available to download only with FireAlpaca SE.
I’m developing Star Dice – a weird little roguelike where you roll dice like a slot machine 🎰🎲
Each spin gives you 9 dice in a 3x3 grid. Match patterns to score, then customize dice faces and unlock relics to create broken combos.
Core features:
* Slot machine + Dice fusion mechanics
* Dice face modification system
* 100+ relics to build insane synergies
* Branching paths and score-based progression
Would love feedback or ideas – what kind of relic/dice mechanics would YOU try in a system like this?
This patch was motivated mainly due to a bug that could wrongly make creatures disappear, but it comes with other changes implemented since the last update, from yesterday, including the removal of cinematic dialogues.
Changelog:
Bugfixes:
Creatures wrongly disappearing
Game Paused UI label and others appearing while UI was hidden
Barrier spell: after broken the icon in the action bar was highlighted as if it was still being used
Using ranged attacks while in stealth was not exiting stealth mode
Sneak attack working with Drink action and Give Drink to Fallen Companion action.
Changed the priority level of interactions of interactable objects. Loot has more priority than Talk, so you won't accidentaly talk to the companion when wanting to loot.
Cinematic dialogues removed. If you really liked them, please let me know.
Option to toggle voice acting on dialogues
Invisibility spell: increased duration
Most AoEs now have a "line of sight" validation, which means that the target only is considered if there is a line of sight between them and the epicenter of the AoE. This is to avoid hitting through walls.
Sustained cone abilities now allow the caster to keep track of the target while casting, rotating towards them.
No more seeing through trees now. Now they block line of sight in perception. Added a delay to the UI target to disappear, to avoid constantly loosing target just for having a tree crossing the line of sight.
Abilities are now canceled when the caster loose the perception of the target
I have received reports that when enemies push a player into a corner of the level, the player's attacks fail to hit.
This appears to occur when the player enter inside the enemy's collider.
While a fundamental fix for this issue seems difficult, I have implemented a simple workaround for enemies that are particularly problematic enemies.
"Smile Objects Vol.3", a beautiful 3D model pack inspired by classic European streetscapes, and "Clean City Pack", which lets you recreate realistic modern cityscapes with skyscrapers and more, are on their way!
A 10% launch discount will be available for 14 days after release, so don’t forget to add them to your wishlist!
https://store.steampowered.com/app/4093420/Smile Objects Vol.3 is a beautiful 3D model resource pack inspired by the charming streets of Europe. Cobblestone sidewalks, classic street lamps, tree-lined avenues, and elegantly decorated buildings come together to recreate a nostalgic and romantic cityscape. Enjoy sunlit café terraces during the day and enchanting scenes illuminated by streetlights and shop windows at night. With this pack, you can easily create atmospheric urban settings perfect for modern dramas, fantasy tales, mystery adventures, and more.
https://store.steampowered.com/app/4093410/Clean City Pack is a 3D model asset pack perfect for creating games set in modern urban environments. It includes a wide variety of everyday city objects such as skyscrapers, apartment buildings, roads, traffic lights, fences, street lamps, benches, and more.
The building models are modular, with parts divided by floor, allowing you to freely assemble structures of different heights and shapes. By designing the cityscape from the player's perspective, you can create a more immersive and dynamic urban setting.
With just a few adjustments, you can easily recreate the atmosphere of a bustling city. Switching between day and night lighting dramatically changes the mood of the environment. Ideal for crime investigations, school dramas, adventure games, horror, and many other genres.