The Full Disclosure Release is Phobies’ biggest update yet. We are releasing 13 new Phobies and introducing 8 new unique abilities that will surely add countless new ways to strategize your turns. Plus, there’ll be an entirely new haunting environment with hints that Ancient Alien Phobies did exist! So, expect 5 new maps that will add more unique strategies to uncover.
That’s not all, there will be 5 new stress worlds to discover that are chock full of fresh rewards and 5 new exclusive Phobies to unlock with it!
Full Disclosure will also introduce premium benefits via monthly and yearly subscription, specially crafted to meet the needs of our hardcore players.
Wait, there’s more! Backed by popular demand, we’re adding a second, even better Starter Pack!
So, what are you waiting for? Update your game now and don’t forget to bind your account to a valid email address!
It's been a while, so I thought I'd release an update on development for anyone following the project. This post will cover what's planned, what's to come, and what will be of the Alpha from now on.
The Alpha's Future
So in the previous post back in January announcing the launch of the Alpha, I mentioned that the Alpha will receive an update, and then be taken down after a month. Well, there hasn't been any updates, and the Alpha is still up. So why is that?
After a month went by, I realized that there really wasn't much of a point to take down the Alpha. In it's state, it serves as a great demo of the project. In addition, due it using peer-to-peer networking for multiplayer, there isn't any upkeep, and therefore no need to keep focusing any money or resources into it. Therefore I didn't really see a point in taking it down, especially since the number of player with access keeps going up, and feedback still comes in from new players. Therefore, to keep initial feedback coming, and to bring in some players who may be interested in the project, I decided to keep it up.
However, for those that's seen the Trello board you may have noticed that "Migrating to C++" is a planned feature. Currently the game relies on Unreal Engine's Blueprints to run everything, which is fine for simplicity, but it's slow. These effects have started to show up as players get more complex, as desync and hit-reg issues have already started to appear. C++ will mitigate a lot of these issues and make development easier on my end as well, so I've been avoiding adding new features until these core components have been migrated. Hence, since this is a big task, there will be no future updates to Alpha, and everything will be released all at once at the launch of Beta.
What the Beta will bring
Aside from the aforementioned C++ mitigation, the plan is to make the Beta as close to the final product as possible, apart from say additional weapons/maps. Here's what to expect:
Strategy Zone Changes
Currently the only big issue with Strategy mode is the terminal. It's ugly, buggy, and confusing. As a result, it's getting a rework. This will include using an updated font to look more like a terminal, an improved model, a UI for allocating energy to the miners, and making the hacking process less convoluted. Below, you can find a screenshot of the screen to configure the crypto miners:
In addition, we reworked how the terminal handles input, so it should fix any issues of players getting stuck inside the terminal and allow for future controller support.
A Strategy "Action" Mode
Deathmatch will be introduced with the launch of Beta, starting the chain of "Action" sub-modes. The difference between Action modes and other modes is that the two "strategy" and "action" phases take place at the same time. One player stays back to gather resources and hack the opponent, while everyone else on the team has to complete an objective, using the mined gold to improve their loadout. Currently, we plan on getting Deathmatch ready, but other modes such as Domination and Hardpoint, as well as modes for the traditional "passive" modes are planned. I'm not too sure how many modes we'll have for beta, so more information will come regarding this.
Vaultheist
The second big gamemode of the game will also be launching with the Beta. More details on that mode to come as it nears completion.
Client Improvements
The beta will include dedicated servers and matchmaking, which should improve desync and hit-reg issues from the Alpha on top of the C++ mitigation. In addition, many client improvements such as a text-chat and voice chat are planned, as well as improved UI and controller support is planned.
We are also planning on improving the characters, as they feel out of place, including a character-creator as well. Not a lot has been officially mapped out, but this should hopefully ship during the beta.
That's it! I do hope to post more development updates and get the community involved with development, so if you're interested, feel free to join the discord and say hi!
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In this update I've added new optimizations to allow Sneak Thief to run on more systems at 60 fps. Any system with a modern GPU should now be able to run Sneak Thief at high settings averaging 60 fps. Older GPUs/Systems will now be able to support the game as well. Essentially the performance of the game should no longer be an issue! (So long as you have a modern computer with dedicated graphics)
So whats new? -Added Dynamic Resolution -Added Support for Nvidia DLSS -Moved some lights from real-time to baked to decrease gpu overhead - Switched from C# JIT Compiler to IL2CPP, meaning instead of running in the mono VM the game is directly compiled to machine code. Decreasing the size of the game on disk and increasing the performance of the game.
I know most of these features should have been available on launch however with the time it took to get 1.0 out I felt pressured to release it. With any new update comes the potential for more bugs so please report any issues and I will have them fixed ASAP.
Descent: Legends of the Dark - Fantasy Flight Games
- Improvements to the Crafthall: The ability to view currently equipped weapon parts, and the ability to immediately equip a crafted weapon part. - Selecting an enemy portrait during its spawn message will recenter the camera on its spawn location. - Fixed various issues related to obtaining items - New language content added. - Various other bug fixes and improvements.
Greetings Neo Earthers! I'm happy to announce that this Summer's first update is a fruitful one, in 1.4.0 you will find -
Three new enemy types:
Grayling Sniper - Not content to pester us with their bullet-shielded infantry and floating gun platforms, the Graylings have deployed sniper weaponry to target us from afar.
Red Heavy - The twisted mutant hybrid monstrosities know as 'Reds' have evolved a new form armed with heavy weaponry, grafting metal and flesh together to create a living weapon that is a thorn in the side of our ground units.
Flak Spider - Slow moving but heavily armed anti-aircraft gun platforms that should make any commander think twice about relying too much on air power alone to win the day.
Environment art:
New style trees and tile seam fixes applied to mountain levels
Comms Base human structure added
Supply Base human structure added
Bugfixes:
Fixed scaling error with 'Red' sprite
Fixed some enemies doing incorrect damage scores vs. human structures
Fixed false defeat condition sometimes triggered by accumulating losses between missions
Fixed phase not cycling on second mission played after quitting previous mission
Fixed tooltip backgrounds remaining on start of enemy turn
If you've ever felt overwhelmed keeping up with crime in Freemont, this update is for you!
This update adds a new policy called "Autonomy" that allows units to automatically respond to most calls on their own. Typically, the unit closest to the crime will respond within a few seconds of the call coming in from dispatch.
If enabled, the policy has multiple settings to allow you to determine from how far away units should try to automatically respond.
Units will NOT automatically respond to raids, investigations, car chases, dragnets, or any call requiring the responding unit to have a certain skill level.
Once a unit has been dispatched to a call, whether automatically or by the player, the call will no longer continue to request a unit response, even if the player calls the unit away from the crime to go do something else.
By default, only traffic units are set to respond automatically, but you can configure Autonomy any way you like for all divisions from the Policies menu.
Other Changes
Public Service Announcement perk now affects crime waves already in progress. If a crime wave is already happening when the perk is activated, the crime wave has its duration reduced. (The previous system only reduced the duration of the crime wave if the perk was activated before the crime wave hit.)
Reduced penalty for having crowds present at burglary and homicide investigations.
Fixed a bug that caused homicide and burglary crowds to deduct Enforcement points before the crowd had even spawned when restoring a saved game where burglaries or homicides were active.
Fixed a bug that could cause crowd members to be restored with the wrong combat system data.
Fixed an issue that would cause gang member icons to display as white rather than their appropriate gang color.
Fixed a bug that could cause lovers to get stuck in the game after completing the Bondage Cuffs call.
Fixed an issue that caused homicides to be reported too many times. At most, a homicide should now only be reported as suspicious activity, and then once more as a murder scene.
Added: System message if Construction placement failed somehow Added: Configurable Max Construction Limit to ConstructionDB (0=not limited) Added: Max limit of each type of stash is 2 per player Added: Construction placement is blocked around every campfire in the area of a 20m circle Added: Destroy Construction now possible via Interaction Radial menu. Construction permanently removed from the world (stashes gonna drop stored items to the ground if has anything left) Updated: Stash slots. Slots have been increased to 8-20, depending on the type of stash. Fixed: Rare crash caused by pending packet handler Fixed: Chat visibility while photo mode active Fixed: Nightvision buff removal issue when character died Fixed: Bag Slot replication issue