Feb 28, 2014
7 Days to Die - The Fun Pimp
Happy Build Day Survivalist,
We have just released Alpha 7 which I must say is our biggest update to date! The build offers a complete world visual overhaul with new smooth terrain, ground textures, plants, trees and a new lighting model. We’ve also added a stealth system with noises, smells and a rock throwing distraction system. If that wasn’t enough we’ve added a cooking/chemistry system with new and improved recipes. We’ve also added loot and crafting timers, new death/drop, spawning and joining options, a new sound mixing system, a mining helmet a flashlight bind key, some new animations and many bug fixes.

Note: With the addition of cooking and the campfire system, saves for versions prior to 7 will be incompatible. Alpha 7 will be the main build now.

Official Alpha 7 Release Notes
Feb 28, 2014
7 Days to Die - The Fun Pimp
Happy Build Day Survivalist,
We have just released Alpha 7 which I must say is our biggest update to date! The build offers a complete world visual overhaul with new smooth terrain, ground textures, plants, trees and a new lighting model. We’ve also added a stealth system with noises, smells and a rock throwing distraction system. If that wasn’t enough we’ve added a cooking/chemistry system with new and improved recipes. We’ve also added loot and crafting timers, new death/drop, spawning and joining options, a new sound mixing system, a mining helmet a flashlight bind key, some new animations and many bug fixes.

Note: With the addition of cooking and the campfire system, saves for versions prior to 7 will be incompatible. Alpha 7 will be the main build now.

Official Alpha 7 Release Notes
Line Of Defense Tactics - Tactical Advantage - dsmart
The 1.02 maintenance update is in testing and due out soon.

We will update this list as new issues are added.

What's New

  • Revised some game controls and added new ones (WIN/OSX)
    LEFT MOUSE BUTTON select unit. Also press and drag L/R to move camera MIDDLE MOUSE BUTTON rotate camera. Press and drag L/R to rotate camera RIGHT MOUSE BUTTON display Target Command Menu SPACEBAR pause game M fire missiles (space missions) G fire dual cannons (space missions)
  • Removed radial menu on drag hold. See controls revisions above. (ALL)
  • Updated several Unity3D plugins (ALL)
  • Reduced unit selection sensitivity (WIN)
  • Completely overhauled the touch gestures system. Replaced with new one which
    works way better (IOS/Android)
  • Added sensitivity slider for camera pan sensitivity to options menu (ALL)
  • Added pause icon when game is paused
  • Added new icon to options UI
  • Moved the current game build to the main menu (WIN/OSX)
  • Added AppStore restrictions for unsupported (e.g. Galaxy Note 2) devices (Android)
  • FIXED: Removed Facebook reference from help menu (ALL)
  • FIXED: The mission start screen was showing the BACK button (ALL)
  • FIXED: Could still click-through some background menus (ALL)
  • FIXED: The Unity3D joystick & controller options could still be selected though unsupported (WIN/OSX)
Line Of Defense Tactics - Tactical Advantage - dsmart
The 1.02 maintenance update is in testing and due out soon.

We will update this list as new issues are added.

What's New

  • Revised some game controls and added new ones (WIN/OSX)
    LEFT MOUSE BUTTON select unit. Also press and drag L/R to move camera MIDDLE MOUSE BUTTON rotate camera. Press and drag L/R to rotate camera RIGHT MOUSE BUTTON display Target Command Menu SPACEBAR pause game M fire missiles (space missions) G fire dual cannons (space missions)
  • Removed radial menu on drag hold. See controls revisions above. (ALL)
  • Updated several Unity3D plugins (ALL)
  • Reduced unit selection sensitivity (WIN)
  • Completely overhauled the touch gestures system. Replaced with new one which
    works way better (IOS/Android)
  • Added sensitivity slider for camera pan sensitivity to options menu (ALL)
  • Added pause icon when game is paused
  • Added new icon to options UI
  • Moved the current game build to the main menu (WIN/OSX)
  • Added AppStore restrictions for unsupported (e.g. Galaxy Note 2) devices (Android)
  • FIXED: Removed Facebook reference from help menu (ALL)
  • FIXED: The mission start screen was showing the BACK button (ALL)
  • FIXED: Could still click-through some background menus (ALL)
  • FIXED: The Unity3D joystick & controller options could still be selected though unsupported (WIN/OSX)
Community Announcements - MicroVolts Surge
<img src="http://www.microvolts.com/images/banner/2014.02.28_rt_machine_sale_home_en.jpg" width="450" height="148">

#MicroVolts is here with this great offer to help you make the most of your RT!

<b><font color="#b43333">Starting now, February 28th</font></b>, until <b><font color="#b43333">March 6th at 11:59PM EST</font></b> save RT and get <b><font color="#75a452">50% OFF</font></b> in the <b>Capsule Machine</b>!

Don't miss out on this great sale! Head over to the capsule machine before time runs out!


Find out more about this sale @ http://www.microvolts.com/news/show/1269!


#MicroVolts #Capsule #Sale #February2014
Dungeon Defenders - [TRENDYENT] LauraWantsaCow
Greetings, Defenders! This month we wanted to try something a bit different to show you how our four heroes have come face-to-face with the Old Ones’ army. Check out our first DD2 short story -- told from the point of view of everyone’s favorite Knight-in-Training -- below, and keep an eye out for teasers from one of our upcoming maps! Please note that this is a lore exploration, and the specific sequence of events could potentially change as we continue development.



The Squire woke with a start, his helmet grazing one of the metal supports as he propelled himself out of bed.

“It’s here!” His palms pressed firmly into the mattress above him and he used the leverage to bounce on the balls of his feet. “Come on, get up! It’s here!”

Read More...
Dungeon Defenders - LauraWantsaCow
Greetings, Defenders! This month we wanted to try something a bit different to show you how our four heroes have come face-to-face with the Old Ones’ army. Check out our first DD2 short story -- told from the point of view of everyone’s favorite Knight-in-Training -- below, and keep an eye out for teasers from one of our upcoming maps! Please note that this is a lore exploration, and the specific sequence of events could potentially change as we continue development.



The Squire woke with a start, his helmet grazing one of the metal supports as he propelled himself out of bed.

“It’s here!” His palms pressed firmly into the mattress above him and he used the leverage to bounce on the balls of his feet. “Come on, get up! It’s here!”

Read More...
No More Room in Hell - Riley
Hey guys, work on our next patch is wrapping up, we're planning to release it sometime next week (as early as Monday if everything is fine)

Advanced users can help check the patch for surprise bugs at this link, when the Beta Branch is open

General:
  • Levels will now follow the zombie caps set in the overlord_zombie_helper map entity
  • Zombies will no longer walk to func_safe_zones which have the InputDeactivate flag enabled
  • Zombies should now all properly freeze in place when the Extraction Cutscene starts
  • Zombies will no longer spawn in the middle of the Extraction Cutscene
  • Fixed a bug where if the last person on the team dies and the round restarts in the middle of the Extraction Cutscene, all dynamic models and props would essentially disappear in subsequent rounds
  • Tracked zombies have been redefined as zombies who have a specific spawn brush
  • Wave and func_zombie_spawn.input_zombie_spawn mapper created zombies will now count against the map-based zombie cap.
  • Disabled the tactical reload functionality for the Mac 10
  • Added nav_blocker entity
  • Added fa_jae700
  • Added nmo_junction
  • Added nms_campblood
  • Added new achievements for the two new maps
 
Sound:
  • Fixed sound errors with certain Voice Sets
  • Hooked in new ambient/tension/evac music files to Dynamic Music System
  • Added the ability to taunt zombies and other players
 
Art:
  • Updated the Winchester 1892 ironsight fire animation to be more efficient
  • Added the JAE700 Sniper Rifle
  • Added various new textures and props for junction/campblood and future maps
  • Converted older prop models to prop_static
  • Made additional visual tweaks to the zombie player models
Maps:
  • Recompiled the following maps to properly use the now functioning zombie cap values set in overlord_zombie_helper: nmo_broadway, nmo_chinatown, nmo_cabin, nms_flooded, nms_northway, nms_silence, nms_isolated, nms_ransack
  • Made minor adjustments in the garage area in nmo_chinatown
  • Added a new Objective level, Junction.
  • Added a new Survival level, Campblood.
nms_flooded
  • Blocked/closed upstairs windows (removed unused hint/skip)
  • Added tonemap controller to the level (adjusted hdr)
  • Improvements to some lighting.
  • Redid the bridge connecting the two houses
  • Removed Zone B, made the two houses fall under Zone A
  • Added some lighting.
  • Added new smoke particles to fire barrels.
  • Improved some displacements.
  • Some texture improvements.
  • Improved functionality to supply drop air_node nav.
  • Fixed broken outputs wave controller
  • Changed max zombie count to 70
  • Changed supply drop from every 5 rounds to every 3 rounds.
  • Other small improvements.
 
No More Room in Hell - Riley
Hey guys, work on our next patch is wrapping up, we're planning to release it sometime next week (as early as Monday if everything is fine)

Advanced users can help check the patch for surprise bugs at this link, when the Beta Branch is open

General:
  • Levels will now follow the zombie caps set in the overlord_zombie_helper map entity
  • Zombies will no longer walk to func_safe_zones which have the InputDeactivate flag enabled
  • Zombies should now all properly freeze in place when the Extraction Cutscene starts
  • Zombies will no longer spawn in the middle of the Extraction Cutscene
  • Fixed a bug where if the last person on the team dies and the round restarts in the middle of the Extraction Cutscene, all dynamic models and props would essentially disappear in subsequent rounds
  • Tracked zombies have been redefined as zombies who have a specific spawn brush
  • Wave and func_zombie_spawn.input_zombie_spawn mapper created zombies will now count against the map-based zombie cap.
  • Disabled the tactical reload functionality for the Mac 10
  • Added nav_blocker entity
  • Added fa_jae700
  • Added nmo_junction
  • Added nms_campblood
  • Added new achievements for the two new maps
 
Sound:
  • Fixed sound errors with certain Voice Sets
  • Hooked in new ambient/tension/evac music files to Dynamic Music System
  • Added the ability to taunt zombies and other players
 
Art:
  • Updated the Winchester 1892 ironsight fire animation to be more efficient
  • Added the JAE700 Sniper Rifle
  • Added various new textures and props for junction/campblood and future maps
  • Converted older prop models to prop_static
  • Made additional visual tweaks to the zombie player models
Maps:
  • Recompiled the following maps to properly use the now functioning zombie cap values set in overlord_zombie_helper: nmo_broadway, nmo_chinatown, nmo_cabin, nms_flooded, nms_northway, nms_silence, nms_isolated, nms_ransack
  • Made minor adjustments in the garage area in nmo_chinatown
  • Added a new Objective level, Junction.
  • Added a new Survival level, Campblood.
nms_flooded
  • Blocked/closed upstairs windows (removed unused hint/skip)
  • Added tonemap controller to the level (adjusted hdr)
  • Improvements to some lighting.
  • Redid the bridge connecting the two houses
  • Removed Zone B, made the two houses fall under Zone A
  • Added some lighting.
  • Added new smoke particles to fire barrels.
  • Improved some displacements.
  • Some texture improvements.
  • Improved functionality to supply drop air_node nav.
  • Fixed broken outputs wave controller
  • Changed max zombie count to 70
  • Changed supply drop from every 5 rounds to every 3 rounds.
  • Other small improvements.
 
Community Announcements - Rook Fell
<center><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3857/MQEL_Art_CM_WtO_Update_1.png" alt="Welcome to Opulencia!" width="500" /></center>
We have the immense pleasure of welcoming you to the beautiful kingdom of Opulencia!

So much awaits you now: from the bizarre snot pits of Count Snottingham to the Treasure Room of the terrifying Dragonificus Terribilis, you shall battle, defeat, and conquer, always with one goal in mind: LOOT!
We want to make sure you are well prepared to accomplish such feats. With our Welcome to Opulencia Updates, we will accompany you in your adventures through the kingdom of Opulencia, guiding you, advising you&hellip; and of course, rewarding you!

And we are starting right away by announcing the start of our Twitch Contest today! Stream the game, get cool stuff and perhaps even the opportunity to chat with a member of the Dev Team to give them your feedback and discuss the future of the game! All the info is down below!

In the meantime, back to our business...

CHOOSE YOUR HERO
<center><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3539/MQEL_Art_CM_Open_Beta_4_Heroes.png" alt="Heroes" width="500" /></center>

The very first action you will need to make once you step into Opulencia (besides not instantly hating Cornelius Richling) is to choose your Hero! It shall be your first one, and you know what they say about first times. You must therefore choose carefully!

We have devised a short test for you all to choose the first Hero that really fits you. The one with whom you&rsquo;ll run hand in hand with, pillaging Castles and terrifying your adversaries.

Pick up a piece a paper and a pen, we are doing it <em>old school</em>.

Answer each question with the answer that fits you the best. Careful, you have to be true to yourself! We all know these kinds of tests never forgive biased answers.

<strong>Q. The first thing you do in the morning is&hellip;</strong>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3909/runaway.png" alt="Icon 4" />&nbsp;Play some music as loud as I can, and if the neighbours aren&rsquo;t happy they&rsquo;ll have something coming for them.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3905/mage.png" alt="Icon 3" /> ZZZZZZZZZZzzzzzzzzzzzzzzzzZZZZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzZZZZZZ- WHAT?
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3901/archer.png" alt="Icon 2" /> Early foot catches the loot; I&rsquo;ll have plundered your castle before you have even opened an eye.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3897/knight.png" alt="Icon 1" /> I witness how awesome I am by looking at myself in the mirror. It never lasts more than a couple of hours or five.

<strong>Q. When facing a great danger&hellip;</strong>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3905/mage.png" alt="Icon 3" />&nbsp;Facing a great danger? Ha! I AM the great danger!
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3897/knight.png" alt="Icon 1" />&nbsp;Something&rsquo;s about to get a taste of Suzanne and Rebecca! They&rsquo;re my fists. I named them.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3909/runaway.png" alt="Icon 4" />&nbsp;Join me in a mosh pit someday, I&rsquo;ll show you what &ldquo;great danger&rdquo; means.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3901/archer.png" alt="Icon 2" />&nbsp;Jump. Duck. Aim. Shoot. It&rsquo;s really that easy.

<strong>Q. Regarding family&hellip;</strong>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3909/runaway.png" alt="Icon 4" />&nbsp;Family? That must be the only thing I&rsquo;m running away from!
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3901/archer.png" alt="Icon 2" />&nbsp;The only company I need is my falcon&rsquo;s. And still, we have our days off now and then.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3897/knight.png" alt="Icon 1" />&nbsp;Nothing is as important as family! Being far from Mother is more unbearable every day.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3905/mage.png" alt="Icon 3" />&nbsp;I outlived 5 generations of my family, does that answer your question?

<strong>Q. You&rsquo;re in bad shape and you have 2 potions left...</strong>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3901/archer.png" alt="Icon 2" />&nbsp;Take one for safety, keep the other for celebrating on my enemies&rsquo; corpses.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3905/mage.png" alt="Icon 3" />&nbsp;I&rsquo;ve had my share of trouble with Potions before, let&rsquo;s say I try to keep myself sober now.
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3909/runaway.png" alt="Icon 4" />&nbsp;Nothing like a good juice to keep the party going!
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3897/knight.png" alt="Icon 1" />&nbsp;Potions are for people that can&rsquo;t take a hit or two, no thank you!

<strong>Q. If you were to find Epic Loot...</strong>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3897/knight.png" alt="Icon 1" />&nbsp;Epic Loot!?? Where? WHERE?
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3901/archer.png" alt="Icon 2" />&nbsp;Get your hands off that Epic Loot!>
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3905/mage.png" />&nbsp;Did somebody say Epic Loot?
<img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3909/runaway.png" />&nbsp;Out of my way losers, that Epic Loot is MINE!

Congratulations on taking this test (pretty difficult, right?), now let's see your results.

Count your Castles, Crowns, Fleur-de-lis and Lightning Bolts and report yourself to the following table to see who should be your Hero:

<center><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3893/MQEL_Art_CM_WtO_Update_1_Results_EN.png" alt="Results" width="500"/></center>
Well there you have it! Opulencians, you should now be set on who your first Hero should be.&nbsp;Share your result in the comment section below!

As a reminder, the Knight, Archer and Mage are accessible for free the first time and for Blings for any additional one directly in in game. The Runaway is still in Early Access and only accessible in through the <a href="http://store.steampowered.com/app/239220/">Diamond Packs</a>&nbsp;(for now!).

Now, with each Welcome to Opulencia's Update, there will be a new Contest. Here comes the first one!

<center><a href="http://bit.ly/12Qxm3a"><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3913/MQEL_Art_CM_WtO_Twitch_Contest_550_EN.png" width="500" /></a></center>
Opulencians, it is time to Twitch!

From now and until Friday, March 7th at 12PM EST, you will be asked to show how and why your Hero is the best in Opulencia. Stream The Mighty Quest for Epic Loot for at least 30 minutes on Twitch, and you will automatically be entered in a sweepstake to win the following:
<center><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3917/MQEL_Art_CM_WtO_Twitch_Contest_Prizes_EN.png" width="500" /><a href="forums.ubi.com/showthread.php/773564-Ubisoft-policy-on-YouTube-videos#Ubisoft%20YouTube%20policy"><img src="http://s3.amazonaws.com/ubi.hqproject1.staging/photos/3997/MQEL_Art_CM_WtO_Twitch_Contest_Rules_EN.png" width="500" /></a></center>
And that's it! Every time you stream for 30 minutes, you increase your chances to win. Somebody streaming for 1 hour will have twice as many chances to win and so on, and there is no limit on how many times you can participate! We will communicate with the winner through Twitch directly and announce them via our news.

Show us how proud you are of your Hero, Opulencians!
...