Chapter 4 begins August 8 and Double Flux Weekend August 11-13!
Season 3 – Chapter 4
In Chapter 4, Grey's family and her troubled past comes to light as tragedy strikes down in the Depths. As the sole survivor and heir to her family's fortune, Vivian Grey, later leads an expedition and recruits some of the top wannabe Freelancers to seek vengeance and fortune that awaits. Read more of this incredible story in game or check the Seasons section on the website.
New Game Mode - Lights Out!
It's time to attack the darkness with the all new Lights Out mode. Hopefully you're not afraid of the dark and come up with new strategies to overcome the enemy because attacks deal additional damage when it's lights out.
At turn 4, everyone loses vision but gains Might during the night.
After 2 turns of the lights being out, lights will turn back on for 1 turn and this cycle repeats until the end of the deathmatch.
The reveal status effect is turned off in Lights Out, but the Probe catalyst still grants vision.
New Adventurer and Master Skins
New Adventurer Celeste skins and chrome/black/white theme Master skins are now available for Zuki, Titus, Garrison, Asana, and Phaedra. Great news if you already own the previous Master skin, you unlock the new skins automatically and keep the old Master skins. The previous Master skins will be available for 2 weeks and then will go in the archive which may be brought back in the future.
New Raider, Sun-kissed, and Forester variations of Adventurer Celeste
New Zuki, Titus, Garrison, Asana, and Phaedra Master skins for reaching level 20 on that Freelancer
New Loading Screens, Overcon, Emoji, Achievements
Looking for epic art while you wait? Check out 9 new loading screen backgrounds in the Collection and even more will be added in the future. The new PuP "Huh" Overcon is a real treat you get just for logging in during Chapter 4. Complete the Chapter 4 Missions to unlock the fantastic Brynn "Facepalm" Emoji, because sometimes we could all use a palm to the face! New achievements are also now available for all Freelancers #4 ability and the free rotation has been increased to 7 Freelancers!
New loading screens for 9 Freelancers in the Collection
New PuP "Huh" overcon for logging in
New Brynn "Facepalm" Emoji for completing Chapter 4 missions
Extra free rotation slot has been added, now includes 7 Freelancers
Korean Language Available in Settings
Experience Atlas Reactor in Korean with the BETA option available. Players can change their language options in game by selecting the Main Menu gear icon in the top right corner in game.
Main Menu > Options > Language
The default option, Glyph Launcher Settings, will launch the game in the same language as your Glyph client language settings. After choosing a language, restart the client to load the specified language.
There are many language options to choose from and please note that some languages are in BETA, which means they may not be 100% translated yet. You can also help out by joining the translation project on Crowdin, new contributors are always welcome! https://crowdin.com/project/atlas-reactor
Double Flux Weekend August 11 – August 13
Enjoy Double Flux this upcoming weekend from August 11-13 to celebrate Chapter 4! Play matches and earn Flux with every match. Flux currency is earned through playing games and can be used on to buy Freelancers, Lancer Enhancers, Emojis, Banners, Titles, Master Skins, and more!
With this new update v1.0.10 we have included a new option to select the difficulty level of the game. By default, the game is set to "Normal", which is a bit more intense than the old default mode. You can also select "Easy" for a more accessible experience, of "Hard" if you're looking for fast action.
We have also tweaked the ball behavior and added a permanent trail, in order to better keep track of the ball in some situations.
For now, and due to some issues, all these recent updates are available for Windows only.
With this new update v1.0.10 we have included a new option to select the difficulty level of the game. By default, the game is set to "Normal", which is a bit more intense than the old default mode. You can also select "Easy" for a more accessible experience, of "Hard" if you're looking for fast action.
We have also tweaked the ball behavior and added a permanent trail, in order to better keep track of the ball in some situations.
For now, and due to some issues, all these recent updates are available for Windows only.
Two days ago was our historical day of 2017. That day, we won an unexpected award from Popcon Asia 2017. Popcon Asia is one of the biggest pop culture event in Indonesia, and this year is their first time to give an awards for game developer whose has a cool game to play. There are so many people like a group of friends, family, a dad or mom who brought their children that came and stopped by to our booth to play Orbiz. Here is some images that has been taken from our losy phone camera.
And never forget to our magnificent trophy.
Also, if you know how to understand Indonesian people talking, you might check our interview by a mainstream news media from our country on youtube by clicking the image below.
So that's all folks, for this report update. We're so glad that this game is giving us a hope again by winning an award. We promise to keep polish this game and minor bug fixes update will be coming soon. Don't forget to check or follow our social media for the future update.
Two days ago was our historical day of 2017. That day, we won an unexpected award from Popcon Asia 2017. Popcon Asia is one of the biggest pop culture event in Indonesia, and this year is their first time to give an awards for game developer whose has a cool game to play. There are so many people like a group of friends, family, a dad or mom who brought their children that came and stopped by to our booth to play Orbiz. Here is some images that has been taken from our losy phone camera.
And never forget to our magnificent trophy.
Also, if you know how to understand Indonesian people talking, you might check our interview by a mainstream news media from our country on youtube by clicking the image below.
So that's all folks, for this report update. We're so glad that this game is giving us a hope again by winning an award. We promise to keep polish this game and minor bug fixes update will be coming soon. Don't forget to check or follow our social media for the future update.
I've been working on the endless mode recently, trying to get some good gameplay out of it. As a reminder, the endless mode is all about defending your dungeon against incoming waves of attackers, trying to survive for as long as possible. The conquering aspect of KeeperRL is completely removed in this mode, and there is no victory condition. (if you are wondering how this will work with the recent progression changes, you will get mana rewards for resisting each attack wave).
The rates and the difficulty curve of the attackers will be very similar across games, in order to give a consistent experience, and to make different runs comparable for the sake of highscores. I don't want to have to define every single attack wave by hand though, and I also want them to be randomized a bit, so I have to come up with a way to scale the difficulties of monsters automatically. The game doesn't know how to compare the difficulty of creatures though, for example is a level 35 dragon more dangerous than 15 dwarves, level 20 each? I think the only way to tell is to simulate attacks with AI controlling both sides, but it's not an easy task.
For now I've been playing around with scripted attacks, for example every 1000 turns, alternating between bandits and ants, and every wave is 4 levels more experienced than the previous. With the recent addition of full control mode, I came up with a simple tactic of trapping the enemies at the end of a corridor, with 3 of my minions fighting one enemy at a time, and a few healer minions supporting them from the second line.
It became really obvious that the enemies need better attack patterns. The simplest solution was the blast spell, and the AI will now try use it to push your minions away and advance through the choke point. My second idea was to give ants their natural capability: digging. Up to this point the enemies couldn't breach the structure of your dungeon. It was time to change it. :)
This new mechanic comes with obvious balance challenges, as we wouldn't want ants to be able to dig out a whole side of your dungeon. I came up with the following rules: they will only dig when it creates a significant shortcut to their target, and will mostly avoid digging through reinforced walls. They will also try to dig around choke points.
Having taught the AI how to dig, I realized it could also be a solution to another problem: sealed dungeons. At this point the "fill up tunnel" order is very limited: you can't place more than one at a time, and you can't cut off an empty area. The reason for this was that the game wouldn't be able to deal with a completely sealed- off dungeon, and you could survive indefinitely, which would especially break the endless mode.
The problem is that, due to a bug, it's still possible to trick the "fill up tunnel" order into sealing off the dungeon, and until now I didn't have a good answer to that. With AI being able to dig, I gave that ability to all enemies, but with the exception of ants, only if there is no other way to reach their target, meaning that it had been sealed off.
Just to repeat this point :), if you don't seal off your dungeon, the only ones to do any digging will be the ants, but if you do, all the enemies will happily dig through to your gold or your Keeper. On the plus side, you will be free to fill up any tiles you want.
I've been working on the endless mode recently, trying to get some good gameplay out of it. As a reminder, the endless mode is all about defending your dungeon against incoming waves of attackers, trying to survive for as long as possible. The conquering aspect of KeeperRL is completely removed in this mode, and there is no victory condition. (if you are wondering how this will work with the recent progression changes, you will get mana rewards for resisting each attack wave).
The rates and the difficulty curve of the attackers will be very similar across games, in order to give a consistent experience, and to make different runs comparable for the sake of highscores. I don't want to have to define every single attack wave by hand though, and I also want them to be randomized a bit, so I have to come up with a way to scale the difficulties of monsters automatically. The game doesn't know how to compare the difficulty of creatures though, for example is a level 35 dragon more dangerous than 15 dwarves, level 20 each? I think the only way to tell is to simulate attacks with AI controlling both sides, but it's not an easy task.
For now I've been playing around with scripted attacks, for example every 1000 turns, alternating between bandits and ants, and every wave is 4 levels more experienced than the previous. With the recent addition of full control mode, I came up with a simple tactic of trapping the enemies at the end of a corridor, with 3 of my minions fighting one enemy at a time, and a few healer minions supporting them from the second line.
It became really obvious that the enemies need better attack patterns. The simplest solution was the blast spell, and the AI will now try use it to push your minions away and advance through the choke point. My second idea was to give ants their natural capability: digging. Up to this point the enemies couldn't breach the structure of your dungeon. It was time to change it. :)
This new mechanic comes with obvious balance challenges, as we wouldn't want ants to be able to dig out a whole side of your dungeon. I came up with the following rules: they will only dig when it creates a significant shortcut to their target, and will mostly avoid digging through reinforced walls. They will also try to dig around choke points.
Having taught the AI how to dig, I realized it could also be a solution to another problem: sealed dungeons. At this point the "fill up tunnel" order is very limited: you can't place more than one at a time, and you can't cut off an empty area. The reason for this was that the game wouldn't be able to deal with a completely sealed- off dungeon, and you could survive indefinitely, which would especially break the endless mode.
The problem is that, due to a bug, it's still possible to trick the "fill up tunnel" order into sealing off the dungeon, and until now I didn't have a good answer to that. With AI being able to dig, I gave that ability to all enemies, but with the exception of ants, only if there is no other way to reach their target, meaning that it had been sealed off.
Just to repeat this point :), if you don't seal off your dungeon, the only ones to do any digging will be the ants, but if you do, all the enemies will happily dig through to your gold or your Keeper. On the plus side, you will be free to fill up any tiles you want.
I think we can all agree we like bugs getting fixed as well as new content so why not have both!
-New tutorial level added for new players -New map "Battle for London" -New army added -Added an in-game notification about our discord -Added Refresh, Previous and Next to the server list -Fixed banner spawns being in correct formation -Fixed units on ships will now die at the same time the boat destroys -Fixed Towers not always doing correct damage -Increased HP of boats -Fixed unit projector on bridges -Fixed a bug that spamming unload on ships could overload the game
I think we can all agree we like bugs getting fixed as well as new content so why not have both!
-New tutorial level added for new players -New map "Battle for London" -New army added -Added an in-game notification about our discord -Added Refresh, Previous and Next to the server list -Fixed banner spawns being in correct formation -Fixed units on ships will now die at the same time the boat destroys -Fixed Towers not always doing correct damage -Increased HP of boats -Fixed unit projector on bridges -Fixed a bug that spamming unload on ships could overload the game