We're proud to announce that Helicopter Flight Simulator is now available on Steam for Windows PC and Mac!
Become a rescuer with your own helicopter. Prevent dangerous situations in the city: evacuate people and fight fires. Fly different models of rescue helicopters and become a professional pilot. The citizens need your help!
A new functionality highly demanded by the community is finally here: Leaning. You will now be able to lean in order to observe undetected or shoot in better defensif positions... This addition will offer new ways to aproch situations.
Second point. Instability while aiming with sniper scopes has been completly tweaked and enhanced. It now reflects common FPS industry standards. -Position influence: Crouche,prone or standing will influence your aiming capacities. -Holding breath will stabalize your aim.
[CHANGELOG] - Add: Lean left / right position (Defaut keys: Q/E) - Tweak: Moon light to all maps - Tweak: AI soldiers shoot behavior - Tweak: Sniper scope sway - Tweak: Defaut key - Melee attack (U) - Fix: Quick order move to doesn't work with drone - Fix: Some objects culling (Conira Castle)
We're proud to announce that Helicopter Flight Simulator is now available on Steam for Windows PC and Mac!
Become a rescuer with your own helicopter. Prevent dangerous situations in the city: evacuate people and fight fires. Fly different models of rescue helicopters and become a professional pilot. The citizens need your help!
We're proud to announce that Helicopter Flight Simulator is now available on Steam for Windows PC and Mac!
Become a rescuer with your own helicopter. Prevent dangerous situations in the city: evacuate people and fight fires. Fly different models of rescue helicopters and become a professional pilot. The citizens need your help!
Heading into some fine tuning with this update. We're working at a balance to PVP patch but in the mean time, here are a bundle of quality of life changes. We have our XBOX Multiplayer Official Network launch coming soon! Thanks for your support, and make sure to keep the feedback coming!
Added Turkish Language
Adjustments Structures may no longer be placed within 8 tiles of a Ruins block. Previously placed blocks will not be affected. Players will no longer be able to carry items when traveling to the Creature Museum through the portal. Changed behavior of auto turret defenses and plant defense on Fury servers during peace time. Ice Elementals and Mummys are not longer pushed back by magic effects. Increased voltage from generators from 400 to 600 allowing for 1 generator to power 6 turrets now. Increased damage of rocket launcher using enchanted ammo towards steel structures by 100%. Increased amount of gunpowder from crafting by 3 fold. Increase amount of Simple Bullet, Advanced Rifle Bullet, and Advanced Sniper Bullet from crafting by 2 fold. Amount of Simple Shotgun Ammo from crafting has been increased by 3 fold. Enchanted bullets require simple bullets and magic crstals to craft. Enchanted rockets require rockets and magical crystals to craft. Enchanted shotgun ammo require simple shotgun ammo and magic crystals to craft. Optimized oil slime box's production rate and inventory capacity. Currently: 1 Slime box will output 1 oil every 8 minutes, 2 boxes will output 1 oil every 4 minutes, 3 boxes will output 1 oil every 2 minutes, 4 boxes will output 1 oil every 1 minute. Maximum inventory space of slimes have been increased by 40 units. Optimized Goblin Trading Center's material costs. -Originally 40 bones for 1 iron ingot, adjusted to 64 fibers and 16 furs. -Originally 40 bones for 1 sharp crystal, adjusted to 16 bones. -Originally 40 bones for 1 Quartz, adjusted to 12 bones. -Originally 40 bones for 1 sulfur, adjusted to 5 bones. Optimized Electrolytic Tank's material costs, inventory limit, and conversion time. -Originally 50 stones and 50 clay, adjusted to 40 clay converts to 1 bronze ingot. -Originally 50 stone and 50 clay, adjusted to 40 stone for 1 iron ingot. -Originally 50 stones and 50 clay, adjusted to 40 magic dirt for 1 silver ingot. -Originally 50 stones and 50 clay, adjusted to 40 flash rock for 1 gold ingot. Inventory capacity has been increased by 40 units. Conversion time has been decreased from 15 minutes to 5 minutes. Goblin Trade Center no longer offers 3 wood exchange for 1 bronze ingot. Adjusted to require 24 wood for 1 bronze ingot.
Fixes Fixed natural death or console suicide death being able to see through terrain on respawn. Fixed players taking too much fall damage. Fixed issue with Creature Museum portal causing players to be stuck in the mesh after transfer. Fixed Tribe Management journal not being able to log tribe member kills by players not affilaited with any tribe Fixed an issue with crafting Digital Controller Fixed an issue with Elemental Magic Shield from beacon drops not being able to be used Fixed an issue with Icicle Dragon not being able to be tamed with Magic Sleepy Arrow Fixed an issue with water not being able to irrigate plants in the crop plots Fixed Trapa's poison effect Fixed the localization for Electrolytic Tank's description Fixed the localization for Alchemy Stove's description Fixed the texture for Magic Block when held in hand Fixed the models for Nepenthes's second stage and final stage
Immortal Soul: Black Survival - BlackSurvivalGlobal
From May 9th, an enormous amount of new features and systems have been updated into the game for players to enjoy! Players will now able to experience our game with our new features; such as Daily and Weekly Quests, Live2D animated motion on characters in-game, newly introduced Tech Lab and Research Center!
The Tech Lab consists of Mystery PC, Mileage Shop and Credit Shop which enables players to obtain a bunch of limited skins! This includes; Live2D Butler Alex, Maid Adriana, Ao Dai Mai, and other Live2D character skins. Players can also get decorative items to decorate their personal Research Lab space in the UI Lobby or interchange the background with a variety of themes depending on player’s preferences.
Daily and Weekly Quests are the newly added feature in the game, where players can have the sense of accomplishment daily/weekly and earn a splendid amount of BPs that can be used to draw out Aptitudes, Supply boxes, Gold Coins, Booster Items, Gems and even Access Codes for Mystery PC!
We sincerely would love to express our thanks to everyone who’s playing Black Survival or those who will be their first time to experience our game! We hope you enjoy our new feature as much as we enjoyed creating it!
We have been working with Code Mystics in the weeks following this release to improve the gameplay experience for all of our fans, and now that we have squashed most of the small bugs and double-checked that everything is working as intended we wanted to give a quick breakdown on two of most important additions to the game!
Rollback Netcode
One of the first major improvements to the game was made shortly after release with Code Mystics implementing a new type of rollback netcode into the game. We have been monitoring feedback and bug reports to make sure it is stable and are now confident that it is working as we hoped. This new netcode option should improve the online experience for a lot of players. We also put together a quick guide on what this means for the experience and how it is implemented in this game specifically:
What is Rollback?
When you have a connection with high ping, under older netcode, your inputs would be delayed until your opponent's inputs for that same frame are received. With Rollback, your inputs can be accepted instantaneously, without waiting for your opponent's inputs to arrive. When your opponent's actions do arrive, their character will sync with the action they had earlier set in progress. (With Rollback, you may not see the first few frames of an opponent's new action, because it will already be in-progress by the time it reaches you. These skipped frames are called Rollback Frames or "teleporting".)
How to Use Rollback:
On the Room screen, prior to entering your match, you will see a white bar graph showing how many frames of delay to expect because of your connection's ping. You can then choose how many of those frames you wish to allocate to Input Delay vs. Rollback. Move the marker to the right for more Input Delay for your character and less Rollback Frames (teleporting) for your opponent. Move the bar left for less Input Delay for your character and more Rollback Frames for your opponent.
You may also choose what to do if the connection becomes better than the number of Input Delay frames you have allowed. If you set the "Min Input Delay" option to "Variable", the Input Delay will become less than your setting if the connection gets better. If you set "Min Input Delay" to "Fixed", the Input Delay will stay at the value you set even if the connection gets better. You may wish to use the "Fixed" setting to ensure that you get a predictable number of Input Delay frames regardless of what kind of connection you have.
Note: each time you enter a new Room, it will reset to the default Rollback options that you set in "System Options" under the "Min Input Delay" and "Max Input Delay" settings. Use the "System Options" menu to change these defaults.
Chinese UI Localization
We noticed there were a number of requests for Chinese language localization as well, so we worked with Code Mystics to have this implemented in this latest build. Please note that this only covers the new front-end UI made for this release. The in-game language will still only support English, Japanese, Portuguese, or Spanish as those are the only languages in the AES ROM.
There have been a variety of other bug fixes over the last few weeks as well, and we will continue to work with Code Mystics to improve the experience. We appreciate everyone's support and patience, and hope that you will continue to work with us to improve the experience going forward.
Sadly, about one year after the release of the game, I would like to announce the end of this project.
Thank you to all who bought the game. Thanks to all who gave encouraging feedback, and of course thanks to those of you who were very critical.
I have to admit that this game did not achieve it's direct objective, and that's why I decided to close it. Building a game with 0% pre-designed animations and 100% procedural character behavior, computed at run time, was not as trivial as I initially hoped it would be.
Despite all that one and a half years after starting to work on this project I am convinced that the goal of creating a game where the characters are controlled like robots with their behavior being computed at run time instead of pre designed in static animations is absolutely realistic and achievable. Even though this particular game did not quite get there, it initiated the foundation of character manipulation framework, capable to handle this task as of today.
Why then I don't update the game right now you may ask? The thing is that the changes to not only the underlying framework, but also the paradigm how it's used and applied, are so significant, so that rewriting it would be more like writing a new game. I wish I had the answers I have now, a year ago. So the most logical decision at this point is to close this game and start new project.
If you have purchased it you can still play it, there will be no limitations of any kind.
And once again I want to emphasize that by playing the game, and giving your feedback you helped for the creation of new character manipulation framework that will demonstrate it's capabilities in new products, very soon.