Ark Hunters, it’s time to talk Valor! Get rewards in the free-to-play action shooter Defiance 2050 by completing Pursuits and making purchases in Defiance. Before Defiance 2050 launches this summer, we will announce a Valor cutoff date and after the cutoff your purchases and Pursuit score will be converted into Valor Commendations in Defiance 2050. With Valor Commendations, players can unlock some returning items from Defiance (Ex:Red VBI Infiltrator outfit) and new Valor rewards listed below.
New Valor Rewards:
8 New Outfits With Headgear
6 Vehicles (each with 2 special tints)
Inventory Slots
Loadout Slots
Boosts
XP
Scrip
Rep
Weapon XP
Titles (including both new and returning titles from Defiance)
"The Returned"
"Valorous"
"By Rarnok's Beard"
"Reloaded"
"Dauntless"
"Valiant"
DLC, Titles, and Account-based Transfers
Defiance 2050 is focused on building new core systems and being accessible to more players. Previous DLC content from Defiance will be free to all players in Defiance 2050. For Defiance players who have previously earned unique titles, such as “Old School” and “Daredevil”, they will be able to transfer those titles over to Defiance 2050 along with several others that will be announced in the future. Account based upgrades, such as character or loadout slots, will be transferable as well.
I wanna thank my Beta testers out there for helping test the game and letting me know what is not working properly. I will be ending the test this Sunday around noon so I can get the game in full release mode. I have been changing things along the way so hopefully there isn't too much I'll need to do to get the game ready for release. I'll be excited to actually have an actual release date soon to share with everyone.
Thanks again and I look forward to sharing my first Adventure/Puzzle game with the awesome Steam community.
Work over the last couple of weeks has been driving towards a refactor of the following items:
Level Design In the current release of Rockochet, levels are procedurally generated using a 2D + height terrain algorithm. While this is great for spherical objects, the time it takes for details is better done by hand. This makes cracks, wells, and interesting features much easier to do. I have completed a "Level Designer" utility that can first procedurally generate a rock, then it allows touch-ups.
Level Progression There are multiple layers in a level and the cyan colored "Ice" layer is the lowest level (3), progressing through Iron (4), methane (5), etc etc. In order to progress to a higher level, currently it is hard-coded to catch 3 of your currently level before the shield is upgraded, and the final level there is only 1 that *must* be captured. This refactor will allow an arbitrary number of stones for each level to be captured, including the final layer's stones. This goes hand-in-hand with the level designer refactoring.
Other Refactoring There are some other behind the scenes refactoring going on. Previously all the parameters of a rock were just hard-coded in a list of tuples. Now they will be stored in an external configuration file which better allows for automation in building, testing, etc.
Walter and Joe are finally back from the Pre-E3 Judge's Day presentation we had last Wednesday, and things are looking positive! We were honored and excited to see several judges actually return to play the game after hours and some even challenged each other to improve. ("I finished the level in 20 minutes!" "Okay, but I played for forty minutes, unlocked way more Memora than you and already started investing in these skills. So I can fly now." "WHAT?!?!?! I want to try that...")
On the dev side, Chris M is back from his vacation in Hawaii, and we're back to working on optimization and tightening up the levels you'll see for the Backer Alpha build. One of our awesome contract animators has also been improving our puppetmaster system for the AI, which has been leading to some really interesting environment interactions. (People tripping over crates you chuck at them in the dark is ALWAYS funny.) I believe we're also working on upgrading to Unity 2018 because there's a bug we've been struggling with for awhile that can apparently be remedied by upgrading, so while we have a breather, that's the first thing on Will's to-do list today.
Lots of big stuff in the works that we an't share about yet either, but once those are further along, you'll be the first to see it! ;)
Also, we finally got to share that .mp4 of using a fire arrow to set another object on fire!
Next up, flarechess is going on vacation next week and won't be back until June 4, so there may not be a very fulfilling weekly update on the 28th. :( HOPEFULLY, you'll all be able to forgive us, since we're planning to post some content this week AND the week she's out to tie you all over... also, look forward to June! We'll have another big announcement coming then :D
上帝之城 I:监狱帝国 [City of God I - Prison Empire] - PG_Chief
Today's repaired BUG: 1. repairing the prisoner's fetters, ""walking corpses"" can not unlock the corresponding skills. 2. repair the problem that the mail cannot be selected. 3., repairing the important items such as the recruitment booklet will be stolen by the ""careless"" consultant. 4. fixed the problem of invalid COG DLC in Empire mode. 5. fixed the problem of small garage after using airship purchase order. 6. repair the problem of opening the drawing package after the pause. 7. repair the small secretary set up multiple cargo reserve orders, each hour will be stuck for 2 seconds. 8. fixed the key needed to open the door of the AHA card laboratory, and prompted the wrong question. 9. fixed the problem that the sound will not stop playing after the last battle. 10. fixed the wrong character in the ""top garage task"" in the plot mode. 11. restored the Empire mode. When Manning street was the Trapp headquarters, it was unable to check the street information due to errors.
Optimization: 1. reduced morale value reduced after the death of the hand. 2. now the gangster task is easier to come up with. 3. added all DLC's home page collection functions. 4. added the DLC badge in the prison interface. You can see more detailed DLC content by clicking the badge. 5. slightly reduced the overall strength of the last NPC hostilities. In the 6. Empire mode, the leader of the gang will also increase pressure if he is in a daze. This causes them to vent their need in idle situations.
About BUG and feedback in the game, welcome to COG fans. We will collect and process your feedback in time. 1 groups: 498732765 2 groups: 428991263 City of God God city official forum address: http://www.pgcog.com COG prison Encyclopedia WIKI:http://cogcn.h.baike.com
Underground belt marked for deconstruction no longer connects to other underground belts.
Bugfixes
Fixed some cases of fast replacement by underground belt. more
Fixed corrupted config.ini in Steam cloud would prevent the game from starting.
Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. more
Fixed underground belt connection overlay when hovering over another underground belt. more
Fixed a crash when mods define empty result items. more
Fixed a crash when switching games and joining quickly in the server browser.
Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. more
Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. more
Fixed LuaEntityPrototype::braking_force return value. more
Fixed LuaPlayer::ticks_to_respawn would read in seconds. more
Fixed certain type of energy source migrations. more
Fixed rare possibility of crash when two trains crash into each other. more
Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. more
Fixed PvP error when setting map height to 0. more
Fixed construction robot tutorial breaking when removing the radar from the storage chest. more
Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). more
Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. more
Fixed browse games dialog problems with the active game not being updated while searching. more
Modding
Added support to set ReactorPrototype::neighbour_collision_increase which controls how much a reactor extends when connected to other reactors.
Scripting
Allow technology_price_multiplier to be less than 1 by script/scenario only.
Added support for localised strings in LuaGameScript::write_file.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Dear gamers, family, friends, enemies, fans and their pets,
we are happy and proud to announce that I Hate Running Backwards is now available on Steam (and some consoles)! :tgrin:
First of all, we have to extend our gratitude and appreciation to all our fans who were with us, enduring all our bugs and helping with honest feedback to make this game as good as possible! We can't mention all of you, but you know who you are. :tlove:
For all info on the game, please visit our Official IHRB Wiki and for all praises, rants, hate, free hugs, random giveaways and general discussions, come to our IHRB Discord server, we promise you won't regret it or at least live long enough to tell anyone about it! :csdsick:
We already prepared a bunch of useful guides on Steam so you can access them via Steam overlay while dying playing. :thumbs:
Last thing we did is Kill the Streamer game mode! So if you're streaming on Twitch, you have the opportunity to play AGAINST your audience (Streamers :vs: Watchers). They will get points for damaging and killing the streamer and frustrate him enough to consider leaving his streaming career in hilarious rage and go work as a waiter on Hawaii cause the pressure is just too high! ːsteammockingː
You can also connect with us and follow us on social networks to stay up to date with news and updates.
Thank all of you who playing our game and be with us in the past one year.
Aeon was born on this day last year, This is our first time launching our own game on steam.
We even didn't know what the earlier access is by that time, We were totally Steam Newbie, We even debate with the guy who gave us the first bad review by dozen of e-mail, because we thought why the hell there is someone dont like our "awesome" game? Sorry man, Forgive the newbie.
We received a lot of good reviews and also a lot of bad reviews in the past one year, Thanks for those who love our game, also truely thanks for those tell us what we're lack of with bad reviews, help us improve our game. Each player's suggestion we read carefully and actively modify.
You playing gave us encouragement, So again , A big Thanks to everyone who play our game, We are very grateful!
We know that we are still very small, We know that we still have many shortcomings,
We will continue to working our ass off on this game, Thank you for playing our game!