Survival Mode for Banner Saga 3, the first DLC arrives in a new build, out today! Are you ready to put your tactical skills to the ultimate test? Run from the Darkness, and keep your party ahead of the onslaught in Banner Saga 3 Survival Mode!
Below please find the fixes and improvements in this build:
Improvement / New - Survival Mode added to the game as paid DLC
Achievement - Krumr's Mentor is now achievable
Achievement - The Wave Breaker is now achievable
Achievements - Player was erroneously awarded 'Scrape By' trophy after 'Sole Survivor' ending
Animation - Stray Bleed Animation after killing an enemy fixed
Audio - Game background sound and music now stops when minimizing the game or locking the screen
Audio - Iver's monologue in the base of the white tower no longer repeating
Audio - Rook's ranged attack now has sound effects
Audio - VO fixes
Bug - Game no longer enters unresponsive state after the pre-Ruin battle in Chapter 18
Bug - Game no longer soft-locks at Chapter 19 start after Ruin battle
Bug - Title no longer enters unresponsive state after a conversation with Tryggvi in Chapter 18
Design - ‘Party’ text no longer overlaps with the talent points on the roster screen
Design - Close button no longer fails to function on GAME OVER screen
Design - Ready timer for selecting reinforcements in wave battles ticks properly
Design - The character ‘Bersi’ begins with the correct number of kills
Gameplay - 2nd ability capped to Rank1 on Recruit
Gameplay - Chanter Stonesinger's channeled abilities cannot be interrupted
Gameplay - First Warped Stoneguard no longer skips its first turn during the Dredge Bell battle
Gameplay - Game will now launch properly on Mac in some cases
Gameplay - Hurler's Sunstrike - Ability properly prevents enemies from using their abilities
Gameplay - Fixed an issue if you triggered the Juno's death tutorial and finish a wave battle before triggering the popups
Gameplay - Impale applies damage when repositioning characters during wave redeployment
Gameplay - Inconsistency between Shield Wall's functionality and its description fixed
Gameplay - No longer need to quit game from main menu twice to actually quit the game
Gameplay - Proper visual indication when using controller that you need to confirm to access the heroic titles
Gameplay - Resuming game upon reaching the Dredge Godstone no longer causes caravan to skip the Godstone's event and camp
Gameplay - Ruin no longer takes double damage from effects that trigger during her turn
Gameplay - The caravan no longer stops briefly after returning from Arberrang for the second time
Gameplay - User can no longer increase Morale in the Dredge Godstone via Rest even when the number of days equals 0
Gameplay - Warped Varls now do damage when they use Tempest
Graphical - Manually resizing the screen when it is changing from windowed to full-screen while the game is opening, no longer causes game to stay on windowed but act as full-screen
Graphical - Shield HP now disappears after being destroyed with one hit
Graphical - View of Arberrang is now displayed properly during the final cinematic if player finished playthrough without returning to the city
Graphical - Wall debris falling in a more natural way Localization – Many localization fixes
Save - Fully functional ‘Resume’ button is no longer present after player deleted all the Save Profile Slots.
Save – Game now Autosaves after Rugga Tent Battle
UI - "Load Game" window no longer remains displayed if opened right before the loading screen
UI - Achievement Strings are corrected from their placeholders
UI - Castaway Ability "Barbed Stones" no longer has placeholder text
UI - Characters can now use all points they have available
UI - During reinforcements, selecting empty space with controller in hero roster shows 'Remove' text
UI - Invisible buttons in pause menu can no longer be accessed by using a gamepad
UI - Localized Subtitles Now Working
UI - Placeholder text in Oddleif dialogue after meeting with the King event in French localization now removed
UI - Placeholder text is removed from Juno’s ‘Thread of Life’ ability in Information Panel during battle
UI - Poisoned Status Hover State Tooltip no longer contains placeholder debug string
UI - Selected button no longer persists during a wave battle
UI - Tally Page is now visible after the last return to the Arberrang
UI - Typo during Valgard's speech in chapter 21 is fixed
UI - User is now able to add points to talents other than default via gamepad in certain conditions
UI - With the controller you can now use the "Close" button on the ability window
UI – Marketplace background overlay now covers the entire screen
UI – The text of wave turn counter does now fits into the textbox in Japanese
UI – Typo in Unmoved Heroic Title Description is corrected
If you have any questions or concerns please raise them in the discussion forums or send us an email: support[at]stoicstudio[dot]com. Thank you!
The dungeons of Kairos rest dormant, waiting for their next opportunity to strike at the innocent and hapless world above. But in their depths, the foundry fires still burn, the development imps stoke the flames and strike the anvils within, less fanatically but still unperturbed.
Today in our update we’re announcing another of our now regular developer streams with Lee and Cian as well as some details about the upcoming v2.0.5 minor patch and community spotlight.
So equip your torch and light the way into our dungeon’s depths, there’s always more to explore.
Streaming to Steam on Wednesday 26th of September
As promised we’re continuing with our Developer Streams and are planning to run these more regularly from now on. We’re very content with the format that we’ve developed allowing us to show off community content and play our existing content whilst providing insightful commentary.
The Streaming Chamber is ready to accept our tributes
In particular, we love interacting with you and answering your questions about us, development and WFTO in general!
This week we’ll be attempting a no-doubt ill-fated speedrun of a Heart of Gold level and explore more of the community’s creations. Wrapping up with our regular Q&A session where we’ll answer the questions from chat and questions left for us in our dedicated steam thread!
Community Spotlight Next Week!
We’ve mentioned it was coming and now there’s only one more week to wait! We’ve spent some time delving into the Steam Workshop searching high and low for the most exceptional, fun and downright impressive maps and campaigns.
There’s honestly so many out there that it’s difficult to pin them down into a single list and we’re sure that we’ll have quite a few to highlight in comings months as well!
And as always we welcome both creators and players to suggest maps they think would make the cut in our dedicated thread.
We’ll be releasing our first spotlight sometime during the next week, keep your eyes peeled Underlords!
Minor Patch 2.0.5 Coming Up
To wrap up we want you to know that we’re still dedicating some of our time each week to maintaining War for the Overworld. To that end, we have a minor patch releasing sometime in the near future.
Although we’re not actively developing new content moving forwards we do have a few things coming in with the patch beyond the usual fixes and improvements. Namely some new VO for a few more units and some updated localisation assets.
The Beastmaster has found his pipes at long last
Naturally, we will certainly be fixing a number of issues that you’ve reported to us as well as deliver a few improvements in a couple of places.
Over the weekend we put our lovely Bit Bot through the ringer! Below you'll find some of the most pressing issues we're addressing from the 1.0 launch in an option (but highly... incredibly recommended HOTFIX). We touch base on the progression system, in-game spawn adjustments, and various visual and audio bugs as well as paving the way forward for future features you've always wanted. Check it all out below
WHATS NEW IN 1.05 HOTFIX
CROSS-PLATFORM IMPROVEMENTS
SUPER BIT ID login system initial pop-up has been addressed and now provides a more fluid user experience across platforms.
Changes to the PROGRESSION SYSTEM have been re-tuned and further balanced to address weapon unlock Blueprint collection. More to come!
Changes to the RECYCLING/CRAFTING costs to reflect weapon mod rarity items (with visual indication of Recycle Gold Cost and WeaponXP gain)
(QoL) Various spawn-related in-match improvements for players including non-overlapping and spawns away from enemies
(QoL) Spawn invincibility extended from 0.5s to 1.0s in an effort to help against spawn-killing
(QoL) AI/Bots are now level comparable to the average player level in the round and only carry weapons/perks available in that level range
Refinements to various Sound FX – additionally squashed a rollover Proximity Mine tick between lobbies
Addressed various glitched menu functions (Friend search to profile "Medal" bugs, "Somelongusername" bug, etc.)
Fixed a visual shader bug on home screen character flightsuit turning purple/red hue upon pressing 'PLAY'
Brewtal Barista friends, thank you for the continued support with Coffee Crisis! We are so thankful for your continued messages, tweets, and streams with this game. For those following us closely, Coffee Crisis will be coming out on the Switch this fall, and PS4 early next year.
Want to quench your thirst for more Mega Cat now? Log Jammers Kickstarter is at 50%, stop by and say hi! :ashley_happy:
In Mark of the Ninja Remastered, you'll know what it is to truly be a ninja. You must be silent, agile & clever to outwit your opponents in a world of gorgeous scenery and flowing animation. Marked with cursed tattoos giving you heightened senses, every situation presents you with options.
Now beautifully updated to 4K, with a full audio remaster, & all special edition content included.
Key Features:
True Stealth Experience: Player-centric gameplay rewards choice, be it finishing the game without killing anyone or assassinating all who stand in your way.
Special Edition DLC Included: Dosan’s Tale adds a new character, level, items, and Dev commentary.
New Game+: Finish the game & unlock this mode, offering new challenges & rewards.
Mark of the Ninja: Remastered will be $19.99 USD. However, as a thank you to original owners of the game we have an upgrade path.
If you own the base game original on Steam, upgrading is $4.99 & includes all the remastered Special Edition DLC content. If you already own the Base Game + DLC, Mark of the Ninja: Remastered is free for you. Existing Steam DLC owners will see it now in their library, playable OCT 9th.
We are pleased to launch our first major content update in Early Access! Explore the new Arizona Garden and check out the latest Hunter and Runner perks, the new shotgun, and numerous balancing changes. In addition, we will be releasing weekly challenges. And, finally, we’re happy to announce that private matches are now enabled!
New Content
New Garden: Arizona – Enter the Arizona garden, a trench-filled desert landscape.
"The sun glares in your eyes, dust chokes your lungs, the heat burns your skin and every step feels harder." - Storm Ottesen, Runner
New Hunter Weapon – Say hello to Flynn SN14, a slow but powerful pump-action shotgun. This hunting shotgun has a further range (19m) and is more accurate than the other shotguns
New Hunter Perk: Quick Execute – 50% reduced Execution time at the Bloodpost. DESIGN INTENT: Bloodpost executions have been increasingly difficult to accomplish. This new perk will be extremely useful against a team of highly coordinated Runners, capable of completing efficient, rapid Bloodpost rescues
New Runner Perk: Objective Master – 20% reduced damage when Capturing (Capture Objective) and when holding a Key (Gather & Deliver). DESIGN INTENT: We’ve implemented this perk to further support Runners, who are actively completing Objectives
New Cosmetics – We’re introducing 10 Tier 3 complete cosmetic sets: 5 Hunter and 5 Runner sets. These include three alpha/beta favorites: the blue and black hoodie Runner outfits and the red “Blockade” set!
Private Matches – Hunters, get ready to hunt down your Runner friends; private matches are live! Interact with the Matchmaking Station to create your lobby of 4-6 players. Then, again at the Matchmaking station, chose which of you will play the Hunter.
Weekly Challenges – Complete weekly challenges to receive bonus in-game experience! Sample challenges include capturing a total of 30 Capture Points (Runner) or winning 15 Matches with the Assault Rifle (Hunter).
New Player Tooltips – In our efforts to improve new players’ experience and onboarding process, we’re adding contextual notifications/tooltips that provide players with useful in-game tips and tricks. For example, a downed Runner will receive a tooltip telling them that they should try crawling to and interacting with a Health Crate. Experienced Runners and Hunters may disable this feature via the options menu.
Matchmaking Improvements – We’ve made a first pass at improving the matchmaking experience. You should now be matched more frequently with/against players with similar game experience.
In-game News – We’ve added an in-game news feature. We’ll now be able to keep you posted on the latest Deathgarden news directly in-game.
Balancing Changes
OBJECTIVES Gather & Deliver Objective Type: Key Delivery interaction time (3 -> 4.5s) DESIGN INTENT: Gather & Deliver has grown to be very challenging for Hunters, especially when these Hunters play against a team of coordinated Runners. The change in delivery time should give the Hunters more time to reach different key deliver locations and attempt to foil a Runner’s attempt at delivering a key
Capture Objective Type: The top of the Capture Point is no longer considered part of the Capture Zone DESIGN INTENT: We noticed how challenging it was for Hunters to shoot Runners when they were camping on top of capture points. Since the Hunter is not as agile as the Runners, we decided to remove the Runners’ ability to capture on top.
HUNTER Hunter now benefits from additional ‘Resistance’ to Vambrace Powers After a Powered bolt’s effect has worn off and the ‘immunity period’ to that powered bolt has come to an end, a 10 second ‘resistance timer’ begins to count down.
If a Runner uses the same Powered bolt against the Hunter while ‘resistance timer’ is active, then the Hunter’s next ‘immunity period’ to that specific effect increases by 2 seconds (e.g. 5 -> 7 -> 9, etc.). This ‘Resistance period’ is reflected in the ‘immunity’ timer of that Vambrace Power (top right corner of the screen)
If the ‘resistance timer’ reaches 0 before the same effect is applied to the Hunter, the Hunter’s resistance time resets back to the default value of 5 seconds
EXAMPLE: After being stunned by a Runner, the Hunter is immune to Stun bolts for 5 seconds. Once the Hunter’s ‘immunity period’ to Stun bolts comes to an end, the 10 second ‘resistance timer’ begins. If the Hunter is hit by another Stun bolt during this time (i.e., while the 10 second resistance timer is counting down), then the Hunter’s next immunity period to Stun bolts will last 7 seconds
DESIGN INTENT: Hunters are powerful and should not be trifled with. Certain situations could occur that made this statement false (especially when facing highly organized Runner teams). This change should lessen the frustration felt by Hunters, but it should not affect Hunters with a high win rate.
'Fade' Power : When 'Fade' is active, Hunter is now automatically revealed when actively executing at the Bloodpost DESIGN INTENT: ‘Fade’ is extremely powerful, but we wanted to avoid the Hunter from being invisible during the entire chase/down/execute flow
Perk 'Marked Eye' : Increased the 'Marked Eye' range (25m -> 35m) DESIGN INTENT: We wanted to increase the usefulness of this Perk.
Perk 'Auto Collect' : Increased the ‘Auto Collect’ range (8 -> 10m) DESIGN INTENT: We wanted to increase the usefulness of this Perk. We don’t want Hunters to slow down as much as they currently do to automatically interact crate
Perk 'Hey Down There' : Now includes the Runner 'Bleedout timer' for the duration of the perk’s effect DESIGN INTENT: We wanted to increase the usefulness of the perk. This Perk now helps Hunters know whether they should send a downed Runner to the Bloodpost or let them bleed out
Ability ‘Supercharge’ : Supercharge no longer increases the Hunter’s crate interaction speed (including the Golden Crate) DESIGN INTENT: Supercharge already allows Hunters to cross the map very quickly, and chase Runners almost anywhere, we believe the Hunter did not need that secondary bonus
RUNNER Runners can now rotate ('steer') during Evades DESIGN INTENT: We always wanted to provide a more ‘ninja’ like experience for Runners. This is one small step in that direction
Increased NPI from 'Danger Close' action (15 -> 25 NPI) DESIGN INTENT: the changes we made to Danger Close in our previous patch were a bit too severe. We want to adequately reward players for being close to the Hunter
Tier 3 Virus Bolt Bonus : Stamina burn (50 -> 35%) DESIGN INTENT: The original value of this Bonus could create almost unmanageable situations for the Hunter. And so, we felt it necessary to address the situation
BattlEye – BattlEye, our anti-cheat software, is now active!
Bug Fixes
You should no longer receive a “Crash Report” upon quitting to your desktop
Runner groups should no longer be split upon joining a game
Powered bolt and Regular bolt reticles are now the same size
Runners can no longer prevent downed Runner’s from interacting with Health crates
A Runner who is downed and “ragolls” out of bounds while another Runner is being sent to the Bloodpost will no longer be eliminated
For this challenge, we want to show you the power of invincibility, so we’re requesting that as a community y’all summon 10,000 Azuza. The reward? Vale’s Cowl, a defensive item for one of our most dangerous assassins.
What’s Azuza, you say? Azuza is one of 11 Ancients you can summon in Next Up Hero. Collect enough Echoes, summon the power of invincibility and fight back the Dirge!
If the challenge is completed by October 9th, the full CrossPlay community will be awarded Vale’s Cowl. Get to work!
TERA's latest update, "Dark Reaches" is about to land, and it’s bringing Apex content to level 65 archers, gunners, ninjas, reapers, sorcerers, and valkyries!
The update goes live on Tuesday, October 16, after maintenance, so you’ve only got a few weeks to prepare yourself.
To help you prepare, we'll be filling the Dark Reaches promo page, with "Reach Your Apex" events stretching across the three weeks until the update goes live: from Tuesday, September 25 until Tuesday, October 16.
The first stage of Reach Your Apex is a leveling event starting today and running right up until the update. As you reach leveling milestones, you'll receive rewards including 1-day Elite Status Vouchers, temporary mounts, costumes, footsteps accessories, inner armor, pets, a whole pile of consumables—and then, at level 65, a complete set of Twistshard gear!