Hello! I’m a lead programmer of the game “Graveyard Keeper”. I'd like to share with you some techniques and tricks that we used to make our game look as you see it from the GIF above.
We are very passionate about graphics in our games. That’s why we put so much time and effort into different effects and other stuff that makes our pixel art as attractive as possible. Maybe you will find here something helpful for your work.
First I want to say some words about big parts that compose the visual part of our game:
Dynamic ambient light is just change of illumination depending on the time of the day.
LUT color-correction is responsible for the change of color shades depending (again) on the time of the day (or world zone).
Dynamic light sources — torches, ovens, lamps.
Normal maps — make objects look like they have a real volume, especially when light sources move.
The math of light 3D distribution — a light source centered on the screen should illuminate a higher object properly and should not illuminate an object below (turned to the camera with its dark side).
Shadows are made with sprites, they turn and react to light source positions.
Object altitude simulation — for the fog to be displayed correctly.
Other stuff: rain, wind, animations (including shader animation of leaves and grass) and so on.
Let’s talk about those in more details now.
Dynamic ambient light
Nothing special here. Darker at night, lighter in the daytime. The light’s color set with a gradient. By nightfall a light source not only becomes darker but gets blue tint.
It looks like this:
LUT color correction
LUT (Look-up table) is a table of color change. Roughly speaking it’s a three-dimensional RGB array where each element (a) corresponds to a color with its coordinates as RGB values; (b) contains the color value that the color associated with the element should be changed to. So if there is a red point at coordinates (1, 1, 1), it means that all the white color from the picture will be replaced with red. But if there is white color at the same coordinates (R=1, G=1, B=1), the change doesn’t happen. So LUT by default has coordinates associated with a particular color. I mean that point with coordinates (0.4, 0.5, 0.8) is associated with color (R=0.4, G=0.5, B=0.8).
It should also be pointed here that for convenience that 3D texture is represented as two-dimensional. That’s how for example default LUT (that doesn’t change color) looks:
Easy to make. Easy to use. Works really fast.
It is very easy to set up -- you give an artist a picture from your game and say: “Make it look like it’s evening”. Then you apply all color layers plus the default LUT. Congratulations! You get an Evening LUT.
Our artist was actually very passionate about it. He created 10 different LUTs for different time of day (night, twilight, evening and so on…) That’s how the final set of LUTs looks:
As a result one location may look different at different time of day:
The picture also shows how the intensity of the light sprites changes depending on the time of day.
Dynamic light sources and normal maps
We use regular light sources, the default Unity ones. Also, every sprite has its own normal map. This helps to feel the volume.
These normals are pretty easy to draw. An artist roughly paints light on 4 sides with a brush:
And then we merge them with a script in a normal map:
If you are looking for a shader (or software) that can do that, pay attention to Sprite Lamp.
3D light simulation
This is where things start to be a bit more complicated. You can’t just light the sprites. It’s very important whether a sprite is “behind” a light source or “in front of” it.
Take a look at this picture.
These two trees are at the same distance from the light source but the back one is illuminated while the front one is not (because the camera faces its dark side).
I solved this problem very easily. There is a shader that calculates the distance between a light source and a sprite on the vertical axis. If it’s positive (the light source is in front of the sprite), we illuminate the sprite like we always do, but if it’s negative (the sprite is blocking the light source), then the intensity of lighting is fading depending on the distance at a very quick rate. There is a rate, not just “not to illuminate”. So if the light source behind the sprite is moving, the sprite is blackening gradually, not at once. Yet it’s still very fast.
Shadows
Shadows are made with sprites rotating around a point. I tried to add a skew there, but it turned out to be unnecessary.
Every object may have a maximum of 4 shadows. The shade from the sun and the additional three from dynamic light sources. So the image below shows this concept:
The problem “how to find the closest 3 light sources and to calculate the distance and an angle was solved with a script running in the Update() loop.
Yes, it’s not the quickest way considering how much math is involved. If I programmed it today, I would use that modern Unity Jobs System. But when I did it there was no such thing so I had to optimize regular scripts we had.
The most important thing here is that I did the sprite rotation not modifying the transform but inside a vertex shader. So the rotation isn’t involved here. You just put a parameter to a sprite (I used the color channel for that, all the shadows are black anyway), while the shader is responsible for sprite rotations. It turns out to be quicker -- you don’t have to use Unity geometry.
There is a minus to this approach. The shadows are to be adjusted (and sometimes drawn) separately for each object. Yet actually, we used about ten different more or less universal sprites (thin, thick, oval etc.)
The next disadvantage is that it’s difficult to make a shadow for an object that is stretched along one axis. For instance, look at the fence shadow:
Not ideal. That’s how it looks if you make a fence sprite translucent:
It should be noted here, by the way, that the sprite is highly distorted vertically (the shadow sprite original looks like a circle). That’s why its rotation looks like not just a simple rotation but also like a distortion.
The fog and the altitude simulation
There is also fog in the game. It looks like this (the regular version above and and an extreme 100% fog to demonstrate the effect).
As you see, the tops of houses and trees are seen from the fog. In fact, this effect is really easy to make. The fog consists of a great deal of horizontal clouds spread across all the picture. As a result the upper part of all the sprites is covered with a fewer amount of fog sprites:
The wind
The wind in a pixel art game is a completely different story. There are not many options here. To animate manually (it’s not possible considering how much art we have) or to make a deforming shader, but then you’ll have to deal with some ugly distortions. You can also don’t do any animation, but then the picture will look static and lifeless.
We chose the deforming shader. It looks like that:
It’s pretty obvious what’s happening here if we apply the shader to the chequered texture:
It should also be pointed here that we do not animate the whole crown of a tree but some particular leaves:
There are also an animation of a wheat field shake and things are pretty simple here too. The vertex shader changes the shape of the x-coordinates taking y-coordinate into account. The highest point will be shaken the most intensely. The intention here is that the top should move while the root shouldn’t. Plus the phase of shaking varies according to the x/y coordinates to make different sprites move separately.
This shader is also used to create a swinging effect when a player goes through wheat or grass.
I think that’s all for now. I haven’t spoken about scene construction and about its geometry, because there is a lot to speak about in a new entry. Beyond that I’ve spoken about all the main solutions that we applied developing our game.
Finally, on November 15, we will be in steam, we are planning a new update in honor of our steam development, the content of the update will be as follows (even if all of the updates in the update are not included in this update, they will be added in later updates)
- Add Steam achievements feature
- Add at least 10 steam achievements (the number of achievements will increase with further updates)
- Integrating our game in the best way
- Add Steam cloud feature
- Adding collection cards
- Adding control support
And more, with the new update the version number will be v1.0.1
NA servers: Tuesday, October 23, 09:00 a.m. - 12:00 p.m. Pacific Daylight Time (PDT)
EU servers: Wednesday, October 24, 09:00 - 12:00 Central European Summer Time (CEST)
Purpose
The purpose of taking the servers offline is to apply several adjustments.
Patch Notes
Promotion extension: The promotion Among the Stars has been extended by slightly over a week, and will end on the November 9, 2018 at 23:59, server time.
Bug fixes:
The promotion Among the Stars will now correctly see its progression update each time a user makes a transaction in the cash shop.
Steam users only: the Steam overlay has been restored, and can be accessed via Shift + Tab (by default).
Duration
Approximately 3 hours.
While waiting, why not catch the latest news about Revelation Online or chat with other players via our forums.
Since the last update there have been problems with the Gold Packs – the bonuses included in them have not been credited to you. For this reason, with the next maintenance on 24/10, we will be sending you your Shugo Gold and Luna in the form of items. As a small compensation for the circumstances, we will also be gifting you 30 Shugo Gold and 10 Luna.
Shugo Gold
You will receive 30 Shugo Gold for every day between 19/9 and 23/10/2018 in which you had an active Gold Pack (you do not have to have been logged into the game for this).
In addition, you will also receive 30 further Shugo Gold once as compensation.
This refund can be found in under ‘Manage bonuses’ in the AION Shop, where you can then decide which character to transfer the Gold to.
Luna
If you had a Gold Pack active between 10/10 and 23/10, you will receive the 40 Luna from the Pack and an additional 10 as compensation.
This refund can also be found in under ‘Manage bonuses’ in the AION Shop, where you can then decide which character to transfer the Luna to.
Here’s how you will be able to collect your Shugo Gold and Luna bonus in future:
You’ll find the Shugo Gold and Luna as free items in the shop. If you have an active Gold Pack, these items will be shown there (they will be highlighted). The items can be collected from the shop every 30 days.
The ‘40 Luna’ item will be delivered to you in-game in your postbox.
The ‘Shugocopia’ item will also be placed in your in-game postbox. From the moment that you take it into your inventory you will be able to use the item once daily for 30 days in order to receive your 30 Shugo Gold.
Hey guys, as usual, we had a busy week bringing you some additions and improvements to Soul Reaper: Unreap Commander. Here are the highlights: Read here
Come and celebrate the Cities: Skylines - Industries launch in style with us in our Reddit AMA later TODAY! Join us at 18:00CEST on /r/iama! https://www.reddit.com/r/iama
Feel free to use this thread to discuss what you want to ask or answers in the AMA but note that the official AMA thread on the subreddit will be the place to properly ask the question!
Two new projects with full source code have been added to AppGameKit Games Pack 2.
HOPPER
This is a remake of the classic retro game Frogger. By studying the source code files you can learn how this old time favourite has been recreated using AppGameKit.
Particle Editor
This time we're able to bring you something cool and different. AppGameKit features many particle effect commands but it can be difficult to visualise how the commands can be used to create certain effects. This project solves that problem by letting you set values for all the key commands and seeing the results instantly on screen. It even creates the final Tier1 source code for you to use in your projects! Owners of AppGameKit Game Pack 2 can download these new projects right now. If you don't already own the pack it's currently on offer so it's a great time to grab a bargain and add a bunch of projects to your source code library. https://store.steampowered.com/app/802000/AppGameKit__Games_Pack_2/
The wait is finally over! We're here! It's time for the big Halloween 2018 update! Please note that this update is not just for Halloween content but is a big patch just like any other where we have fixed and added a lot of new stuff!
Without further ado, let's jump into the Halloween 2018 event.
Halloween Week Event:
The Halloween Week 2018 events are almost here! In a few days the event will start and Halloween will unleash over The New Z. We are very excited to share with all of you what's happening in Infestation: The New Z. Even though the event is called "Halloween Week" it's a bit longer than a week, almost 2 weeks actually! That means even more and longer fun for you and your friends in the game.
For more detailed information about what's happening and when please visit: http://playnewz.com/event
Updated the English Language. Added and fixed some translations.
Updated the main menu music to the Halloween themed music for the Halloween Week events.
Updated the server browser UI. Region texts are now switched to flag icons.
Fixed an issue with the French Language. There was a crash when signing certain contracts.
Fixed an issue with the Chinese Language. There was a crash when signing certain contracts.
Fixed an issue with the Russian Language. There was a crash when signing certain contracts.
Fixed an error related to the some grass layer files.
Fixed a multiple client crashes.
Fixed a crash related to players using full-screen. Remember you can press Ctrl+alt+enter to switch from and to full-screen.
Fixed an issue related to the zombie spikes models where, when having your camera in a certain angle, you would drop crazy amount of FPS.
Fixed a bug related to the zombie render distance where they were not behaving smoothly. (for example when looking at zombies with binoculars this happened a lot.) Overall the zombies shouldn't "lag" like this anymore.
Fixed a bug related to the mission system where rewarded ammo couldn't be stacked and would disconnect you when stacking.
Fixed a character skeleton loading issue in the main menu where it would not load properly in some menus.
Fixed several crashes related to the vehicle system. Also fixed a major crash/disconnect issue when entering a vehicle.
Reworked the vehicle exiting system. This should fix issues related to randomly being teleported in the air etc.
Added the "view" content button (for skinboxes) in the global inventory. You no longer have to view content for a box in the marketplace, you can do it in your own global inventory now.
Added a sound notification when an item can't be given to you. For example when you finished a mission but your backpack was full, the mission reward would drop on the ground. Players didn't realize and lost the item like that. At least there is a sound notification now.
Added various Halloween content for the upcoming Halloween Week event.
Added several new grass/nature related content such as mushrooms and other details. This is not used in the game yet but we do plan on bringing more detailed nature ambient into the game soon. Don't worry, we'll make sure it's all optimized to the max.
CHARACTERS:
Fixed the "big hands" issue with the new Elisa character. There is still some minor issues that we'd like to fix before releasing these new characters so stay tuned. We aim to release at least one of them as soon as possible.
Fixed some character leg part item names where some were called "leg" while they all should be called "legs".
Added a new leg part for the club promoter character: Club Promoter Legs Autumn. (Will be released later)
Added a new body part for the club promoter character: Club Promoter Body Autumn. (Will be released later)
Added a new set for the new Steve character called: Mad Scientist.
Added a new set for the Hunter character called: Cobweb.
Added a new set for the Shane character called: Devil.
Added a new set for the Average Jane character called: Autumn.
MODELS:
Fixed an issue related to the newly added bridge model where players were able to walk up the iron ropes. (Example: https://prnt.sc/l67hzu) Players were able to get high up the fundamental part of the bridge and abuse this position.
Improved and optimized the airdrop plane model. Model should also look better now.
Fixed the FPS drop issue when rotating the camera around the spiked zombie models. Also created new LODs and optimized the models.
CONNECTIONS:
A major issue (mostly for European players) that is still remaining is the "high ping player issue". We have received a lot of reports from all of you (mostly European) and we'd like to thank you all for that and let you know we are working on finding a solid and direct solution.
First of all we'd like to ask everyone that is playing in regions they have a high ping in, to please switch as much as possible to closer regions. It seems like a lot of players simply don't understand how ping works and the best start is to ask all of you to help them. We aim to, of course, have every player play in "their own region". As hopefully all of you understand and expect is that this is not the only thing; we are working on systems and solutions to prevent players with too high ping to play in certain servers.
We have the ping limited servers but this does not always work for every player. We considered making every server in every region (at least the official servers) ping limited but this will not work as some players from these regions simply won't be able to play in their own region anymore.
For now we have added a new system that recognizes if a player has too high ping. If so, the player will get kicked after a short amount of time with the message: "Your ping is too high! Please switch to a closer region!". Note that we have also translated this message in every language to make sure all players understand this.
We will keep working on improvements regarding the situation. We hope you all understand we can't make too abrupt changes either but we definitively aim to "solve" this issue once and for all. It's also important you guys let us know your feedback after the patch; if the situation got better, worse, etc. Therefor we have created a special forum thread where you can leave all your feedback. Here is the link: http://forums.fredaikis.com/index.php?/topic/6208-gameplay/
HONG KONG SERVERS:
The Hong Kong private server might not be back available after the update. This is because we are switching the machine to a better one with the aim to fix all the issues. This might result in the server not being ready when we want so it might be delayed. Depending on the downtime we will consider compensation.
LEGACY:
We have now created a special legacy icon. This to indicate which items, mainly skinboxes, are legacy. Legacy in The New Z means that this box is no longer available in the marketplace for direct purchase. The ONLY way to get any Legacy box is by trading (if another player has one) or from rewards/events that we do. This icon is added as well to inform new and older players that this certain item (skinbox) is worth "something". Note that you can't get legacy boxes from re-rolling skins. Here is what the icon looks like:
Cool to know is that the following skinboxes are from now on officially legacy: Normal Skinbox, Premium Skinbox, Epic Skinbox, Blue Limited Skinbox, Green Limited Skinbox, Orange Limited Skinbox, Purple Limited Skinbox, Red Limited Skinbox, Yellow Limited Skinbox, Christmas Skinbox, Valentine Skinbox, Red Strike Skinbox, Halloween Skinbox, Elite Skinbox, Autumn Skinbox, Winter Skinbox, Easter Egg Basket.
As you can see as well is that for example the Halloween Skinbox (old one) is now legacy. In the future for an event like Halloween we'll add a special dedicated box for that year. For example; this year we'll have a Halloween 2018 Skinbox. After the Halloween week events this box will become legacy and next year we will release a Halloween 2019 Skinbox. etc.
LEGENDARY:
A little quality improvement: skin recipes can now be "Legendary". This to indicate a certain recipe is worth something / very rare. Note that for now we are not adding this border to skin recipes that are already in-game but just for new ones. We do plan on adding this to older skins that are already in the game at some point. Here is an example of what a legendary skin recipe will look like:
Item & Skin Updates:
ADDITIONS:
Added a new tactical weapon crate variant: "Epic Tactical Weapon Crate". For more information about this case look under the Open World notes of these patch notes since it will only be available in Open World.
Added a new tactical weapon crate variant: "Legendary Tactical Weapon Crate". For more information about this case look under the Open World notes of these patch notes since it will only be available in Open World.
Added a new skin for the K. Style Helmet: K. Style Helmet TV Edition. This skin will be available through the Community Box.
Added a new skin for the Heavy Armor: Heavy Armor Spider. This skin will be available during the Halloween Week events so stay tuned for further information about how to get this skin and more!
Added a new helmet: Skull Head. This item will be available during the Halloween Week events so stay tuned for further information about how to get this item and more!
Added a new type of winchester ammo: ".308 Winchester (15) Mag". This is the 15 bullet variant of the winchester mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new type of winchester ammo: ".308 Winchester (20) Mag". This is the 20 bullet variant of the winchester mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new type of P90 ammo: "P90 (100) Mag". This is the 100 bullet variant of the P90 mag. We are not sure yet how / where this item will be released but at least it's now in the game.
Added a new type of saiga ammo: "Saiga (15) Mag". This is the 15 bullet variant of the saiga mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new type of saiga ammo: "Saiga (20) Mag". This is the 20 bullet variant of the saiga mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new barricade: Grave Stone Barricade. This item will be available during the Halloween Week events so stay tuned for further information about how to get this skin and more!
Added a new type of 9mm ammo: "9mm Extended (26) Mag". This is the 26 bullet extended variant of the 9mm mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new type of 9mm ammo: "9mm Extended (50) Mag". This is the 50 bullet extended variant of the 9mm mag. Using this mag will slightly increase your weapon's spread. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new type of AA-12 ammo: "AA-12 (10) Mag". This is the 10 bullet variant of the AA-12 ammo. Using this mag gives you slightly less recoil.
Added a new type of AA-12 ammo: "AA-12 (30) Drum". This is the 30 bullet variant of the AA-12 ammo. Using this drum gives you slightly more recoil.
Added a new type of desert eagle ammo: "Desert Eagle Extended (14) Mag". This is the 14 bullet extended variant of the desert eagle mag. Note that further information about where this item will be spawning can be found under the separate game mode patch notes.
Added a new skinbox: "Halloween 2018 Skinbox". This is the new event skinbox for Halloween and will be released / available during the upcoming Halloween 2018 event week.
Added a new skin for the K. Style Helmet: K. Style Helmet Devil Horns. This skin will be available during the Halloween Week events so stay tuned for further information about how to get this skin and more!
Added a new skin for the K. Style NVG: K. Style NVG Devil Horns. This skin will be available during the Halloween Week events so stay tuned for further information about how to get this skin and more!
Added a new item: Devil's Trident. This item will be available during the Halloween Week events so stay tuned for further information about how to get this skin and more! Note: This weapon has different impact particles (fire) when hitting something!
Added a new specialist skin for the SVD: SVD Specialist. This skin will only be available through the specialist contracts.
Added a new specialist skin for the Mossberg 590: Mossberg 590 Specialist. This skin will only be available through the specialist contracts.
Added a new skin for the XMR-32: XMR-32 Black Night. This skin will be available in the Black Night skinbox.
Added a new Riot Shield: Riot Shield CHP, Winner of the Chupacabra Cup 2018!
CHANGES:
Updated the item name of the "Tactical Weapon Crate". It's now called "Normal Tactical Weapon Crate". This since we're adding more variations.
Updated the item name of the ".308 Winchester Mag". It's now called: ".308 Winchester (10) Mag". Also updated the description & the icon.
Updated the item name of the "P90 Mag". It's now called: "P90 (50) Mag". Also updated the description & the icon.
Updated the item name of the "Saiga Mag". It's now called: "Saiga (10) Mag". Also updated the description & the icon.
Updated the item name of the "9mm Mag". It's now called: "9mm (13) Mag". Also updated the description & the icon.
Updated the item name of the "AA-12 Drum". It's now called: "AA-12 (20) Drum". Also updated the description & the icon.
Updated the item name of the "Desert Eagle Mag". It's now called: "Desert Eagle (7) Mag". Also updated the description & the icon.
Updated the AN94 Autumn iron sight. It's now matching the skin's textures.
Updated the AN94 Netherlands iron sight. It's now matching the skin's textures.
Updated the AN94 Valentine iron sight. It's now matching the skin's textures.
Updated the PKM Chrome iron sight. It's now matching the skin's textures.
Updated the PKM Dreadnought iron sight. It's now matching the skin's textures.
Updated the BIZON Elite iron sight. It's now matching the skin's textures.
Updated the FN FAL Infinity iron sight. It's now matching the skin's textures.
Updated the AK-74m Collapse iron sight. It's now matching the skin's textures.
Updated the AK-74m Elite iron sight. It's now matching the skin's textures.
Updated the AKS-74U Battle Royale iron sight. It's now matching the skin's textures.
Updated the AK47 Christmas iron sight. It's now matching the skin's textures.
Updated the AK47 Chrome iron sight. It's now matching the skin's textures.
Updated the AK47 Valentine iron sight. It's now matching the skin's textures.
Updated the AK47 Dreadnought iron sight. It's now matching the skin's textures.
Updated the AKM Turkey iron sight. It's now matching the skin's textures.
Updated the AKM Revange iron sight. It's now matching the skin's textures.
Updated the AKM Elite iron sight. It's now matching the skin's textures.
Updated the QBZ-95 Autumn iron sight. It's now matching the skin's textures.
Updated the QBZ-95 Fun Edition iron sight. It's now matching the skin's textures.
Updated the QBZ-95 Tech iron sight. It's now matching the skin's textures.
Updated the QBZ-95 Black Night iron sight. It's now matching the skin's textures.
Updated the Saiga Camo iron sight. It's now matching the skin's textures.
Updated the Saiga Leaves iron sight. It's now matching the skin's textures.
Updated the Saiga Marina iron sight. It's now matching the skin's textures.
Updated the Saiga RedDragon iron sight. It's now matching the skin's textures.
Updated the Famas Valentine iron sight. It's now matching the skin's textures.
Updated the Veresk Specialist iron sight. It's now matching the skin's textures.
Updated the Thompson Valentine iron sight. It's now matching the skin's textures.
Updated the TEC9 Fun Edition iron right. It's now matching the skin's textures.
Updated the texture of the Thompson Valentine skin.
The mosin and the crossbow are now considered as DMR since they were in the assault rifle category before, which made no sense at all. Nothing else has changed and players won't notice anything of this change.
Updated the spread of the Mossberg from 15 to 9.
Updated the spread of the Double Barrel from 14 to 8.
Updated the spread of the Saiga from 15 to 9.
Updated the spread of the AA-12 from 15 to 9.
Updated the spread of the KT Decider from 15 to 9.
FIXES:
Fixed the description of the shotgun silencer. It said "sniper" before.
Fixed a material issue of the item box model.
Fixed a bug related to the default B93R texture.
Fixed a crash related to the Famas Black Night.
Fixed a crash related to the Small Backpack Scary Doll.
Fixed a bug where the Mossberg 590 Chrome skin was not always showing the right texture.
Fixed a bug where the AWP Red Strike skin was not always showing the right texture.
Fixed a bug where the M4A1 Black Night skin was not always showing the right texture.
Fixed a bug where the Mosin Gladiator skin was not always showing the right texture.
Fixed a bug where the M4A1 Valentine skin was not always showing the right texture.
Fixed a bug where the M4 Semi Germany skin was not always showing the right texture.
Fixed a bug where the Iron sight / ammo wasn't showing on the TEC9 Fun Edition.
Fixed a bug related to the Mosin skins where you weren't able to attach the sniper silencer to the skinned versions of this weapon.
Open World Updates:
TACTICAL WEAPON CRATES: The tactical weapon crate(s) have gotten an upgrade. From now on there is going to be three variations. A "normal" one that's relatively hard to get, an epic one and a legendary one. The legendary one will be extremely rare and therefor extremely hard to get. With this said here's what each crate will contain from now: (note that upon opening you will lose the crate and get 1 random of the following items)
Legendary Tactical Weapon Crate (extremely rare) Contains: AWP, War Hammer, War Axe.
If you'd like to know how to get one of these crates read the "loot" part of the Open World patch notes. These crates will only be available through farming.
MISSIONS & CONTRACTS:
Added a new specialist contract for the SVD
Added a new specialist contractfor the Mossberg 590
PVE SPECIALIST CONTRACTS:
Based on you guy's demand and all your feedback we have reconsidered options in the recently released "specialist contracts" series. We have done some improvements and came up with the conclusion that's it's probably the best to make a secondary series but then aimed more towards the PVE player.
For now, we have decided to make the exact same specialist contracts. The only difference is that instead of killing 50 players you'll have to kill 5000 zombies to complete this contract.
These contracts will be called "(weapon name) PVE Specialist Contract". They are available the same way as any other contract but they are a bit more find-able than from the OW contract box. (This to also aim again more towards that PVE player)
Thanks for all your feedback. Keep it up. We will use it to keep improving the specialist contracts series.
For now here is a list of the PVE Specialist contracts: (it's 100% mirrored with the main specialist contracts)
AK-15 PVE Specialist Contract
MP7 Specialist PVE Contract
Jericho PVE Specialist Contract
B92 PVE Specialist Contract
FN57 PVE Specialist Contract
Kruger Rifle PVE Specialist Contract
Kruger Mini PVE Specialist Contract
Kruger .22 PVE Specialist Contract
Veresk PVE Specialist Contract
UZI PVE Specialist Contract
EVO-3 PVE Specialist Contract
G36 PVE Specialist Contract
SVD PVE Specialist Contract
Mossberg 590 PVE Specialist Contract
LOOT:
Added the new "Epic Tactical Weapon Crate" to the alien and normal super zombie loot. Note that this crate is a little bit more rare than the "Normal Tactical Weapon Crate".
Added the new "Legendary Tactical Weapon Crate" to the alien and the normal super zombie loot. Note that this crate is a little bit more rare than the "Legendary Tactical Weapon Crate". This is the most rare variation.
Added the new ".308 Winchester (15) Mag" to the super zombie + military rare loot.
Added the new ".308 Winchester (20) Mag" to the alien super zombie + random airdrops loot.
Added the new "Saiga (15) Mag" to the loot tables. Note that this mag is more rare than the original mag.
Added the new "Saiga (20) Mag" to the loot tables. Note that this mag is even more rare than original mag.
Added the new "9mm (20) Mag" to the loot tables. Please note that the "9mm (50) mag" is only obtainable through the Epic Tactical Weapon Crate.
Added the new "desert eagle extended (14) mag" to the random airdrop loot.
TRADING LOUNGE:
Fixed a no-clippable rock close to the beach volleyball field.
PREMIUM DAILY REWARD:
Added the new (3x) ".308 Winchester (15) Mag" to the daily reward content.
Added the new (5x) "Saiga (15) Mag" to the daily reward content.
Added the new (5x) "desert eagle extended (14) mag" to the daily reward content.
Added the new (3x) "AA-12 (30) Drum" to the daily reward content.
(PVP) SMALLVILLE:
Added the Halloween themed areas to this map.
(PVP) ROCKY FORD:
Added the Halloween themed areas to this map.
(PVP) HOSPITAL:
Added the Halloween themed areas to this map.
(PVP) LOUNGE:
Fixed some rocks that were missing PhysicX.
LOUNGE:
Added the Halloween themed areas to this map.
Changed the name on the minimap from "Lobby" to "Lounge".
COLORADO V2:
Added the Halloween themed areas to this map.
Fixed the grass tint texture which in some cases was making the grass have a grey color.
COLORADO V1:
Added the Halloween themed areas to this map.
CALIWOOD:
Added the Halloween themed areas to this map.
OREGON:
Fixed a water area in George Town where the water was glitching through some parts of the mountain.
Added the Halloween themed area's to this map.
Survival Updates:
LOOT:
Added the new ".308 Winchester (15) Mag" to the super zombie + military rare loot.
Added the new ".308 Winchester (20) Mag" to the alien super zombie + random airdrops loot.
Added the new "Saiga (15) Mag" to the loot tables. Note that this mag is more rare than the original mag.
Added the new "Saiga (20) Mag" to the loot tables. Note that this mag is even more rare than original mag.
Added the new "9mm (20) Mag" to the loot tables. Please note that the "9mm (50) mag" is not releasing in Survival. (perhaps at a later point but not for now at least.)
Added the new "desert eagle extended (14) mag" to the random airdrop loot.
OREGON (Survival):
Fixed a water area in George Town where the water was glitching through some parts of the mountain.
Added the Halloween themed area's to this map.
COLORADO V2 (Survival):
Added the Halloween themed area's to this map.
COLORADO V1 (Survival):
Added the Halloween themed area's to this map.
Reduced the amount of super zombies at the Airport.
Fixed some render distances issues at several locations such as Camp Splinter.
Optimized some loot spawn and de-spawn timers.
Estimated patch size: 200 mb.
Patch ETA: Patch will roll out somewhere in the morning of October 24 around 09:00-10:00 AM (CEST)
Estimated downtime: Around 1 hour.
Pre-patch notes might be changed if we need to fix / add something.
Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers!
— Fixed a bug which caused players to not lose rating if they exited the game during a match. Exploiters were removed from the ladder for this season. — Diminishing Returns are now more intense.
Perks
— Revival cooldown reduced from 90 to 60 seconds. — Runic Bandage cooldown reduced from 50 to 30 seconds. — Amulet of Endurance cooldown reduced from 60 to 40 seconds.
Social
— Now you can search through players by their name in the Playerlist. — Now you can ignore other players (Right click → Ignore). If someone is offending you, please use Ignore and the Report functions instead of attacking them back. — “Duel” renamed to “1v1”, “Wargame” renamed to “Duel” (you can see what mode someone is playing in the playerlist).
Wizard
— Time Anomaly no longer stuns but slows enemies by 90% for 2 seconds. — Unstable Relocation no longer hits enemies behind the Wizard (at the initial position).
Judicator
— Holy Dash tooltip now states the fact it makes the next Righteous Smash free. — Enigmatic Protection now also reduces the damage taken by the Judicator by 20%.
Witch
— Ray of Annihilation now extends Witch’s non-cc debuffs by 0.05 seconds every time it deals damage. — Soul Harvest’s orbs now exist for 45 seconds, down from 60. Internal cooldown increased from 5 to 10 seconds, proc chance slightly increased. — Mark of Plaguefire now restores 200 health per enemy hit instead of the fixed amount of 500.
The server maintenance will take about 3 hours and be held on: 00:50 October 24 PDT 07:50 October 24 GMT 15:50 October 24 GMT+8
1. Halloween is coming, the haunted night is among us!
Black mine has been attacked by unknown creatures. Who’s ever been there before use “the haunted mine” to describe that place. “Trick or Treat” tee hee hee… A scary laughter reaches out to every corner of the black mine, please be very careful when you enter the map!
1) Event Period October 24 after patch – 08:00 November 15 GMT
2) Haunted Mine
During the event, competing in Ranked and Quick Play has large chances to enter the Halloween map “Haunted Mine”.
After finishing the match, commanders will get a pumpkin chest.
Please note that commanders will not be rewarded with pumpkin chests in Versus A.I. mode, or when they pass the Rested period.
3) Pumpkin Coin
Pumpkin chest has a large chance to drop pumpkin coins. Pumpkin coins can be used to exchange Halloween rewards in the Haunted Store.
Regular loot chest might also contain a little amount of pumpkin coins.
First victory of the day will grant 200 coins and 100 bonus pumpkin coins.
4) Haunted Store
Commanders can use pumpkin coins to exchange exclusive unit skins, runes and avatars in the Haunted Store.
The Haunted Store will be closed 1 week after the Halloween event ends. After that time, all remaining pumpkin coins will be locked away.
5) Achievement
Haunted Mine: Play 4/13/21 games on the Halloween map “Haunted Mine”
Ghostbuster: Get MVP for 4/13/21 times on the Halloween map “Haunted Mine”
Unlock an achievement to earn some gems. Unlock a three-star achievement to earn an exclusive avatar.
2. Halloween Exclusive Skin
Dress your units up and play tricks on your enemies!
1) Event Period October 24 after patch – 08:00 November 15 GMT
2) Unit Skin
Sariel for the Sentinel, Azazel for the Infiltrator, Camael for the Marauder, Ghost Radar for the Mobile Radar, Underworld Gazer for the Gazer, Underworld Spellbreaker for the Spellbreaker Bee, Pumpkinhead Silklash for the Silklash Spider, and Underworld Treant for the Sprinting Treant.
Please note that the Sprinting Treant’s skin, Underworld Treant, can only be exchanged in the Haunted Store.
The balance adjustment is based on tremendous match-up data. We’ve also analyzed the overall improvement according to players’ feedback. Balance adjustment is a long-term process, and sufficient amount of time is needed to make sure every adjustment is effective and reasonable. So please be patient and stay with us, our goal is to provide players with diverse strategies and better game experience.
1. Units
Terran Heavy Cruiser Thunderbolt Missile: The Heavy Cruiser launches 6 anti-air missiles. Each missile hurts the target twice and deals 45 damage each time.
Atlac Lightning Ray Attack damage reduced from 20 to 18. Lightning Surge: The Lightning Ray emits beams to continuously burn 2 targets, dealing 18 damage every 0.5s. After 6s, the damage decreases to 50%. The beams only deal 50% damage to buildings. Upgrade Adjustment Lv1: Attacks 3 targets simultaneously. Attack damage decreased to 80%. Lv2: No change. Lv3: Attacks 5 targets simultaneously. Attack damage decreased to 70%. Inflicts 250% damage on biological units.
Blind Skycrab Ball Lightning: Attack range reduced from 22 to 18.
Yaoguai Javelin Deer Rotating Blade: After flying for a distance, rotating blade's attack damage will largely decrease. Garuda Ordeal: Attack range reduced from 23 to 20, attack damage reduced from 70 to 35, and cooldown increased from 1.8s to 2.4s.
Shadow Bat Batling Swarm: Conjures up phantom and summons small bat at a faster speed.
Markscat Rain of Arrows: The Markscat prioritizes targets of the highest value.
2. Commander Skills
Terran Airborne: Initial cost increased from 200 to 250, and initial cooldown increased from 60s to 100s.
Atlac Lightning Tower: Initial cost increased from 200 to 250, and initial cooldown increased from 60s to 100s.
Optimized the description of Heavy Cruiser’s ability Thunderbolt Missile.
Optimized the friend list system to avoid lags as much as possible.
Fixed the bug that the Dragon Breath’s Combustion Improver lasted longer than expected.
Fixed the overlapped interface problem caused by the incoming game invite while the player is watching the replay.
Fixed the bug that the level 2 Lightning Ray did not reduce target’s armor.
Fixed the bug that after the Soulblast Vajra was upgraded to level 2, its Reflective Armor did not have the 5 bonus damage reflection that was granted at level 1.
Fixed the bug that the ability of the Staff Slave and the Swift Pangolin inflicted damage on air targets.
Fixed the bug that the level 1 Anti-Armor Interceptor could attack 2 targets at a time, but this should have come to effect since level 2.