Empyrea Part 2 is now available to play! This update includes a Level Cap Increase to 130 and New Pets, Quests, Gear, Crafting Recipes, Trees of Magic Ranked Spells, a New Whirlyburly mini-game, and more! Have a look below at the update notes for all the big changes.
The Wizard must embrace an ancient destiny, fight the evil schemes of Shadow, and venture to the farthest reaches of Empyrea... and beyond! All the while, the final conflict between Grandmother Raven and Grandfather Spider looms, threatening to destroy all of creation.
Can the remaining two Paradox Chains be saved? Can the Wizard really hope to stand in the way of not one but two cosmic forces? Can Order and Chaos be reconciled? Find out in this exciting conclusion to our Empyrea story and arc 3 of Wizard101!
Wizards that have reached level 125 and completed the quest 'Only Mostly Done' will be able to proceed to Part 2. Then talk to Librarian Fitzhume in the Arcanum to get the quest “Of Note.” From there, all of the update changes on the main website are at your fingertips...
Update Highlights
Level cap increased to 130
Gold cap increased to 525,000
New level 130 Henchmen
New level 125 Jewels for Socketing
New quests are available when you make it to Day 12 of your Daily
Assignment rewards!
New Photomancy quests
New level 130 PvP gear and other powerful equipment
New PvE gear and weapons
New Pets to obtain from wandering bosses
New Trees of Magic ranked spells
New Crafting Recipes available in Nimbus Citadel
Introducing the new Whirlyburly mini-game!
And much more!
Visit the Official Website to explore the complete patch notes, and then head on over to Twitter and Facebook to share your thoughts on this latest release of Wizard101
If you've yet to take the plunge on The Escapists 2, you can currently save 50% in our Midweek Madness sale here on Steam, which is the cheapest it's ever been. If you've already mastered The Escapists 2 but not yet the game that started it all, you can save 75% on The Escapists during this sale as well!
Oh, you already own both games? How about some extra prisons then? We've discounted all the DLC prisons for both games, allowing you to expand your escapists adventure cheaper than ever before. The DLC for The Escapists 2 allows you to escape a medieval castle, a travelling circus, a haunted hospital and a maniacal dictator, all adding very unique additional experiences to the prison escaping adventure - now up to 50% off!
If you've yet to take the plunge on The Escapists 2, you can currently save 50% in our Midweek Madness sale here on Steam, which is the cheapest it's ever been. If you've already mastered The Escapists 2 but not yet the game that started it all, you can save 75% on The Escapists during this sale as well!
Oh, you already own both games? How about some extra prisons then? We've discounted all the DLC prisons for both games, allowing you to expand your escapists adventure cheaper than ever before. The DLC for The Escapists 2 allows you to escape a medieval castle, a travelling circus, a haunted hospital and a maniacal dictator, all adding very unique additional experiences to the prison escaping adventure - now up to 50% off!
We have released a new patch for the PC version of Conan Exiles and removed the Halloween content from the game. We know the Night of Lost Souls event hasn’t been everyone’s cup of tea and we’re taking several lessons away from the feedback we’ve gotten this past week.
Thank you to everyone for voicing your opinions and for offering tips on future events. We take it all to heart.
The dev kit will not be available at the release of this patch, but we’re working on getting it released. Shouldn’t take more than a day or two and mods shouldn’t be super incompatible without it.
This patch contains a number of updates to the Event Log so it will log more information related to pets, thralls and items. We’ve also fixed several bugs related to player corpses and we believe we’ve also managed to fix the well bug.
Highlights:
Event Log changes (see below for more details)
Halloween event has ended. The Potion of Lost Souls and any resources harvested during the event will remain in player inventory until consumed or decayed.
Wells should now be re-filling as intended
Fixed an issue where having several of buff/debuff icons on screen would cause a lot of lag
Patch Notes:
Exploit Fixes
Fixed an exploit where players could manipulate and duplicate thrall inventories
Event Log changes
Dismantled placeables will now show up as intended in the Event Log
Items dropping from destroyed placeables will now be listed in the Event Log when they’ve decayed
Update to the “Days Passed” slider in the Event Log to be more inconsistent
Event log entries can now stack and be displayed in one row instead of multiple.
Database maintenance: Remove Event Log entries older than 3 weeks
Companion names should now be displayed properly in the Event Log when they are hungry, starving or returning home
Made companion cause of death more consistent in the Event Log (Please note: The Event Log does not support custom companion names):
– Player and Clan name will be displayed when a follower is killed by another player
– NPC name will be displayed when a follower is killed by an NPC
– Starvation/fall damage/noxious damage will be displayed when a follower dies by these
The Event Log should now display item names as intended
Dragging an item from a Crafting Station and dropping it on a stack of said items in the inventory should now create an entry in the Event Log
Bug Fixes
Wells should now be re-filling as intended
Fixed a bug where traps could be returned to player inventory after exploding
Fixed a bug where corpses would disappear if a player died underwater.
Fixed an issue where an Avatar’s timer wouldn’t update correct on Dedicated Servers
Fixed a bug where accessing a vault would cause lag and hitching
Fixed a bug that allowed players to loot XX_Unarmed items from Thralls
Fixed a bug where unconscious NPCs would disappear if they fall or slide away from a space where they were released from their bindings (like a cliff)
Fixed an issue where having several of buff/debuff icons on screen would cause a lot of lag
The Degenerate should no longer spawn two corpses when killed
Removed guards on letting following companions teleport to you. Pets should now follow you more reliably into your compounds
Fixed a bug where attempting to move a pet or thrall would have them turn invisible if the player moved too far away from their original placement.
Fix a visual bug causing the blood spatter background of certain Feat filter icons to disappear
Fixed a possible leak in SQLite DB handling due to missing ‘virtual’ keyword on ~QueryResultBase
Explosive Arrows should no longer do damage to buildings on PvE servers.
Environment Changes
Removed the ability to reach a unplayable area in the Black Keep
Fixed a collision issues with the barriers in the Midnight Grove
Fixed an issue where the curse wall spline had many points that had inverted rotation, causing issues with not being able to build in random places. Also removed a duplicate of the curse wall spline that existed right on top of the original one.
Removed the ability to reach a unplayable area in Bin-Yakin’s Seal cave ceiling
Quality of Life Changes
Added a “Clear” button to the Server Browser, to more easily remove entries in Server Name and Maximum Ping filters
The Crafting Station UI will now display the name of the crafting station instead of “Crafting Station”
Increased the number of corpses a player could generate from 3 to 10. This should improve corpses disappearing upon player death
Restored the missing debriefing after instant action mission.
AI aircraft climb to a very high altitude when attacking armor units with bombs - fixed.
AI ground. Not-activated truck can rearm the ground forces if it is visible (not hidden in the ME).
ME. Task 'go to waypoint' will work correctly with the stop condition.
Fixed issue with DCS freezing on start in some conditions.
MP. All information about servers with a large number of slots and clients (40+) will now be visible in the list of servers.
Sound. Improved fade out of sounds with distance.
AI F-86F. Will not use radar ranger for long range search.
AI F-86F. Fixed bug that bring to ground collision in the rocket attack.
A-10C & F/A-18C. AWACS aircraft do not call out enemy locations till the player’s comms menu is opened to AWACS - fixed.
Radio commands given by the player when a radio message from the AI is playing do not go through - fixed.
Multimonitor configurations. GUI dropboxes will not break away from their place on the main display to the other displays.
DCS F/A-18C
Introduced JHMCS.
Introduced FPAS.
Introduced AGM-65E with laser guidance (can be used with JTAC/AFAC assistance a while). Known issue: overlapped symbols of laser codes on Mav page, will be fixed soon.
Big radar refactoring.
External fuel disappears after manoeuvre with disabled fuel pumps - fixed.
Radar in boresight mode will not locks target outside beam pattern.
Added RU manual translated by Vasil Komarichin aka ICS_Vortex
DCS Flaming Cliffs
Su-33 Heavy Sky campaign. Total update all missions by Alex Zelog. Changed: payloads, balance of forces, Su-33s TO weight, weather, minors.
MiG-29. Added missing net animations.
MiG-29 Flight model corrections, added engine gyrotorque (will be slightly aircraft spin on the tailslide maneuver).
Su-27 and MiG-29. Trim reset (LCTRL-T) will be strictly to zero.
MiG-29. The pitch stability augmentation system synchronized to wing slats deflection.
MiG-29. Updated model of braking chute.
MiG-29. Engines will be broken after exceed 2.6M speed.
MiG-29. Improved damper in the longitudinal channel.
DCS MiG-21bis by Magnitude 3 LLC
Fixed gauge lights.
Fixed missing SPS/IAB panel texts.
Adjusted suspension.
Improved boundary layer blow system effects.
Improved engine device code to reduce FPS stutters.
Added navigation data for Persian Gulf.
DCS M-2000C by RAZBAM
Fuel flow corrections added based on new data
DCS AV-8B NA by RAZBAM
Sidearms issues fixed: - Sidearm keeps lock when the aircraft is not pointing at the target. - Sidearm keeps lock after firing when another missile remains in the aircraft - Sidearm does not have volume control (Sidewinder volume control also fixed
Fixed Magnetic compass not moving when aircraft INS is not aligned is also fixed
DCS AJS37 Viggen by Heatblur Simulations
Exterior mirrors now reflect the environment
Fixed various clipping and shine-through issues in exterior (esp. Cockpit)
Sculpted new normal map for exhaust nozzle and area
Sculpted new normal map for exterior exhaust shell
Added RoughMet textures for the exhaust shell
Added turbine texture for better deep engine detail
Metal elements on wings now have appropriate material definitions
Animated engine exhaust fan
Interior engine sounds now loop properly
New! Improved visual fidelity of afterburner
Afterburner now cast lights inside engine exhaust pipe
Afterburner now cast lights on surrounding objects and terrain
Corrected afterburner z-fighting
Afterburner planes do not render at high viewing angles.
Corrected afterburner self-illumination
Fixed glass in LoD (distant) models turning opaque and bright.
New! Added significantly better quality uncompressed normal maps for entire exterior
Light domes are now appropriately shiny
Fixed wheel/tire animation values so they spin at correct speeds.
Fix to timeline appearing late in PLAN-bombing mode.
Fix to time-to-destination display in TID.
Fix to Rb15 missile-in-target-time.
Fix to Rb15 missile-in-target-time displayed even though no Rb15 is selected.
Update Rb15 definitions for AI. AI will now use the missiles properly.
DCS Spitfire IX
Fixed bombs drag issue.
Campaigns
Memory of the Hero. Updated mission 13 and 14. Deleted intro track, corrected triggers.
Known Issues The cockpit gauges may be broken. Will fix ASAP.
Atmorph (Game Designer), Baldrov and Languste (Quality Assurance Specialists) will go through the various new contents, ranging from the new Talent System, over the new dungeon to the new Elin Brawler & new premium items being added!
And of course, we’ll have various free item codes prepared for you to submit!
We are constantly working on updating this game. This time we fixed issues that some players had encountered and also made several new additions. So here they are:
○ Oculus Rift support. Now people who own Oculus Rift can play „Fit It“ too. We welcome you to our community! 😊 ○ Fixed calibration problems that occurred for kids and short or high people. ○ Fixed pointer bug. ○ Fixed other minor bugs for smoother gameplay.
Stay tuned for upcoming news! We are preparing new huge update. 😊
It’s been almost a month since the release of Space Hulk: Tactics. We’re very thankful for your support and feedback. We’ve been hard at work improving the game to give you a better experience.
Today, we’re launching a second major update that addresses some issues that you’ve raised, such as gameplay speed, AI improvements, gameplay rebalancing, and bugfixes.
As many of you have asked, one of the main highlights of this update is the gameplay speed. We’ve adjusted the speed of each option, and added 2 additional animation speeds - fast and very fast - to give you a better experience during the game. From now on, the fast speed allows you to play the game more fluidly, while the normal one provides you a more immersive game experience.
Also included in this update are AI improvements. We’ve already improved the AI in a first major update, and we’ve continued to work on additional AI improvements.
Last but not least, the game now provides up to 30 mini skirmish maps that improve the variety of mini skirmish objectives in the Terminator campaign..
You can find below the change list of this update.
Change Log
Features
Added 2 additional animation speeds for the game: Fast and Very Fast. Speed is locked to "Very Fast" in Quick Match and can be changed in the lobby for other multiplayer modes, and can be changed in-game for single player games (R key by default). Default speed can be changed in the options menu.
"Next tutorial" default key changed from R to N to avoid conflict with changing speed
Added campaign new mini Skirmish maps (30 total)
The name of the map is now displayed when opening the extended map and objectives in Skirmish
The turret description now fully explains its behavior
Added new dialogue during Genestealer Mission 5, Mission 6 , Mission 8, Mission 9, and Terminator Mission 13 and Secret Relic Mission
AI Improvements
[AI] Improved the AI handling of locked doors
[AI] Fixed a number of edge cases not being supported by the AI
[AI] Made the Genestealers more aggressive
[AI] Fixed a case of Genestealers not attacking Terminators in melee
[AI] Fixed a case of Genestealer AI not attacking a Terminator when starting next to it
[AI] Fixed the Genestealer AI not handling rubbles in diagonals
[AI] Genestealer AI should now commit more when it decides to launch a suicide attack
[AI] Fixed a case of Terminator AI stopping when a Genestealer objective is failed
[AI] Fixed the Terminator AI spreading too thin when it has to survive
[AI] Improved the behavior of Terminator AI when it has to survive and protect a console
[AI] The Terminator AI should place its Force Barriers in better locations
Bugfixes
Fixed a case of Overwatch overlay not disappearing at the beginning of the next Terminator turn
Fixed the AP counter not updating after unjamming
Fixed ammunition and psy points counter not refreshing properly
Fixed the Jam icon not refreshing immediately after unjamming
Fixed the AP counter for Genestealers not refreshing properly with the special rule “slow start”
Fixed the leaderboard not displaying properly
Fixed the Terminator Campaign "clues" icon being in low resolution
Fixed a graphical issue during the cinematic if the sergeant was planting the bomb during Terminator Mission 5.
Fixed the first Terminator Mission secondary objective not giving its reward
Fixed text error for several campaign events
Fixed the view not switching to Isometric when using a warp bubble in FP view
Fixed the Reaperfex not being able to cross a diagonal blocked by an obstacle
Fixed an issue where activating cards would cancel sustained fire
Fixed consoles being indestructible by default
Fixed emblems not displaying properly if the Terminator was too far away
Fixed a graphical glitch with a Space Wolf emblem
Fixed an issue with emblems on Stormbolters
Fixed some vanilla customization options not being available due to the preorder DLC
Fixed various typos and text mistakes throughout the game
Fixed several crashes related to the AI
Fixed various crashes
Fixed a roster desync if the host changed his roster before the client joined
Fixed a case of sounds not playing after loading a save
Fixed a case where rank points were not gained after a victory
The Scorpion turret Overwatch colour now update immediately when being changed by activating the linked console
Fixed Genestealer Biomorphs playing the wrong animation when being killed in melee
Mouse cursor now disappears during cinematics
Alt+Tab during a cinematic should no longer make the cursor disappear
Tweaked the hitbox on several UI icons
Fixed the extended map legend being displayed behind the map
Playing a card no longer removes the free shot after a movement
We can no longer cancel a bomb deployment by toggling “move and shoot”
Removed an obsolete reward when losing a “samples” optional mission
Fixed wrong flow when exiting the campaign screen
Fixed an issue when trying to exit the leaderboard screen
Fixed a case where the player could get stuck in an invalid state during the tutorial
[AI] Fixed a crash related to the Assault Cannon
Fixed several crashes
Balance changes
We can no longer place a rubble inside the line of sight of a Terminator. The card cost has been decreased from 2 to 1 CP.
It’s no longer possible to stack card effects that give CP or Psy Points per kill.
Genestealer Mission 5 is now a bit easier
Increased the threat of flames during Terminator mission 13
The Wolflord in Genestealer Mission 9 is now immune to flames
Range modifier cards don't stack anymore: only 1 shoot range modifier and 1 overwatch range modifiers are allowed on a single Terminator
Changed the "slash" special attack to a 4+ test (instead of specific 1D6>1D6 roll)
Increased the effect of cards that reduce genestealer AP: reduction increased by 2 AP (3->5 and 4->6)
Increased required distance for spawning blips from the broodlord by 1 (6->7)
Removed the distance limitation for vanishing the broodlord close to an extract point
You can now choose any of the 4 tiles adjacent to the Broodlord when using it to spawn a blip, but can still spawn only 1 blip.
As always, we look forward to your feedback. Please don’t hesitate to give us any feedback you may have regards to these changes.
We have been in Early Access for over two years. It's been a wild ride. Wild but awesome, thanks to you guys. We initially planned of being in Early Access for only six months but the community took the game in directions we never anticipated. We now have an end game, Roguelike and Casual modes, randomized card variants, and much more. Not to mention a gargantuan number of bugs reported and fixed.
The game has reached the point at which we can say it has almost all the stuff we envisioned and so we can safely set the release date. We hinted at it before but now it's time to make it official: Book of Demons will exit early access on 13th of December. And yes, this year :archduck:
The run-up and the launch itself
As I type this post the release candidate build of the game is being finalized and deployed to the test branch. Those of you wishing to test the new cards and legendaries can check this thread for instructions on how to switch to the test branch.
The changes include sixteen new cards, each with magical and unique legendary variants, and a special thank you song performed by townsfolk after the Archdemons is defeated :archduck:
We will continue polishing and finalizing balance on the test branch until a few weeks before the launch date. Until launch, no new stuff is going to be added except bug fixes.
Meanwhile, on the public branch, we have some fun stuff planned to make the wait time fly but I will talk about that in another post :archduck:
What can you do?
As it turns out a lot. First of all, you can keep an eye out for 13th and play the game to see the new stuff. This in itself will mean a world to us.
Besides that, it would be awesome if you could spread the word. December is rather busy month when it comes to new releases and we will be in direct competition for players' and media attention with heavy hitter AAA titles. Although we will do all the standard stuff indie games do on launch and a bunch of non-standard things word of mouth is still king. So on 13th December tell your neighbor, tell your kids that Book of Demons is out!
Last but not least, if you haven't yet please consider writing a review on Steam. Reviews are the lifeblood for small indies and greatly help your friends discover games you consider worthy.
A slight post-launch price increase
This topic popped up in the community forums a few times with players urging us to increase the price of the game. We considered it and decided not to do it at least until we exit Early Access.
That time has come and we will increase the price by 5 dollars. The price of the game will change after this sale, on 9th November. We wanted to celebrate Polish Developer Sale but this sale is also the last such significant discount for a long time.
Why the price change now and not at launch? The reason is due to law to which Steam must adhere: there can be no sales for 30 days after the price change. We would like to have a sale for launch, of course, so we have decided to raise the price in advance so the "no discount" period would end in time for 13th December.
Post-launch roadmap
Of course, the launch is not the end of the road but rather the beginning. We have a slew of features we want to add to the game and stuff we have already done and while it didn't exactly make the final product we still deem worth sharing with you. Like our attempts at competitive multiplayer modes (with extra stress on "attempts", as it's not exactly multiplayer in a classical sense of the word). This, however, will come after the launch.
There is also the matter of Book of Demons being the first installment in a series of games. Some tentative work has already started on the next game and this will gain momentum after the launch. We have many cool ideas and depending on how the launch goes we will decide which get to be implemented and when.
As always, Stay safe in the paper dungeons :archduck: Konstanty
What’s up, pals? https://www.youtube.com/watch?v=oM7ABhRUKpY Day of the Devs is this weekend!! Myself, Mikk, and EMi are all making our way to San Francisco so we can share Disco Elysium with all of you. Just in case you missed those details, you’ll be able to come by The Midway (900 Marin Street, San Francisco, CA 94124) on Sunday the 11th from 3pm - 9pm and play our game to your heart’s content, along with 70+ other phenomenal titles. There will even be music performances from game industry greats Doseone, Chipzel, and Hydelic. The best part is the whole thing is free, all ages, and open to the public. Just make sure you RSVP! Thank you so much to Double Fine and iam8bit for having us.
We also have some pretty big news! We’ve started work on a Chinese translation of Disco Elysium!! We’ve localized the first hour of gameplay into simplified Chinese, and to celebrate that progress we’ll be showing off that demo at Games Fusion Lite Guangzhou this weekend (November 10th and 11th) as well. There’s a write-up you can look to for more details! While this Chinese localization won’t be available upon launch, we promise we’ll be working hard to make this version be its best. We hope you’ll support us!