Heya adventurers! This week ain’t no chill week like what you’re expecting because the final Tourney of the season is going to happen soon! Temperatures will rise as the prizes for the tourney will be our biggest and grandest yet! It’s best to start preparing and strategizing with your partners because registrations will open very soon. Watch out for it! And as always, don’t forget to check out some amazing stuff we have at the Item Mall for you this week!
PVP Tournament
We will have a BIG PVP Tournament announcement later today! Be sure to keep an eye out on our website for it!
Streaming Schedule for 12/4 – 12/10
Here is your schedule for this week’s Elsword Streaming! More streams may be scheduled and updated here later, and you can also keep tabs on who will be streaming and when by following our Twitch Channel.
Where do little birb s and little red pandas go to warm up this winter? Why on top of your head of course! Give these Cuties on Your Head a little space. They make for great accessories! Get them tomorrow!
We want to share with you what we have been up to, and what’s coming up in the following days.
The game currently saves between missions. However, as many of you pointed out, some sort of saving function during missions is what the game needs the most.
Therefore, in our major next update, you will note that every story mission will have checkpoints after each battle.
If your party gets wiped out, you will start at the last checkpoint reached. The same rule applies if you need to exit the game.
You can expect this update to be released in January, or hopefully, sooner™.
In the meantime, we will be releasing a smaller patch in the following days. This patch will include lots of bug fixes and stability improvements.
You can play old save files with this version. (after version EA 3.10)
IMPORTANT NOTE: The settings tab will cause problems in the game because of the new controls option. Before starting the game, I recommend that you delete the "My Documents/Stay Alive Apocalypse /Ayarlar.xml" file and make your settings in the game again.
Next update I'll work on RAM and CPU performance. I will also make some infrastructure arrangements for Coop mod. With the next version, old saves will be unavailable. I apologize in advance.
Features
New Animals: Cow (can be found in the barn in villages. Produces milk.), Rabbit (Randomly spawns on grass), Rat (randomly spawned due to character pollution and escapes by stealing a food)
Shelter upgrades added to private houses
Private house models updated
New Job: Architect
Controller support added. There are no key assignments at this time and problems may arise. Not tested for XBox
Object carry indicator changed
Safe zone adjustment system changed and problems fixed
Made addition to mini greenhouse and big farming crate models. Also harvesting process stores automatically if the farming area have a storage
Chicken coop fences renewed
Changes
If you need to spend an object to unlock, it shows warning before spending
Camera angle limit increased from 75 degrees to 85 degrees
All zombies and NPC collider fields are reduced by 5 centimeters
The clock can show the time if mouse cursor on it
Medicine effects increased
Hose distance increased from 2 to 3
NPC and Animal spawning limiting added
Changes to general graphics settings
Shelter screen renewed
Changes have been made to the object, NPC, task and scan control system to improve performance
Bus rear door now opens 135 degrees
Inspection of "damage the attackers" objects has changed and added to each object's own damage value
Fixes
Key indicators outside the screen in large objects - Fixed
When the motorcycle is run, the wheels enter into the ground - Fixed
Used the "Pumpkin Light" book, but I don't see it in my craftable items - Fixed
Librarian not know Pumpkin Light - Fixed
Suit Zombie inventory is bugged - Fixed
The object weight effect is not working after loading until object placed - Fixed
Vehicle tires enter the villa and park lawn - Fixed
The effect values of medicines do not show full value- Fixed
Tourist is starting to game without food and drink - Fixed
Object positioning problems in some private houses - Fixed
Some wrong translates - Fixed
Mirror shaking problem - Fixed
Container house can be destroyed - Fixed
Some road problems - Fixed
The weight transport limit does not work on all objects - Fixed
Roller washing machine sound problem - Fixed
Fixes (Need more tests)
The "go to shelter" command causes NPCs to disappear if given away from the shelter - Fixed
Backward going vehicles cause destroy of objects or jumping of vehicles - Fixed
Health limit and Object Carry Limit tasks are not checked - Fixed
Not counting scores in nailed football game - Fixed
"The people sat and feasted upon nuts and poultry. Jesus said unto them, my cup is the word of the LORD in malt liquor; do this, as often as you drink it. And his arms did sway in the air to start a mighty wave." - Book of Sean 3:13
A majority of these features and bug fixes come from community bug reports. Thanks for all your input!
• Added visuals for when you get iced by the Liquid Nitro Bomb. • New dancing cast animation for the Disco Ball. • Twerking angels now drift away after throwing the Disco Ball. • Reduced volume of F Bomb explosion. • Added Golden Ticket count.
Bug Fixes • Fixed a bug where Character Creator was resetting player appearance every time. • Fixed bug where controls remapping could not be accessed during game. • Fixed more UI elements that were missing fonts. • Numerous fixes to sizing on localized button texts. • Fixed missing scroll bars in Stats screen. • Fixed font swapping on non-localized text of end screen. • Added fallback fonts to reduced missing characters from localized texts. • Fixed a bug where saving language setting always resets to English • Fixed a bug with helping up teammate locking up the game. • Fixed a bug where you could be blue at the start of a match.
A lot of people are probably curious as to what's been happening, and why the game isn't released yet. Unfortunately, things are currently out of our control. The game's been submitted for review and...well, to be frank, we've heard absolutely nothing. It's been complete radio silence for over 3 weeks now, with no hints as to when or if the game will be approved for release. Honestly, we're incredibly disappointed and a bit angry at this, as there nothing in the game which could have caused this - it's something we reviewed and made sure of multiple times, and have had other platforms we're releasing on approve of as well.
That said, all we can do is wait. We have no idea when or if Valve will approve the game at this point - like we've said, it's been just a bit under a week short of a month from when we initially submitted the game. Even though it's out of our control, we'd like to issue an apology to those looking forward to owning the game on Steam. Hopefully things will eventually be solved, but until then, we're just as in the dark about things as you guys are.
That said as well, we do have the game released on other platforms, with more likely coming soon. You can keep up to date by checking the game's official page on our website, links are kept near the bottom: https://tophat.studio/portfolio/cross-love-ep-1/
If you'd like to follow us for updates, check out our social media:
Rocksmith® 2014 Edition REMASTERED LEARN & PLAY - UbiJurassic
Learn to play 3 hits by “The Godfather of Shock Rock,” Alice Cooper! “School’s Out,” “Billion Dollar Babies,” and “Poison” will be available today on Steam. See the tunings and arrangements below.
Greetings heroes! The last few weeks have been done a great good for Navyblue as we could get down on providing player requested features and tweaks.
New features: - Achievements, giving the completionists among you to have a plethora of new missions to tackle before restoring peace to the city. - More optimisations and visual upgrades to insure a better performance and visual quality.
We are continuously working on improving the game as we are trying to release it on consoles in the near future so keep the great feedback flowing!
We just released version 0.6.7.2 on Steam and it includes a few new toys and ton of bug fixes. Here's the new features:
KEY FEATURES
Added Electric Motor. I'm honestly shocked by how fun it is. You can tweak its RPM, torque, and input settings. The first thing I did was build a quadcopter by connecting wing sections to it.
Added Flight View Inspector so now you can see a lot more data about your craft in flight, including the highly requested in-flight TWR.
FEATURES
Added new Landing Gear style for wheels
Added CTRL+RightClick to clone a group of parts. We should have added this a long time ago! It's so handy!
Added keyboard shortcuts for switching to nearby command pods / crafts (defaults to '[' and ']')
Improved parachute model and textures and reduced cord size.
Improved performance of switching to nearby craft
The game is no longer minimized when losing focus. If you don't want the game to pause when losing focus, be sure to enable 'Run in Background' in the game settings.
Engines now start even if they're in the same stage as an interstage. Now you can launch your missiles.
Allow batteries to work with fuel transfer during flight.
Nav sphere now ignores middle mouse button and right mouse button
In the designer, a single part can now be separated from a cluster/group with CTRL+LeftClick and drag. Note: This means that CTRL+LeftClick no longer prevents part interaction. You can do that with middle-mouse button click now.
Changed middle mouse button to allow rotating view in the designer without interacting with parts.
MAP VIEW
Big improvements to performance and encounter prediction. Should be much easier to get encounters now and this will be especially noticeable with Cylero.
Closest encounter icons turn green when capture is predicted.
You can read about the rest of the enhancements and bug fixes on the Release Post here. Also, don't forget to check out the Roadmap and vote on what you want to see next! The Electric Motor and Flight Data were both player submitted ideas!
Guys, we just wanted to let you know that this weekend will be the last one for alpha testing. After hard work and a few delays, we finally have a lot of things done, so we decided to release the Early access version in late December. For now we can tell you that you can expect 3 watchers and 3 maps in EA version, an upgrade system, a lot of new enemies and improvements. Also we will have few giveaways, so follow us on our Facebook and Instagram pages, discord, links below, twitter and official site are coming soon. Thanks again to everyone who tested our game!
We are proud announce a new extra-featured build. It is also a development milestone for us which marks a new Version 0.2.x era.
Starting Early Access we have promised to listen to your feedback. To not compromise existing balance and wanting to give a little bit of strategy between runs, we have implemented ability to keep a zooid after death! This will allow to have a little bit more creative freedom in the main game mode by allowing you to strategically select a zooid to keep from previous run. New synergies can be explored this way without making the game too easy. Breed selection menu will now also display starting zooid loadout and plan ahead:
Implementing this feature has allowed us to make some under-the-hood changes to allow us affect game settings more easily. And it might be that little push that will help you to finally defeat Frakir and his minions.
Other thing we wanted to do even before launching to Early Access, but did not want to risk regressions, was to re-balance movement. There were some cases in early stages where an enemy would be faster than the player with several movers. Now movers have a lot less drag so movement should feel more responsive allowing you to create more interesting builds.
Together with aforementioned major changes, check out the full list:
Version 0.2.0:
Increase gaps in Twisted Narrows
Juice up zooid pickup effect
Show adapted zooids in death screen
Do not use impossible zooid placements for head selection siphos
Give tank movement some love
Damp siphonophore turning if there's high angular velocity
Increase required spike velocity for full damage by 33%
Display extra zooid in starting zooid panel
Fix cursor escaping the game in multi-screen setups
Added a pacifism achievement that can be achieved by finishing a level without killing anyone
Show available zooids in selection panel
Add Adapted zooid selection
Randomly select zooids to stun instead of undefined order
Fix Sizzler not stunning when there are a lot of zooids around
Make heads have more mass and drag. Make movers have less drag and mass. Make siphos less deformable
Make Spike weapon have 25% less drag
Make grappling hook less abusable with pushers
Don't error out when player has all zooids in inventory