Today we’re pushing some more critical bug fixes that came up since the last patch. We've also spent some time working on some quality of life improvements that should smoothen out some of the gameplay. Some of the controls have been changed in this process, so make sure you check out the notes below!
We would also like to take this moment to inform you guys about the unstable branch here on steam. By playing on the unstable branch, you have the chance to be the first to play the newest versions of the game! In fact, this branch is updated nearly every day with the latest fixes and in-progress content! Because of this, we do recommend joining the discord so you can remain updated on the changes from day to day and report issues as they come up. If you are interested in joining those who live dangerously, more information on how to join the unstable branch can be found on the discord as well!
Patch Notes:
Changes
You can now rotate the camera when placing wall mounted furniture
Added an indicator on the ground when placing wall mounted furniture with a controller
Restock UI should now always appear to the right of the furniture you click on.
Made the animation on the unlock button in the options radial more noticeable.
Selling furniture is now moved to the F key as player reported frustration having it on the RMB click.
Cloning is back to holding the clone button and placing to trigger the cloning behavior. Teaching the player to run with the clone button was evil.
Improvements
Buying or delivering items can now increment by 10 (Shift/LB/L1) and 100 (Ctrl/RB/R1).
Better error handling when the game tries to load in an objective that doesn't exist anymore.
Sprint, clone, and snap are now shown as prompts on the screen when relevant.
Added an info pop-up for a less intrusive way to tell you things.
Save files now ignore furniture & items that can't be loaded in, allowing us to deprecate those through updates if necessary.
'R' is now a hotkey for restocking in the restock UI.
Bug Fixes
Some of the button prompts in the bottom left of the screen were not highlighting when they should.
When changing the walls with a controller it now correctly replaces a wall instead of deleting it first.
Fixed some issues with particle states with planters
Fixed multiple issues with label positions not being placed or released correctly.
The wall masking was triggered in the main menu intro animation.
Entrance would sometimes become unusable.
Opening the shop before the day transition was done caused the day to stop at night.
Cost indicator would show wrong price when cloning upgraded furniture.
Sunflowers unlockable again, as intended.
Decorations should no longer be interactable when the shop is open.
Furniture that has its accesspoints blocked will now correctly be updated when the blocking object is moved.
When no historical data is found, the starter categories are used to determine customer interest.
Added a check to see if an item exists before trying to add it to a display. This would in rare cases cause an error.
Customers should now correctly spawn in front of the door.
Furniture modifiers in scenarios would not be loaded in correctly when loading a save file.
Prompts should now update when opening and closing the restock UI.
Updated various objects with incorrect or non-existing label positions.
Warhammer 40,000: Gladius - Relics of War - Alberto
Time for a new update!
This update is primarily aimed at rebalancing Tyranid and Astra Militarum economies, and fixing a variety of outstanding bugs.
In the meantime, the team is also working on amazing new content. We're really looking forward to showing you more. Soon!
Changelog:
Special resource features now value biomass percentage bonuses as double to offset the disproportionately higher biomass output of Tyranid buildings. To reduce the irregularities of map generation for Tyranids, more features now have a biomass bonus.
### Balance * Reduced Grox Pasture from +20% biomass to +10% biomass. * Changed Trader Encampment for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass. * Changed Promethium Relay Pipes for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass. * Changed Recaf Leaf for Tyranids from +2 influence to +1 influence and +1 biomass. * Increased Zoanthrope cost by 33%. * Astra Militarum resource edicts now only increase the output of the associated resource buildings to prevent tilting edict efficiency towards certain resources that appear more frequently on buildings, such as Labor Corps and Manufactorum ore. * Spawning units now triggers overwatch. * Spawning units now capture outposts. * Smoke Screen can now be used on adjacent tiles. * Reduced Hunter-Killer Missile damage from 12 to 8 and armor penetration from 8 to 6. * Fixed Triarch Praetorians gaining Hammer of Wrath when using Jump Packs without having Hammer of Wrath researched. * Bolster Defences can now be used on its own tile. * Bolster Defences now gives invulnerable damage reduction instead of ranged damage reduction. * Reduced Siren Caster from +5 to +4 loyalty.
### General * The world generator now tries to place players of the same team closer together. * Added Space Marine Shotgun flavor. * Clarified in trait descriptions that Barrage and Melee cannot overwatch. * Clarified in trait description that Pinning only works on fearful infantry.
### Bug Fixes * Fixed Reclaim Unit target selection sometimes not showing a unit's value. * Fixed trait conditions sometimes matching wrongly if the unit has multiple instances of the same trait type, for example when being adjacent to a friendly and an enemy Synapse Creature simultaneously. * Fixed Flyers capturing outposts when a Fortress of Redemption is destroyed. * Fixed Ammo Runt not having Flash Gitz as requirement. * Fixed extraneous Stormraven Gunship requirement from Ceramite Plating. * Fixed Orbital Strike being usable on Headquarters under fog of war. * Fixed Malanthropes being able to consume water tiles. * Fixed an issues with units in transports becoming visible upon healing. * Fixed Bolster Defences being usable on tiles without units. * Fixed missing effect for bolster defences. * Fixed Gorkanaut effect visualization being off-center. * Fixed animation speed not applying to various effects. * Fixed Orbital Deployment having no sound. * Fixed several typos. * Fixed crash on quit.
### Modding * Added \<target sighted="0"/> to specify that the target does not require sight.
Combat Arms: Reloaded will go down for it's scheduled maintenance on 04.03.2019 05:00AM UTC / 04.03.2019 07:00AM CEST / 04.02.2019 10:00PM PST. Approximate time for this maintenance is 4 hours. Please log out before the start of the maintenance to avoid any loss on your account.
[MAINTENANCE COMPENSATION] 200 % EXP / GP BOOST
Thank you for your unwavering support for Combat Arms: Reloaded!
Rangers!
Combat Arms: Reloaded wird eine geplante Wartung am 04.03.2019 05:00AM UTC / 04.03.2019 07:00AM CEST / 04.02.2019 10:00PM PST durchführen. Die Wartung wird ungefähr 4 Stunden dauern. Bitte loggt euch vor dem Beginn der Wartung aus, um etwaige Verluste auf euren Accounts zu vermeiden.
[WARTUNGSENTSCHÄDIGUNG] 200 % EXP / GP BOOST
Vielen Dank für eure unerschütterliche Unterstützung für Combat Arms: Reloaded!
Askerler!
Combat Arms: Reloaded 04.03.2019 05:00AM UTC / 04.03.2019 07:00AM CEST / 04.02.2019 10:00PM PST planlı bakım için sunucu kapalı olacaktır. Bu bakım için yaklaşık 4 saat sürüyor. Hesabınızda herhangi bir kayıp olmasını önlemek için lütfen bakımın başlangıcından önce çıkış yapın.
[BAKIM ÖDÜL] 200 % EXP / GP BOOST
Combat Arms: Reloaded için sarsılmaz desteğiniz için teşekkür ederiz.
도전자들께!
컴뱃암즈 리로디드는 11월 18일 서버 안정화 및 업데이트를 위한 정기점검이 진행됩니다. 자세한 사항은 아래 내용을 확인해 주시기 바랍니다.
점검시간 : 2019/04/03 14:00 KST 시작 예상 소요 시간: 4시간
[점검 보상]
200% 경험치/GP 부스터
* 계정 정보 손실을 방지하기 위해 점검시간 전에 로그아웃 부탁드리겠습니다.
* 점검 시간은 점검 진행 상황에 따라 변동 될 수 있습니다. 변동 사항이 발생할 경우 추가 공지를 통해 안내해 드리도록 하겠습니다.
0.4.1: Pushed an update to fix a crash due to a typo in two of the lesson configs.
Sorry for the delay on this update, reworking the way students picked lessons ended up taking quite a while.
Breaking
The 32 bit builds of the game don't seem to seeing any use and they are not the easiest to maintain. I plan to make this update the last one that supports 32 bit and will remove them next version. If this causes any issues for you please let me know.
Also due to the number of changes old save files will no longer load.
Changes
Scheduling
Rewrote the lesson system to allow players to have more control over what happens. Previously students would built lesson plans automatically from the rooms that were built. This was random so students wouldn't be grouped together with anyone.
You can see courses from the new "Courses" button on the action bar. Creating a new course from this screen should place you into an editor. From this editor you can name the course, set a price to join the course and select the subject for the course.
Clicking on any of the blank timetable slots will bring you to a screen where you can select the lesson for the period, "Free period" being students doing whatever they want. Once a lesson is selected you'll be able to add rooms and assign staff to them. The dropdown boxes will only let you select rooms that work for the lesson are unused. Same for staff. If you add multiple rooms students will use the second if the first is full helping to increase the capacity of the course.
Once you've finished setting up lessons saving will place the course into the list and allow students to sign up to it. You may edit the course at any time but students already signed up will not see the timetable changes if you decide to move things around and may end up missing lessons.
This requires managing your staff to not over work them as they no longer automatically stop working when tired but their teaching gets worse.
There is still more to come on this system in future updates.
Other
Added a little animation to buttons when hovering over them to smooth the transistion.
Chat messages in multiplayer have been disabled.
Staff will now idle in the staff room when not teaching instead of just standing around getting tired.
The settings screen no longer lets you set when staff rest as they now do it when idle.
Internal Changes
The FPS limiter is now more accurate and shouldn't end up around 59.4 fps vs 60 fps on certain systems.
The `studentspls` cheat now uses the normal spawning system instead of having its own special one.
Fixed some entity ghosting issues causing duplicates that would just stand around.
The 64 bit builds for Windows are now compiled on Linux using clang/lld instead of msvc. This makes producing the builds faster and the resulting build seems equal (if not better) in performance to the previous system.
Open Source Parts
Recently I open sourced two small crates used in the game and put them on a Github org here: https://github.com/ThinkLibs
Great news, Humans! The public Steam Workshop support is now officially available! Jump in right now with these example levels:
Beginner - A minimalist level with some basic game logic
Intermediate – A larger level made in Unity using ProBuilder and the new Human: Fall Flat Workshop prefabs
Workshop is a fantastic tool which, used in conjunction with Unity, allows you to build your own Human: Fall Flat content and share it with others around the world. Also all the content is fully online multiplayer compatible.
Do any of you remember April 1st of last year? On that day, we briefly glimpsed perfection as we imagined a new standard in Horatio dating simulators. Back then, we honestly had no plans to follow through on it, for while we could imagine this perfect game, we could not imagine any way to truly capture the experience of dating Horatio, for who can earn his love but himself?
However, at Amplitude we always strive to listen closely to our community. And what we heard were a lot of requests for a Horatio-based experience. A LOT of them. In fact, there were so many remarks about it that they might as well have been clones, with a few remarkable exceptions.
Now, after a year of tinkering, we have finally been able to enhance a select few members of the community team to be able to deliver a true-to-vatgrown-life Horatio experience. We hope you will appreciate their great effort on your behalf, for they will never be the same… No, actually, they will forever be the same, as each other, for they have probably become Horatio. Check out some of their work below.
Part 1 of “Love Thyself – A Horatio Story” is available now on Steam for FREE, and we have dedicated a new forum to it.
Check back later this spring for part 2 and the exciting clone-clusion of this Horatio story!
Episode 1 includes 6 new locations in quest mode, you have to protect Ford, prevent bank robbery,train battle. All this is already available for free! As we promised our community, all game content will be free, we keep our word!
About changes
Fully reworked menu
Levels will open as you progress, with the exception of "Prologe" A unique boot screen is made for each level.
achievements! Now in the process of passing the game you will get achievements.
Added "Banners" about what needs to be done in the game (Kill bandits, prevent robbery)
Involved with Camera Animator (Show city and other objects)
Worked out the last cast of the game
Added guides indicating the path to the next quest
Added Diskord chips, now in the discord displays your current location in the game
Now the game is divided into:
Prologue
Episodes
Endles mode
About other changes
The model of General in the episode "Ford Skaywalk" was taken from the new asset (the asset will be used in the future)
Changed weapon animation
Scaled menu for all screens
Added clouds and their movement
Minor Interface Change
Portal color changed to normal
The release date of the game and exit from early access is scheduled for April 3, 2019 (after receiving feedback and fixing vulnerabilities). https://www.youtube.com/watch?v=FeU4YjjtU8k
#Discussions_QuoteBlock_Author
-What to expect from the game in the future? -Episode 2 -localization -Exit on other platforms
- Price increase -The price of the game will be changed after early access (end of April).
half a year of hard work, we are ready to introduce you to Episode 1!