Our last update before 1.0 is live! We’ve heard you guys and we’ve added some Ghost abilities so you can help or hinder the living! Ghosts now have the ability to light a Ghostly Fire, drop a Ghostly Feast, heal the living, or be traitorous and chill the living. These abilities have a global cooldown so make sure to plan out what ability to use when to use it! We have also included a few more things, please see below for more details.
Ghost abilities
Ghostly Fire - Ghosts can light a mystical campfire that appears for living players for a short duration, increases warmth of players in proximity.
Ghostly Feast - A ghostly feast appears for a short duration satisfying the hunger of players in proximity.
Ghostly Heal - When used living players within proximity of the ghost gain a small amount of health.
Ghostly Chill - When used players within proximity of the ghost will lose a small amount of warmth.
New Traitor Abilities in the Traitor airdrop
Temporarily reveal players health bars
Temporarily block proximity chat
New Bunker type
Hop in to find out what it is!
Camera shift when aiming.
Ability to poison interactable objects
Players can now poison bunker consoles, traitor crates, the power station, repair consoles, the outhouse etc.
As always there has been some bug fixes! Please check below for more detail :)
Community Translated Swedish is now implemented!
Can no longer craft alcohol from the stove
Field of view on bolt action rifle reduced
Field of view on shotgun and semi-auto rifle reduced to match world camera
Increased aggression of patrol wolves
Slightly reduced spawn rate of poison in traitor crates
Small chance that pot pies will spawn in bunker crates
Added rotating arrows under the character on the customization screen and progression screen
Re-designed game guide and added additional pages
Attack hit boxes will trigger later and finish earlier
Charge attack only stops player movement at 90% charge (lasts 0.3 seconds)
Attack radius of weapons increased by 66%
Animals no longer drop meat on the ground upon death, they now have lootable corpses
Fix for animals getting stuck when walking into buildings and fences
Adjusted animal turn animations
New achievements implemented for poison and truth serum
Fixed issues with vomit animation
Fixed certain animations not playing correctly from attacked animation
Revive option will now be hidden while attacking a downed player
Fixed bug where opening emote wheel during loading could lock your character
That's it everyone! Thanks for playing, and don’t forget to join our discord (www.discord.gg/projectwinter) for more news, updates and to become a part of our amazing community!
Outbreak is almost to PSVR Release. Once we do, we plan to use sales from Outbreak to find and fund a source coder to come in, fix bugs and steam workshop.
In the meantime, in the fall, Mike has set up Mods on official servers. It was a temporary set up. We will be returning all Official servers back to play official maps.
HOWEVER, we will be converting at least 1 server per region dedicated to ONLY Mod maps. :)
What server? The easy servers (changing to normal difficulty, and name to Official Community Map server *insert region*)
Another update, Mike will try to tone down the infection rate on NON PZ Servers only.
Mike isn’t a programmer, he’s merely a dedicated CM who is taking personal time to implement these changes. Hoping for a bit a patience as he figures this out. Please comment on what community maps you would like to see.
Current escape maps Mike will be testing:
Church Siege: Reborn Biotec (ZPS version) ThrillVille Abandoned House Concert (4.0) Dusk Courtyard
Every year the whole kingdom of Elenia celebrates Warrior’s Day in honour of General Maximus and his amazing victory over the Undead Army of Ngalu, the Lich Lord that cost General Maximus his life.
Starting from now and up to 10.00 GMT May 23 (scheduled maintenance) the adventurers of Aura can gain from the worldwide monsters Guard’s Emblems that allow players to become a Guard for 2-3 minutes. At the same time when you kill the monsters, the killing can occasionally summon the Undead monsters - Ghosts of War. They drop Guard's Emblems too but fighting them in the Guard form allows you to get Military Tokens. Collect 100 Military Tokens and use them to receive a Warlord’s Honorary Badge which gives the ability to use the Guard form without any time limits.
Ngalu's Revenge
Also be aware that Ngalu the Lich Lord being enraged by the repeated extermination of his Undead hordes has designed hideous revenge! He is sending his most powerful and dangerous servants to devastate the reaches of Elenia!
Ngalu's minions, five event bosses, will spawn in the game in the course of the event. Kill them to enlarge your Collections and to get a special bonus!
As part of LudoNarrativeCon happening right here on Steam this weekend, we'll be hosting a live stream here on Steam, playing the game and talking about its design and secrets. Come join us at 10am-1pm Pacific Time on Friday!
And if you can't wait that long, why not check out our new free demo, with sees Aliya and Six exploring the mysterious ruins of the Withering Palace...
Otherwise, why not check out this new review from Paste that calls the game "remarkable" and "astonishing"...
Heaven’s Vault also has an astonishing level of self awareness given its subject material. As an academic study, archaeology is rife with colonialist narratives, and the game manages to subvert that by using it not as a means to exploit another culture, but rather, to inform the deductive reasoning skills needed to investigate and dismantle an existing power structure. The game also tackles a lot of related subjects, from capitalism and labor issues, to disability, slavery, free will, conspicuous wealth, interventionism, complicity, privilege, tech-enabled exploitation, and ethical resource allocation. And it does so in a way that is not designed to always make the player feel comfortable. In that sense, Heaven’s Vault actually contradicts a lot of what I learned in anthropology class, despite how authentic the linguistic decoding process may seem.
(But if that seems too serious, here's the Yogcast instead.)
We took a big bite these few weeks and changed the main character. It was a necessary step before adding char customization. We prepared male and female and it will be added with one of the next updates.
AUDIO
Fixed Master Volume isn't working correctly
Adjusted Volume of Footstep, Impact and Ambient sounds
Fixed that the Audio slider changed the Volume to 10000% at 100%
AI
New
Boar - Packs with youngling - Pack Leader attacks the player if player chases or attacks the youngling - Drinking water - will go to river overtime - New Animations - Drinking water
Crab - New animations - Walk, Idle
GAMEPLAY
New player character
Added ragdoll on death
Feet IK
New character animations - Complete body movement in all directions - Crouch - Pickup - Hold Tool - Swing Tool Axe/Pickaxe/Hammer/Knife - Swing Tool Impact Axe/Pickaxe/Hammer - Swim Idle - Swim Move - Firestarter - Bow - Pot water pickup
Added 3 type of fences
Added 3 variations of roof
Added building decorations - 2 table variations and chair
Changed color of the number's on structure tooltip for easier reading
Reworked Bow - Right click for Aim | R to cancel Draw
Changed Powered crusher mesh
Added Cuttable logs to Sawmill (2m,1m) - Pine - Cocos
Show chat for some seconds when receiving a new message
Torches now get attached to players hip and on Backpack
Added offset to Building Tooltip
A lot longer day cycle and shorter nights
Hide Hotbar while in Building mode
Tweaked building part's - Fixed stairs don't match with the second floor and going through walls - Door frame snapping - Window frame snapping - Extruded Foundation's to match ground - Tweaked doorway and window frame - Fixed ceiling texture's - Clay door frame doesn't match doors
BALANCING
Worm - Max stack 10
Green and brown Coconut - Max stack 3
Coconut halves - Max stack 6
Plank storage - Can be moved
Pine cones - Max stack 10
Compost - Max stack 5
BUGFIX
AI
Fixed - Crab collider blocks movement
Fixed Birds move in straight lines way too long
Tweaked birds takeoff time
Fixed - Crab spawns mesh on death, it looks like there are 2 crabs.
GAME
Added Start icon
Added Game Icon
Added Game splash
Fixed loading screen between menu and main map
GAMEPLAY
Fixed that the input mode was wrong after closing the Pause menu while the Inventory was open
Fixed that PlayTime of a savegame wasn't always correct
Fixed floating grass on certain spots on the map
Fixed Icon's - Crab - Pine logs - Pine cones
Fixed Torch not decreasing durability while it's on ground
Fixed that you couldn't close Inventory after pressing on the Craft button
Fixed that you couldn't move Station if the ghost mesh is colliding with its previous position
Fixed - Two hand saw blade size
Fixed that the Chat is changing the Input mode
Fixed - Pine cone unvisible
Fixed that the Client cant send messages via Chat.
Fixed - Saw doesn't block other items
Fixed - Farm plot not saving and growing correctly
Fixed not being able to close the Pause Menu with ESC until you hovered over a button
Fixed pressing ESC to close the inventory not working
Fixed Farm plot isn't starting growing
Fixed Sawmill and Cutablelogs isn't saving correctly
Fixed Sawmill platform stuck when you turn it off while the platform is moving back
Fixed Client not receiving Buildings 'RawData' when the server has loaded a save(Retroactive)
Fixed - Main Menu doesn't work properly on certain resolutions
Fixed Host Player not loading its PlayerData
Fixed Glowing stick
Fixed Menu Ambient sound doesn't recognize Audio settings
UI polish
Fixed missing parts after load - Powered crusher, Grindstone
Fixed that you could pick up more compost from the composter than you can hold
Fixed that it was possible to pick up stations sometimes - Farm plot, Composter
Fixed Arrow is rotating in hand
Fixed Nearby widget is overlapping with Key Info
Fixed - Gear shaft visible before built
Fixed - Broadleaf tree changing mesh after the first cut
Hello everyone, thank you for being so patient with the game updates.
There has been major rework in the infrastructure side to support the extent that we'd like to see the game go.
The goal hasn't changed, we would still like to deliver the military campaign, the religion system, the cultural influence system, and very importantly we want to create vertical integrations across all these systems to improve gameplay.
In the May update, we added the necessary infrastructure behind the military campaign. Specifically, the world is now mapped with locations (points of interests), roads (which connect them), and we moved over anyone that moves such as battalions and caravans to the Traveler system, which makes use of these roads. We have built systems for building up an army and maintaining them, battle sequences between opposing forces, and the concept of faction ownership on locations. Additionally, some locations are tagged as Fortress, Castle, or City and provides additional bonus.
Another feature rolled out behind the scenes is the World Entities system. This translated a number of in-game values to actual entities with common properties. For example, the Granary, Warehouse, and Treasury are now "Resource Containers" in game, this will lead eventually to the concept of splitting up containers for budgeting/planning so that you could for example set up a container specifically for Contracts that automatically takes resources out of the main Stockpile based on certain policies.
A unified approach to developing in game widgets has led to a number of QoL features. The Sell list in the Trading screen can now be sorted to help you decide what needs to be sold. The Warehouse and Granary both have ability to sell goods instead of discarding them directly once you have the Market unlocked. The tagging system enables the warehouse to be sorted into categories so that you can quickly see what you have.
We also heard you loud and clear, the early game can sometimes be dull while you're waiting for buildings to be completed. You can't spare any more builders either, so instead you can help out your builders similar to chopping wood and gathering food.
We also introduced a few features based on feedback from the community. Farm houses and Tree houses now have an added bonus where they improve the efficiency of workers in the Agriculture and Forestry sectors respectively. This works by calculating the number of workers in the relevant Sector, and calculating the percentage of which is living in one of these location-specific homes. Makes sense if you think about it, someone who doesn't have to commute far can do more work with their time. However! Farm houses, like all other buildings in the Plains, is prone to being flooded, and Tree houses like all other buildings in the Forests, is exposed to forest fires.
Finally, we also released the full version of the Consistency Engine. This is a value checker that runs every now and then in game to make sure certain things stay up to synch. As we say in the development world, there's 2 hard problems: naming things, and cache invalidation. For sake of performance we cache a lot of frequently calculated values, and unfortunately the cache can become outdated. Given the scope of the game and the number of interdependencies, it is almost too easy to create accidental inconsistencies. The Consistency Engine is equipped with a set of formulas to ensure things like number of worker slots is consistent with the buildings that are operational, or that the seasonal bonus is appropriately updated for every batch in every job.
Now I understand that this update talked about a lot of infrastructure stuff and not a lot of features. Please be patient as we work towards the June update that will add some more content to the game.