Fixed market issue with price less than 1 gold. New option added: set attack points or blocks manually. News added to the start menu. New worldmap region coming soon...
A new update is live! It introduces a brand new type of week-long rankings, which expand the competition opportunities, as well as many balance and gameplay improvements requested by our Community. Read below for details!
Moreover, let us welcome you to the new Glory season! The top players of the just ended season have earned their rewards and titles, so time to compete the others and fight your way to the top of the ladder! A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and are rewarded with unique titles, as well as gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up it!
See you in battle!
Changelog v.0.8.8.9
Glory & Rankings:
– New Glory season started! – Added Weekly Rankings displayed in the Rankings window [default: F2] which offer numerous activities to compete in and time-limited rewards (they last for a week); these rankings will reset every Thursday (the Experience ranking is one of the Weekly Rankings now) – From now on, a player doesn’t lose any Arena Points if he’s below Arena level 10 (it was level 15 until now) – Softened the Arena Points loss for players with low Arena level (10-20) – Added the max number of Arena Point which can be earned or lost in a single duel – the limit is set to 600AP
Sieges & Balance:
– Added a possibility to perform free transfer to a nation dominated on the player’s main server – it is available once every 60 days and can be done by talking to the Mercenaries Recruiter in the capital city and last stand fort of each nation; this change was done to allow players help nations which are clearly dominated/outnumbered/outplayed for long time, as it happens when the XP bonus for Greenleafs is enabled – From now on a player can have only one own siege engine spawned at the same time – until now, it was possible to have 2 siege engines spawned; change done in response to the Community’s feedback – Added the cooldown on spawning the siege engines in order to prevent spamming the enemy with them in a short time – Changed the number of players in the siege event party, which is required to enable the balance safeguard limiting the size of one nation’s event fast travel, from 10 down to 5 players [Reminder - it means that after there are 5 people at both nations and one of them will start having more than 2 times players than another one, the nation which has at least 2 times more players won't be able to fast travel to that location anymore, but will be able to join by foot without any issue] – From now on, defenders in a siege event can still join it via the invitation box until they have the same number of players as the attackers – Improved ballistae placement on the upper courtyard’s towers in Lordly Haven to fix an issue causing that the defenders were falling down the walls
Quality of Life:
– Allowed guild officers to create and edit the guild recruitment offers in the recruitment board – Added basic NPC vendors at the minor player-controlled locations in the middle of the map (the ones which aren’t linked to the capital cities): farms, mines and lumbermills – Added new dynamic events for all nations which are located in the central areas of each link – these events are available for characters with level 50-70 – Increased the minimal cooldown to start Brandon, Ragi and Sirius world events because they could start again before the previous run ends, which would bug out the entire event – Slowed down the player’s maximum rotation speed in combat to improve the overall synchronization – Slightly increased the kick’s time from start to connect to the target – Improved synchronizing the catapult’s projectile appearing with the shooting animation – Increased the Food Quality of the mid-tier meals in order to make them more profitable to craft and consume – Improved the sets of starting recipes known by specific archetypes – Improved displaying text in the game options - Updated colors pattern of the Sangmarian flag's displayed on the map, changing it from yellow to black with yellow - it makes the flag more visible and consistent with Sangmarian flag/emblems in every other place in the game – Updated description of the Survival Instinct ability – Updated descriptions of the Good Blood and Cold Blood buffs – Added wooden training one-handed sword and longsword which can be purchased from every Weaponsmith – Removed the requirement to use an axe as a tool in all of the Wood Billets recipes – Improved the tooltips informing a player where will he respawn or unstuck – Improved the dice game’s Help window interface
Fixes:
– Fixed an issue causing problems with hit detection when players were at different height – Fixed an issue causing that kick used to interrupt the target’s attack despite the latter having the active Battle Rage ability – Fixed an issue causing that even though the frontline sieges used to end as the Nightlock started, enemy players could re-enter the location’s area to start generating the Siege Points (required to purchase Siege Engines) again – Fixed an issue causing that predefined siege engines from siege camps were going back to their spawn position after the location, in which area they were spawned, was captured – Fixed an issue causing that the player used to be randomly “detached” from a ballista when rotating it – Fixed an issue causing that catapults were displayed as shooting no projectile if they were rendered by the game’s client after being loaded – Fixed an issue causing that the Raider’s Chainmail recipe required using Tailoring Workshop – Fixed an issue causing that the “Echoes of the Past” event couldn’t be completed soon after the server’s restart because the Young Giant wouldn’t spawn in time – Fixed trees placement in the Ulfgard Lumbermill – Fixed breaking the lines in buff descriptions – Fixed an issue causing that some siege camp icons were doubled on the map – Minor fixes to reported level design issues
From 01.06 to 02.06 (until 23:59 by Moscow time), a hunt for Hobgoblins, Brownies and Verliokas announced (except for the "killer" class). Only those mutants are counted, victory over which brings more than 5 experience points.
Top three winners from main servers (RU, Steam PvP, Steam PvE) will receive prizes:
Independent development studio MercurySteam launched today Team-Up or Die, the third milestone in Spacelords’ Roadmap, adding demand-driven features meant to improve player communication in its coop games. This awaited update is now available for all PlayStation 4, Xbox One, Windows 10 and PC Steam players of MercurySteam’s Free to Play shooter.
The new Communication System introduces the figure of the Team Leader, who can issue orders to the rest of the team. Players can accept those orders, but can also propose other initiatives, and evaluate their leader’s performance with a “thumbs-up” at the end of the match.
Along with this new and useful communication tool, MercurySteam is adding another highly demanded feature to Spacelords: the Character Trial. Players can now play with unrecruited characters for a limited amount of time and decide if they want to acquire them before investing Gold –Spacelords’ in-game currency– in unlocking them. The character recruiting tiers have also been simplified, with players now being able to recruit 4 new characters instead of one after hitting a certain level.
“The arrival of Team-up or Die implies better communication between new players and veterans who can now mentor them,” commented Enric Álvarez, Game Director. “Spacelords’ players have also expressed their desire to try Characters before recruiting them, and we have made good to our word of listening to our community when adding new features to the game.”
We hope you enjoy these new features, Spacelords. See you on the Broken Planet!
We’ve added the ability to rebind all your keys and view controller mapping while in a match! Open the options menu while in a match to change your settings.
When the user runs out of weapon charge, the reticle will now flash along with the charge counter in the bottom right of your screen. This will also happen when you don’t have enough charge to use your current secondary weapon.
Bug Fixes
Took another swing at fixing an issue where players would join Canadian servers as a preference.
Fixed an issue preventing bollard switch from triggering some of the time
We've just released a new update to RobocraftX which adjusts the properties of the Medium Motor and Tyre. This should make Medium Motors much more powerful than their smaller counterparts! In fact, check out a comparison below!
Medium Motor changes
We felt that the Medium motor was a little too weak. So instead of the medium motor being just 1.5 times more torque than the small motor, we bumped that value up to make the medium motor have 4 times more torque than the small motor!
As a result of these changes, the Medium Motor will drain batteries 4 times faster than the Small Motor
Tyre changes
We also felt that the tyres were too bouncy and did not meet the expectations for grip. So we made them less bouncy and then increased the friction just a little bit so tyres should now perform much better!
Thank you to everyone who has played Experiment 02 so far! Do let us know what you think by leaving a review, or sharing your creations with us!
Hey everyone, this time it's me ;) We've just released a new Demo build, available for free for everyone. Both Demo builds and their updates are something that developers don't often do, therefore the annoucement.
Previously there's been a single chapter, first one from Mieszko I Campaign. Some of you have reported that there aren't that many tutorials and it's off-putting. We've agreed.
This time, the demo contains first four chapters from Ulf Campaign. They contain proper tutorials. That's about 3 hours of gameplay, we believe that's enough to get the feel of the game. On top of that, we've made it so the progress from Demo is saved and properly imported to the main game, once you buy it. There's no need to play those four chapters again ;)
Obviously, the Demo build is updated with the latest tweaks and bugfixes that we've managed to solve (often with your help) over the year, making it closer to the actual state of the game, rather than the state from original release.
We hope that the game is more accessible to newcomers now. Valhall awaits!
I'm very sorry that the store changed to official release by an unknown problem. Unfortunately it happened again. We asked STEAM to fix it again.
Good news is we've added French version and some funny props. And the most important, we've released OST, which is made by Mr. Shibata, who has made some very good music for Monster Hunter, Resident Evil and Devil May Cry. Please check it out if you like.
Again, sorry for the mistake, we don't know why it happened. But the game will be officially released on 10 July, hope it would never happen during the time.