These fixes are server side so nothing is required on your end.
Fix an issue with Wicked Intent where it was not applying to an opponent’s summons.
Fix an issue where units showed healing or regeneration after death (even if opponent had Wicked Intent). This was purely cosmetic but is now fixed.
Fix issue with global items challenge where it was not properly registering alliance items.
Fix Troll alliance level 1 not applying to non-troll units. Note that the alliance description still does not show this change, but the gameplay is correct now.
Fix Knight alliance so that knights standing next to each other get their proper bonus.
A ship has dashed upon the shores of the island and our survivors have recovered a new member to add to their team; Warly! Armed with a variety of rare ingredients and fancy cookware, Warly can't wait to spice up the lives of his newfound taste testers... er, friends, with a full-course dinner of brand new meals and invigorating spices.
Here are his details:
Warly can craft a Portable Crock Pot, Portable Grinding Mill, and Portable Seasoning Station, usable only by him. The Portable Crock Pot cooks 25% faster and includes new exclusive dishes with unique bonuses and effects. The Portable Grinding Mill can be used to craft a variety of seasoning powders. The Portable Seasoning Station combines a prepared dish with seasoning powder to add bonus effects to the food. Warly has an increased max hunger of 250, but it decreases 20% faster than other characters. Warly can only eat prepared dishes from a Crock Pot. Warly remembers the dishes he ate for up to two days and will enjoy them less every time they are repeated. Added new vegetables, available to all characters: Toma Root, Potato, Asparagus, Pepper, Onion, and Garlic. Added several new Crock Pot recipes, available to all characters. Warly is available for free for all DST players. The Warly Deluxe Wardrobe is $7.99 and includes Warly's Roseate, Victorian and Trawler skin sets.
And, like always, Warly will have an animated short released on the same day. For now, here is some art from the making of that short.
In the first episode of Death Rattle, our new Serialized Story, you faced a threat from Cobra Lords with mysterious new powers. This week, in our second episode, you'll begin to unravel the mystery at the heart of this new story. Ladyhawke has analyzed the mysterious pearl you found at the end of the last mission, but it's not a complete message. It's giving off a mysterious signal, and one that leads to other points around the city. Can you locate the other pearls, and defeat those who might be protecting them? Death Rattle Part 2 is coming on July 17th!
The first time you play this mission, you'll receive the Magical Hands Aura! You'll also be able to buy a Magical Head Aura and a Magical Tail Aura in the Champion Recognition Store for Silver Champion Recognition. Play the mission again to receive the Magical Condition mod, which boosts your resistance to Magic damage and knock effects.
"DEMON'S TILT: THE CATACOMBS UPDATE" A FREE CONTENT UPDATE!
(Public BETA Out Now)
We're beyond excited to announce a FREE CONTENT Update for all owners of DEMON'S TILT!
Well what do you get??!
EX-MODE (A.K.A., EUROPEAN eX-TREME): An Alternate Game Type with revised rules + EX-tra Content/Secrets & Subtables!
3 New BONUS Sub-Tables to Conquer! with new Artwork/Sounds
2 New pieces of music play in Bonus Areas from Composer 'ec2151'
Rule variations in EX-MODE
3 Bonus Sub-Tables will be accessible! Progress thru Rituals and unlock their entrances.
All Pink Magic now converts entirely when traveling through Wormholes. This makes for a faster gameplay flow.
Votive lights now increase Green Magics Base Value rather than number of Pink Magic Converted.
All Super Jackpots can now be increased signifigantly with Special Lit shots.
New Alternate Lilith Defense.
Bonus Tokens are earned via 3 letters spelled. Bonus Tokens are used to Enter Bonus Subtables. They Do not Stack
Outlanes are a re-tuned version of Hardcore Outlanes (more fair).
Ultra Jackpots display on UI.
Bonus Token Displays on UI.
Threshold for To Anvil Wormhole is 25 Material Available
Palette Swap ;)
Release Date? Well Public Beta is playable now, (Opt in from properties in your Library) If you don't mind waiting probably by next Friday it will go Public.
P.S. Thank you to our Early Access players who've supported the game in it's early state. We are very happy with the state of the game and how far it's come from launch week.
Based on community feedback we re-prioritized and have been focused on stability and performance. We have been hard at work on fixing numerous bugs, fixing high memory usage and mainly optimizing, optimizing and more optimizing. We truly hope you’ll appreciate the smoother experience in this patch!
Performance
Holsters no longer use physical colliders to detect if you are trying to grab them, rather they use some abstract math and distance checks, which improves the performance of the player rig greatly.
The physical components of the player or AI are now disabled unless they are actually about to be damaged by something, which greatly improves the physics performance of the game.
Improved performance of SteamVR’s controller binding polls by around 75%.
Reduced memory usage in SteamVR when checking for input.
Reduced the memory usage of the shaders that Onward uses.
Reduced the resolution of many needlessly large textures.
Adjusted the size of most of the AI’s navigation areas to only include places they can actually reach, reducing memory usage and increasing pathfinding performance.
Improved performance of hand controllers by reducing needless checks for input.
Improved performance of hand controllers by disabling interactions when something is already in your hand.
Improved performance when there is no laser active, which is most of the time.
Fixed the game's global LOD bias being incorrectly set.
Optimized the “outline” effect when spectating other players to not adversely affect performance as much anymore.
Optimized the performance of the player’s watch greatly.
Packed some textures on the tablet into atlases to improve performance.
Improved performance of weapon, magazine, and equipment lookups.
Optimized the tent map for better performance.
Improved performance and memory consumption of Spectate Goggles.
Fixed clocks in several maps unnecessarily allocating memory.
Input and Settings
Changed how small object grab mode works, which now allows knuckles users to have an in-game option to pick up small things with their triggers.
The default bind to fire weapons on knuckles controllers no longer requires a full trigger “click” and now uses a pull threshold, much like a real trigger.
Added an option to the settings screen to change what side of your body your holsters are set to.
Items and Pickups
Improved the scopes and iron sights when lining up many weapons, particularly with virtual gun stock.
It is no longer possible to hold a flashbang through a wall and blind people on the other side.
Fixed LOD issues causing the tablet not to update the map if held at arm's length.
Fixed the drone indicator on the tablet behaving strangely when held at arm's length.
Fixed tablet changing colors when held at arm's length for Volk players.
Fixed about 13 weapons casting shadows with their suppressors when you equip a suppressor and a flashlight, or even just the barrel of the weapon sometimes.
Fixed molotovs creating fire when they shatter underwater. They also cannot be lit underwater, and entering water will extinguish both the molotov and the lighter.
When dropping items held inside things, they could spawn at a faraway location. They now spawn at your pelvis and fall to the ground.
Fixed scope vignette effects not being properly aligned.
Fixed the floating aimpoint on the M39 EMR.
Fixed bipod not showing on the M16A4.
Fixed flashlight and bipod colliding on the G3A3.
Fixed the TAR-21’s chamber clipping out of the gun when pulling the bolt back with an empty magazine.
Improved the locations for the magazine on the AK12 and AKS-74u so when you use the magazine from the other weapon it’s not offset inside the magazine well.
Fixed flashlights and lasers spawning together on Spec Ops weapons.
Map Fixes
Removed Abandoned from Spec Ops.
Added Gun Game and One in the Chamber to Jungle.
Fixed several Evac helicopters in Jungle and Abandoned.
Fixed some AI spawns on Quarantine and Jungle.
Added anti-exploit areas on some maps that fade your screen to black if you enter them.
Removed many “clutter” objects from the maps.
Fixed some map collision issues on all maps.
Fix many LOD issues on all maps.
Improved terrain LOD on the Marsoc desert themed menu
Updated numerous textures across maps to improve visual quality.
Many other smaller map improvements across the board.
Effects
Improved player animations when sprinting.
Fix grayscale effect not properly showing sometimes when downed and / or entering the tent.
Fix the new suppression and vignette effects not appearing on the edges of the screen for players with wide fields of vision, such as Pimax players.
Made controllers in the tutorial less transparent, and more solid looking.
Fix a black square appearing in front of the player when viewing yourself with the drone.
Fixed underwater fog not being visible when spectating.
Fixed many issues with Spec Ops fog, how it interacted with underwater fog, made it visible when spectating, and made it less intense on Cargo.
Spectating
Spectator gunshot lines now color based on the team that the shot came from.
Fix spectator nameplates not properly aligning to the camera when entering first person view of a player and exiting.
Fixed first person spectating not working in Free Roam.
Fix strange camera rotation when clicking a player in desktop spectate mode.
Fix timer in spectate UI usually ending the round at 1 second.
Miscellaneous Fixes
Added more fallback code to catch people getting stuck in a “black fly” state.
Make the information shown by debug screenshots less obtrusive.
Fix getting stuck in the tent when downing yourself in a game by yourself.
Fixed the whiteboard not updating Uplink Assault spawn locations when the player changes teams.
Fixed players clipping through the floor in menu scenes.
Hi everyone :whappy:! As promised, I have pushed a new build that includes an optional tutorial room. It can be accessed via the first room in chapter 1.
What inspired this update? Last weekend, I attended a con (Smash!) and got to watch a lot of people play the demo build in person. Here is what I have observed:
1) Just because you show the controls at the start does not mean players will read them.
2) Peek left/right was easy enough to figure out, but the peek through doors feature was missed by many players. They would get caught by a hunter upon switching rooms, then no doubt conclude the game is unfair.
3) Many players never checked what the arcane candles did, and so never took advantage of them, making the demo harder than it needed to be.
So yes, big surprise, you learn a lot from watching people play in person! I have developed a design instinct from being a gamer for 30+ years, but clearly, I still have much to learn.
Cons usually are not great profit wise (i.e. you will leave at a loss). However, they are good for networking, and also, as I have learned, receiving solid feedback even if players do not say a word. This is a lesson I will take on board for future projects. Thanks to Clea, and to all of you, I have once again evolved as a game creator.
Also, we are all friends here, so I am cool with telling you—around 10% of total players have refunded Clea. This is a fairly poor percentage. Quite a few stated "too difficult" as the reason for their refunds. Again, I hope this tutorial room will help out some. I love learning through death (Resident Evil 1 style), but I am also open to adapting to what players want.
Oh, and also! You know how Clea's running footsteps were super loud? Please let me explain. Previously, with each running step Clea made, a single heartbeat thud also played. I wanted to inform players that hey, when you run, you will alert the enemies and put yourself at risk. This, however, clearly did not communicate that message enough. The tutorial room is in now, anyway, so I have removed the heartbeat thud. Hopefully Clea's run feature will now be much more to your liking!
And guess what? This is not even the last update. Several players have mentioned they wish the game explored some of characters/lore a bit more. They make a great point. I am still learning to produce that perfect blend of story and gameplay. In the meantime, I plan to release an update that will add 2 more lore books into the campaign. The translations will all have to come in first, so it may take a little time, but I will make sure this happens.
Beyond that, even bigger news to come, but a bit early to talk about those for now. Thank you for your support, everyone :sasa:!