I can’t believe it’s been a month already, but we’ve been hard at it, trying to make Revolution into what it was meant to be at first. We were all over your reports and feedback, fixing, readjusting, rebalancing and expanding in the meantime.
Our main focus was fixing game-breaking issues as well as the Workshop issue that came up, as we love seeing your mods shine. This was sorted out, so please make magic happen, we can’t wait to check all your custom stuff out.
This update also takes care of the leaderboard issues with survival levels, as well as many smaller issues with Netricsa, collision, textures and such. More detailed update notes can be found below.
Stay Serious! - Danny, on behalf of Croteam.
General changes
Workshop items will now show up properly in the custom level menu.
Sniper zoom has been adjusted to be more in-line with the classics.
Fixed an issue where inverting vertical look would only work on a mouse and not on a gamepad.
Fixed erroneous time estimates on Bright Island.
Added updated model for the final boss of Bright Island.
Leaderboards for Survival levels should now work as intended.
Fixed smaller issues with wording in Netricsa.
Fixed several collision issues across the board.
Fixed several issues with textures on multiple levels.
Fixed visibility issues across South American levels related to the faulty rendering of several pyramid models.
Several smaller balance and gameplay changes on the Bright Island levels, based on community feedback.
Map specific changes
BrKeen Chevap Xbox - Fixed an issue where the wrong music would play during matches.
Crystal Cove - The secret laser will no longer clip through the floor.
Forlorn Ruins - Rebalanced the last arena to align the difficulty with previous areas.
Forlorn Ruins - Added additional platforms for bridges to make passing them easier.
Forlorn Ruins - Changed Arachnoid Adult spawn positions and movement patterns.
Forlorn Ruins - Rebalanced the Kleer fight to keep it in-line with other encounters.
Forlorn Ruins - Players should now be able to progress through Tree Village arenas on lower difficulties.
Forlorn Ruins - Overhauled the final arena.
Ruins of the Abyss - Lava golems in the fire elemental area should spawn more consistently now.
Ruins of the Abyss - Readjusted the position of the coop portal to better fit intended gameplay.
Ruins of the Abyss - Increased the sensing range of elemental enemies.
Ruins of the Abyss - Rebalanced several fights.
Ruins of the Abyss - Platforms will no longer wound the player in the water element room.
Ruins of the Abyss - Enemies will no longer be able to see the player when it’s not expected.
Ruins of the Abyss - Mud golem no longer floats when awake.
Sunken Pyramid - Redesigned the gravity room to provide players with a more balanced experience.
Sunken Pyramid - Slowed down spinning platforms on the 3rd floor of the pyramid.
Sunken Pyramid - Players should now be able to progress through some arenas on lower difficulties.
NOTE: This update will once again render your saves useless. Unfortunately, this is due to some limitations of the old engine, and there are no workarounds at this point in time. That’s also one of the reasons we are trying to provide you with substantial updates less frequently, rather than smaller updates that would break saves constantly. Sorry about that.
In the future, we will be keeping one older build live even after updates, so you can continue with your progress in case you don’t feel like you’d benefit from the update. We use a similar thing in our other games as well.
Player Feedback
We value your input, and we want you to reach out to us with all feedback. For general thoughts and ideas, please use the General section of the Revo forums on Steam. Should you encounter any issues or bugs, please report them on the Tech & Support subforum, along with your game log (located in the game installation folder) and a detailed description of the issue.
For all things Serious Sam hit Mr. Stone up on Twitter and Facebook. Follow Croteam on Twitter and Instagram, like us on Facebook, and subscribe to our YouTube channel. Oh, and don’t forget to join our ever-growing Croteam family on Discord and Reddit.
Serious Sam Classic: The Second Encounter - IIIIDANNYIIII
Hi everyone!
I can’t believe it’s been a month already, but we’ve been hard at it, trying to make Revolution into what it was meant to be at first. We were all over your reports and feedback, fixing, readjusting, rebalancing and expanding in the meantime.
Our main focus was fixing game-breaking issues as well as the Workshop issue that came up, as we love seeing your mods shine. This was sorted out, so please make magic happen, we can’t wait to check all your custom stuff out.
This update also takes care of the leaderboard issues with survival levels, as well as many smaller issues with Netricsa, collision, textures and such. More detailed update notes can be found below.
Stay Serious! - Danny, on behalf of Croteam.
General changes
Workshop items will now show up properly in the custom level menu.
Sniper zoom has been adjusted to be more in-line with the classics.
Fixed an issue where inverting vertical look would only work on a mouse and not on a gamepad.
Fixed erroneous time estimates on Bright Island.
Added updated model for the final boss of Bright Island.
Leaderboards for Survival levels should now work as intended.
Fixed smaller issues with wording in Netricsa.
Fixed several collision issues across the board.
Fixed several issues with textures on multiple levels.
Fixed visibility issues across South American levels related to the faulty rendering of several pyramid models.
Several smaller balance and gameplay changes on the Bright Island levels, based on community feedback.
Map specific changes
BrKeen Chevap Xbox - Fixed an issue where the wrong music would play during matches.
Crystal Cove - The secret laser will no longer clip through the floor.
Forlorn Ruins - Rebalanced the last arena to align the difficulty with previous areas.
Forlorn Ruins - Added additional platforms for bridges to make passing them easier.
Forlorn Ruins - Changed Arachnoid Adult spawn positions and movement patterns.
Forlorn Ruins - Rebalanced the Kleer fight to keep it in-line with other encounters.
Forlorn Ruins - Players should now be able to progress through Tree Village arenas on lower difficulties.
Forlorn Ruins - Overhauled the final arena.
Ruins of the Abyss - Lava golems in the fire elemental area should spawn more consistently now.
Ruins of the Abyss - Readjusted the position of the coop portal to better fit intended gameplay.
Ruins of the Abyss - Increased the sensing range of elemental enemies.
Ruins of the Abyss - Rebalanced several fights.
Ruins of the Abyss - Platforms will no longer wound the player in the water element room.
Ruins of the Abyss - Enemies will no longer be able to see the player when it’s not expected.
Ruins of the Abyss - Mud golem no longer floats when awake.
Sunken Pyramid - Redesigned the gravity room to provide players with a more balanced experience.
Sunken Pyramid - Slowed down spinning platforms on the 3rd floor of the pyramid.
Sunken Pyramid - Players should now be able to progress through some arenas on lower difficulties.
NOTE: This update will once again render your saves useless. Unfortunately, this is due to some limitations of the old engine, and there are no workarounds at this point in time. That’s also one of the reasons we are trying to provide you with substantial updates less frequently, rather than smaller updates that would break saves constantly. Sorry about that.
In the future, we will be keeping one older build live even after updates, so you can continue with your progress in case you don’t feel like you’d benefit from the update. We use a similar thing in our other games as well.
Player Feedback
We value your input, and we want you to reach out to us with all feedback. For general thoughts and ideas, please use the General section of the Revo forums on Steam. Should you encounter any issues or bugs, please report them on the Tech & Support subforum, along with your game log (located in the game installation folder) and a detailed description of the issue.
For all things Serious Sam hit Mr. Stone up on Twitter and Facebook. Follow Croteam on Twitter and Instagram, like us on Facebook, and subscribe to our YouTube channel. Oh, and don’t forget to join our ever-growing Croteam family on Discord and Reddit.
Serious Sam Classic: The First Encounter - IIIIDANNYIIII
Hi everyone!
I can’t believe it’s been a month already, but we’ve been hard at it, trying to make Revolution into what it was meant to be at first. We were all over your reports and feedback, fixing, readjusting, rebalancing and expanding in the meantime.
Our main focus was fixing game-breaking issues as well as the Workshop issue that came up, as we love seeing your mods shine. This was sorted out, so please make magic happen, we can’t wait to check all your custom stuff out.
This update also takes care of the leaderboard issues with survival levels, as well as many smaller issues with Netricsa, collision, textures and such. More detailed update notes can be found below.
Stay Serious! - Danny, on behalf of Croteam.
General changes
Workshop items will now show up properly in the custom level menu.
Sniper zoom has been adjusted to be more in-line with the classics.
Fixed an issue where inverting vertical look would only work on a mouse and not on a gamepad.
Fixed erroneous time estimates on Bright Island.
Added updated model for the final boss of Bright Island.
Leaderboards for Survival levels should now work as intended.
Fixed smaller issues with wording in Netricsa.
Fixed several collision issues across the board.
Fixed several issues with textures on multiple levels.
Fixed visibility issues across South American levels related to the faulty rendering of several pyramid models.
Several smaller balance and gameplay changes on the Bright Island levels, based on community feedback.
Map specific changes
BrKeen Chevap Xbox - Fixed an issue where the wrong music would play during matches.
Crystal Cove - The secret laser will no longer clip through the floor.
Forlorn Ruins - Rebalanced the last arena to align the difficulty with previous areas.
Forlorn Ruins - Added additional platforms for bridges to make passing them easier.
Forlorn Ruins - Changed Arachnoid Adult spawn positions and movement patterns.
Forlorn Ruins - Rebalanced the Kleer fight to keep it in-line with other encounters.
Forlorn Ruins - Players should now be able to progress through Tree Village arenas on lower difficulties.
Forlorn Ruins - Overhauled the final arena.
Ruins of the Abyss - Lava golems in the fire elemental area should spawn more consistently now.
Ruins of the Abyss - Readjusted the position of the coop portal to better fit intended gameplay.
Ruins of the Abyss - Increased the sensing range of elemental enemies.
Ruins of the Abyss - Rebalanced several fights.
Ruins of the Abyss - Platforms will no longer wound the player in the water element room.
Ruins of the Abyss - Enemies will no longer be able to see the player when it’s not expected.
Ruins of the Abyss - Mud golem no longer floats when awake.
Sunken Pyramid - Redesigned the gravity room to provide players with a more balanced experience.
Sunken Pyramid - Slowed down spinning platforms on the 3rd floor of the pyramid.
Sunken Pyramid - Players should now be able to progress through some arenas on lower difficulties.
NOTE: This update will once again render your saves useless. Unfortunately, this is due to some limitations of the old engine, and there are no workarounds at this point in time. That’s also one of the reasons we are trying to provide you with substantial updates less frequently, rather than smaller updates that would break saves constantly. Sorry about that.
In the future, we will be keeping one older build live even after updates, so you can continue with your progress in case you don’t feel like you’d benefit from the update. We use a similar thing in our other games as well.
Player Feedback
We value your input, and we want you to reach out to us with all feedback. For general thoughts and ideas, please use the General section of the Revo forums on Steam. Should you encounter any issues or bugs, please report them on the Tech & Support subforum, along with your game log (located in the game installation folder) and a detailed description of the issue.
For all things Serious Sam hit Mr. Stone up on Twitter and Facebook. Follow Croteam on Twitter and Instagram, like us on Facebook, and subscribe to our YouTube channel. Oh, and don’t forget to join our ever-growing Croteam family on Discord and Reddit.
We have been working on a really massive new update for the last few months. Mortal Online is a very difficult game to grasp, it’s large, unwieldy and complicated. This has always made it very difficult for brand new players to get started. A couple of years ago we tried to make the starting experience easier by building a simple tutorial that teaches the players the very basics of the game. This tutorial however only scratched the surface of what the game has to offer. But next week all of that changes.
During the last months we have been building a brand new separate starting area called Haven. Haven is a large island with several different biomes that is completely separate from Myrland and Sarducca. Players that create their first character are forced to go through Haven before they can enter Myrland.
On Haven new players are protected by the yellow fledgling flag. This means that the new players are a lot safer from being killed by other players. They get to try out the game and earn some gold in a place where they don’t constantly have to worry about getting killed by other players. Players may however drop their fledgling flag at any point to try out being blue or even a criminal or murderer.
Once you leave Haven you can never come back. Players can choose to leave Haven at any point, when they leave they will bring everything in their inventory and all the skills they have acquired. The banks in Haven are also connected to the banks in Tindrem so any banked item you had on Haven will be available for you in Tindrem. When leaving all players also lose their yellow fledgling flag and are no longer safe from open PvP. At this point the players murder counts are also reset so any murders the players might have committed on Haven is forgiven.
Haven is full of tutorial NPC that teach you everything from fighting to crafting and extraction. Tutorial NPCs can give skills and set waypoints for you to follow. Haven also features a special guild recruitment system. We have noticed that players that get into a guild at an early state stay for a lot longer. The support you get from being in a guild and having real people to ask questions to help out new players a lot. Guilds have 3 options when it comes to Haven guild recruitment.
1. Opt out They may opt out entirely and not show up on the recruit UI.
2. Contact Guilds that are set to contact will have a contact button in the recruit UI. When pressed the highest ranked online member of that guild will get a whisper and the two players are allowed to whisper to each other. This way guilds have control over who gets invited.
3. Auto-join Guilds that are set to Auto-join show the contact button in the UI but also have a Join button. Haven players that press the join button will automatically send a join to the guild and if there are free spots in the guild they will join in.
To make the game slightly easier to get started in for crafters some balance changes have been made. Low level crafting will no longer for example have a drastic impact on the damage of the weapon, instead it will impact the durability and materials needed. This way crafters that are starting out can make items that aren’t completely useless for other players. The full list of changes for crafting will be in the patch notes. Some basic skills have also been made to level up a lot faster to avoid too much grind for new players.
On top of all of this Tindrem has gotten a slight graphical update with new buildings. Some of the new buildings feature fancy new interiors and you can now enter the great library of Tindrem. Also all gates to Tindrem have been opened (because the garden is no longer used as a tutorial area).
The patch feature so much more but these are the big changes stay tuned for the full patch notes on October 7th when Haven goes live.
A day earlier than planned, I can now announce that Symmetry is available to download.
This has been an extremely fun project to work on so far, and even though I've play tested it for more hours than I can remember, I still find myself trying to beat my best times and win against friends on multiplayer modes.
This is a very different game to my previous one and has provided its fair share of challenges throughout development. I can now (briefly) relax before continuing to make Symmetry the best platforming/multiplayer experience it possibly can be.
The main aim for Symmetry is to have fun, solo or with friends, so make sure to download it today and let me know your thoughts!
Thanks to all those who have helped to make this release possible.
Warhammer 40,000: Gladius - Relics of War - Alberto
We are releasing a new update for Warhammer 40,000: Gladius.
It includes big improvements to the AI in handling economy, health and morale bars for transported units, and more fixes.
You can read the full changelog down below.
In the meantime the team is working on extra content, and we'll soon be ready to tell you more about it! Stay tuned.
Version 1.3.8 Changelog:
## General * Major refactoring of economy AI. * Added health and morale bars to transported units. * Research is now scrolled to the beginning each time a new game is started.
## Bug Fixes * Fixed a rare occurance of Destruction Protocols crashing the game when completing a quest. * Fixed incorrect Stinger Salvo upgrade description. * Fixed Tyranid AI not consuming tiles with Malanthropes. * Fixed passive unit traits like Quantum Shielding permanently applying to the headquarters unit in which a unit is produced.
Istariana vilseriol, fellow kravters. About a week ago AiD announced that fault milestone one will be released on the Nintendo Switch on the 3rd of October.
Guess what - its OUT NOW WORLDWIDE!
Experience this epic homeward trek adventure with brand new high-resolution graphics and soundtrack exclusive to the Nintendo Switch.
Dont forget you can support us on our Patreon page as well as hop on the hype train for the Switch Release and STP on our Discord server.
Istariana vilseriol, fellow kravters. About a week ago AiD announced that fault milestone one will be released on the Nintendo Switch on the 3rd of October.
Guess what - its OUT NOW WORLDWIDE!
Experience this epic homeward trek adventure with brand new high-resolution graphics and soundtrack exclusive to the Nintendo Switch.
Dont forget you can support us on our Patreon page as well as hop on the hype train for the Switch Release and STP on our Discord server.
Istariana vilseriol, fellow kravters. About a week ago AiD announced that fault milestone one will be released on the Nintendo Switch on the 3rd of October.
Guess what - its OUT NOW WORLDWIDE!
Experience this epic homeward trek adventure with brand new high-resolution graphics and soundtrack exclusive to the Nintendo Switch.
Dont forget you can support us on our Patreon page as well as hop on the hype train for the Switch Release and STP on our Discord server.
Istariana vilseriol, fellow kravters. About a week ago AiD announced that fault milestone one will be released on the Nintendo Switch on the 3rd of October.
Guess what - its OUT NOW WORLDWIDE!
Experience this epic homeward trek adventure with brand new high-resolution graphics and soundtrack exclusive to the Nintendo Switch.
Dont forget you can support us on our Patreon page as well as hop on the hype train for the Switch Release and STP on our Discord server.