As we are about to get ready for PDXCON we have an update for the Ankylosaurus patch. The Ankylosaurus 2 update fixes gameplay, multiplayer and interface issues. Of course we have already been working on cool stuff for you folks. For more about that come find us in Berlin at PDXCON; and if you can't make it, keep an eye on PDX news & updates on social media.
V1.006.1 - Ankylosaurus 2
Gameplay
Fixed missing translations
Fixed issue where sometimes strategic actions, such as “build (forward-)base” would not be cancelled when a player was defeated.
Multiplayer
Fixed that disconnecting while kicking a player would cause out of sync issues after a rejoin
Fixed that you could cancel back to the previous menu while kicking a player
Interface
Fixed that hero and unit icons would sometimes disappear
Fixed that text in the lists in the Imperial Archives would be offset
Fixed that you could not call NPC factions to war
Fixed that the research tree had a big cross when playing with fixed teams
We apologize for being so quiet lately, but a substantial amount of time has been put into planning, bringing volunteers on board, and getting things off the ground. Please understand that the total concurrent players will remain low as we're not marketing the game in Early Access. Our goal is to complete the features mentioned in the Early Access FAQ and release in ~January 2020. In the meantime here is a very small update to address some key issues and feature requests.
Note: Server owners please enable automatic updates on your servers. If anyone is looking for an updated server to play on please connect to the forbidden.gg ones.
:: Changes from 2019.08.16 to 2019.10.09
General: - Added Damage Numbers which can be customized in Options. - Updated placeholder sounds. Most of the sounds were converted from stereo into mono to make them work correctly in 3D space. Also their volumes were adjusted and normalized in order to avoid clipping and make them more balanced to each other. Some sounds were reworked and swapped to make more the sense. And last but not least, hitsounds are now variable depending on the damage. - Replaced weapons placeholder sounds with new WIP (Work in Progress) sounds. Note: Please comment with feedback below to help us improve the sounds. - It is now possible to switch to OpenAL sound module on Windows, as it gets preinstalled by Steam on the game installation. - Allowed bots to bunnyhop in every gametype. - Updated localizations, overall translated text has been increased for 50% by our volunteers from Transifex. - Updated and fixed HUDs. - New Zoom effect. - Added a basic flash window highlight if someone mentions your name. - Added a new countdown message. - Critical Effect disabled by default for new players. Note: Existing players should disable it in Options. - PNG Screenshot support added. Removed TGA screenshot support. If you wish to take a jpg screenshot use Steam. - Fix callvote cooldown on votes that never started. - The intro video will no longer attempt to play upon launching the game the first time. - Added maps wfca2, wfctf5, wfdm20, wfdm3, wfdm8. Updated wftutorial1 (map description) and wfamphi1's ceiling. - The console will now display a maximum of 3000 lines instead of 500, which allows commands such as "cvarlist" to be executed and read fully.
Engine: - Fixed an issue with messing system mouse sensitivity/accel on Windows. Please check that you have "in_dinput" cvar set to 1 via console or config.cfg. - Don't force team models for local player in-game & while watching demos. - Change rocket explosion & projectile lights' color to orange. - Allowed "crouch" animation being shown to others while player model is in the air. - Set minimum "cl_pps" to 40 to prevent possible warping. - Disabling weapon animation doesn't remove its fire animation now. - Set win_nowinkeys 1 by default. - Increased max Zoom FOV value to 75. - Fixed model shading issues. - Added blue dynamic light for Grenade projectile. - Added LG marks when it hits the wall. - Positional sounds of respawn, tele-in, tele-out fixed - Added cg_showCrosshairDamage (0 off - 1 on) to prevent crosshair color changing upon causing damage to an opponent (1 is set by default). - Servers instantaneously appear on the masterserver list instead of taking 5 minutes - Specifying 0 as a value for scr_conspeed will result in the console toggling instantly. - Shorter default time for g_vote_electtime from 40 to 20 seconds. - Run at fixed maxfps=60 if disconnected - Fixed callvotes with g_inactivity_maxtime 0 - Console message coloring for various ERRORs\Warnings. - Force vsync if disconnected and the console is open - Added a Tiny Font which is used by Damage Numbers, which might also be useful for modders down the line. - Warnings are now printed to the console in the event of missing shader images. - Fixed jpg support; Textures in custom maps should load. - Added Damage Numbers cvars cg_damageNumbers, cg_damageNumbersColor, cg_damageNumbersSize, cg_damageNumbersDistance, and cg_damageNumbersOffset.
UI: - Added language selector in Options - Player - Misc (overall 25 languages are supported including English). - Updated UI, bunch of options and tabs have been renamed. - Added 1000 FPS option. - Fixed FPS being limited by default "cl_maxfps" in UI. - Added "Sound module", "Zoom sensitivity", "Mouse yaw", "Mouse pitch" "Frag message location", "Show awards", "Show zoom effect, "Show critical hit effect" options. - Added input fields for mouse settings. - Moved console button from the top of the Home screen to the bottom left. - Fixed preview info in the Demo menu. - Updated Droid Sans font to fix drawing of some letters (especially Vietnamese).
We are honored and excited to share that Plasticity was selected as a nominee for IndieCade Festival 2019! We will see you in Santa Monica October 10-12. 😊
We are so grateful for all the kindness and support we have received for our humble student project. Thank you for playing Plasticity. Finally, we want to give a huge thank you to Forbes, Rock Paper Shotgun, and everyone who has written about our game.
Hello guys! In this devlog I will show some more progress I've made with the game and talk about magic and magic combos I plan to implement in Gedonia,
I've been hard at work on more environments for the game, in particular I've completed basic layout of the main Capital of Gedonia, and started working on Magic Academy. Tthe main, still unnamed capital city of Gedonia will be pretty small, but very tightly packed zone with living quarters, city market, park, king's castle and gladitorial arena. You will be able to enter most of the houses in the city, check what's inside, talk to people, find different quests.
Gladitorial arena will be a huge part of the game, because you will be able to enter gladitorial contests, fight other champions, become the champion yourself and receive a unique set of items and the title for it!
I've only started on working on Magic academy, which will be huge building with a lot of rooms, housing whole magic faction in it, and containing a lot of interesting magical items, books and secrets. It's located on the shore, away from big cities, but you will be able to find path to it and start learning magic pretty quickly!
Magic and magic combos
Right now there are 5 types of magic planned in Gedonia:
Elemental magic, which allows you to use different fire, water, lightning spells to deal huge damage to your enemies
Arcane magic, which gives you powers to change reality in different ways, like slowing down time, teleporting or even flying
Nature magic which gives you different nature-based buffs and heals or allows you to control animals around you
Holy magic allows you to heal yourself or your allies or destroy undead
Dark magic allows you to deal unholy damage and curse your enemies or raise undead servants
I am planning to implement combos between different magic spells, Some of them will be able to improve or decrease effect of your other spells. Some of them are based in real life physics, for example You can create a ball of water that will slowly drown your enemy for the limited time, but also will remove all burning effects on the target. If you use freezing spell on it, it will create a huge block of ice that will freeze enemy for the long time. Alternatively, you can use lightning spell to deal double damage to the target and apply a shock effect on it.
We’re really excited to announce that today NAIRI: Tower of Shirin goes on sale in support of the War Child UK Day of the Girl campaign.
War Child UK, an international NGO, supports children's lives that are torn apart and devastated by conflict with work including supporting Syrian girls access education via e-learning and gaming in Jordan, rehabilitating ex-child soldiers in the Central African Republic or seeking justice for young people detained in Afghanistan. The War Child Day of the Girl campaign coincides with International Day of the Girl Child, and is focused on celebrating video games with female protagonists whilst raising awareness for girls and young women affected by war.
With NAIRI: Tower of Shirin, the entire team at HomeBearStudio worked hard on a well-developed female protagonist; sadly underrepresented in the games industry. We are very proud to support War Child's Day of the Girl, a great charity event, with Nairi and her adventures.
If you have yet to explore the world of NAIRI: Tower of Shirin, now has never been a better time. As well as reducing the price by 30% off from today through to Wednesday 16th October 7am GMT, we’re also donating 50% of all sales to War Child in support of this incredible charity.
Hello Pilots, It was 2 great weeks since we made a huge update. We received a lot of positive feedbacks and reports from you. A lot of issues have been fixed. Just a few left, but we will fix it soon.
In short, the problem with freezing on the loading screen should be fixed, resolution bugs also have been reworked, the Credit system been changed - now you wouldn't be able to be in minus. Some graphical effects.
This Friday the second Halloween Event will open in Las Vegas. 👻 The Halloween Statue Event will offer Spin & Play tables for a buy-in of just $2M chips. 🙌