Ethereal Enigma - Episode 2 is available now! Your game should automatically update and you can continue your journey right from where you left off.
Although we have resolved all the reported bugs during beta testing, you may run into the occasional one here and there as we continue to develop the project. You may also run into an inconsistent/missing voice over line but please rest assured it'll be updated within a week or so of the release date!
As always, please let us know your thoughts on Ethereal Enigma on the discussion boards. ːsteamhappyː
With the sudden exchange of hands for the ownership of the game, a team of 8 veteran Orake players have taken over and made some small and some long-awaited changes to Orake! The goal is to be setting up to release tomorrow (10/18) at Noon EST under the same Steam listing. We have undergone a LOT of changes to the game, which can be viewed in the Discord's patch notes channel or on the wiki's update page.
Fixed losing ideas from Open-World chests when reloading shortly after gathering them. Players that had the issue will receive the ideas retroactively after loading their save.
Fixed "The Word of Mouth" quest where "Meet Wes at the village's affinity board" objective that will not complete the quest.
Fixed the exploit with “Hop Brew” that allowed players to exit the Ancient Stables and become stuck in unloaded Open-World.
Fixed “The Last Vault” quest when players would become blocked when reloading between unlocking the Vault and entering it.
The future update will focus mainly various traversal and platforming sections that people had trouble with! We are also working towards improving the performance!
-Fixed a rock wall looking off in Ctarl caves -fixed the ability to fire crossbow bolts while hanging on a wall or while on a stalactite, you unfortunately cannot do that. -fixed a glitch that let you continuously parry while countering. -Added a hint when defeating the lamia to point you to the next boss. -Was cool, but unfortunately had to make it so you can't parry Lava. -fixed a glitch with spikes that made them become triggers.
The wait will soon be over! After over 19 months of development, the first Beta version of Corona MotorSport will be ready for the public! Here's a list of what to expect so far, I may add more features:
Physics
The driving force and foundation of Corona MotorSport have been the vehicle physics, which are now regarded as flawed, unstable and largely obsolete. That is about to change.
Replaced vehicle physics with a combination of proprietary and new third-party solutions.
Vehicles now have a lower performance overhead (thus increasing game performance), are more responsive and handle more realistically.
3D tire simulation
Forced induction simulation (turbo and supercharged vehicles)
Improved damage system with performance degredation
Graphics
The visual fidelity of Corona MotorSport is now at an all time peak, without sacrificing performance.
Upgraded to HD Render Pipeline framework
New photo-realistic shaders for environment and vehicles
Remastered environments and lighting - lighting is now precomputed for maximum performance and quality
Vehicles
The centerpieces of Corona MotorSport, reimagined.
All vehicles have been painstakingly re-modeled and re-textured with more detail
a big part of Invasion 2037 is the management of the bunker, the car, the character and the creation of a vaccine.
Here is some pictures for the generator to fill with fuel for the bunker electricity, your ventilation system where you will need to change filters and your laboratory where you need to create a vaccine for the Alien virus.
In our next Viper update, we will include a preliminary version of the Identify Friend or Foe (IFF) system of the F-16C. This is done using short (SCAN) and long (LOS) left presses of the Target Management Switch (TMS). This will then display a green circle and 4 (mode 4) if the contact on the radar display is friendly. If there is no response, then the contact is unknown/hostile.
Later, we will add more functions to the IFF system like other modes, time of day settings, and more. This preliminary version will now allow you to determine friend from foe outside of visual range.
a big part of Invasion 2037 is the management of the bunker, the car, the character and the creation of a vaccine.
Here is some pictures for the generator to fill with fuel for the bunker electricity, your ventilation system where you will need to change filters and your laboratory where you need to create a vaccine for the Alien virus.
Watching the CRT screen flickering with a long list of log messages, we were desperately trying to make sense of them. Codes, coordinates, trajectories, names of distant places, some of them we have never heard of before. Computer terminals are a blessing, of course, but watching all that information flowing on the screen, we had a chilling sensation of helplessness and paranoia. It didn't strike us until the East Coast of the United States appeared on the screen. Then we understood the machine had begun to think by itself. And decided we would be a target.
The Cold War Terminal AI
The Cold War zeitgeist is strongly connected with the computer culture and the first tries at artificial intelligence. We are convinced that no strategy game about the Cold War would be complete without an efficient AI, one that can, not only correctly interpret what is happening on the global scale, but also be able to build strategies, and act upon it. Perhaps even in ways that may possibly offset even the most advanced human player.
AIs are always destined to and are being built with a twin soul. On one hand a friend, someone that sticks with you loyally helping you in your cutthroat two duels for power and influence. On the other, a mighty powerful adversary challenging you in single-player combat holding the fate of humankind itself. Human self-admiration and fallibility has its limitations the computers do not share. Terminal Conflict's MIRVIN was but one of the first.
Improved AI
Work on the AI has been going on relentlessly from the start of development, but lately, we have had an important breakthrough. The first iterations of the AI were aiming at maximizing results in the short term: analyzing the present situation and make a decision that would make sense in the snapshot which the game was at that moment in time. It was working excluding the worst options immediately and picking from what was left.
Now it works in a completely different way.
If we had to summarize it in one word we’d say ‘planning’. That’s what the AI is doing now, creating alternatives that span into the future instead of just the present. Timelines, scenarios, the AI is now picking from the most fruitful alternatives for the future. This is a challenging task as the calculations involved are numerous, to put it lightly and so we've been working hard with optimization.
Fun fact: the first iteration of this new AI took more than six seconds to complete each calculation before making a move. Now, after a lot of coding work by Lennart Berg, optimizing with Davide Benedetti, QA from Alfred 'Zeress' Frendo-Cumbo, William "Thiking_waffle" Bois d'Enghien and your feedback on forums and Discord, that number has been reduced to 0.15 to 0.20 seconds. In a nutshell, the AI is way smarter, and a lot faster.
MIRVIN AI play
Let’s look at an example of how MIRVIN the AI makes use of all the resources it has in its possession:
We are in Timeline 1961-1965 and the AI chooses 'Anti Imperial Alliance' in South America as focus, a challenge to take control of Argentina.
The AI disarms and I, feeling confident, opt for Arms Race in the hopes of landing a punch with my imperialist fist!
MIRVIN places the influence gathered from its one-sided Disarmament which brings Argentina in balance. During my turn, I choose to act, so I deploy an Army Command to Chile and march it right into Argentina. So long AI ambition!
Until I get this…
MIRVIN strikes back, recruits Peron, who contests and eliminates my US Army Command on the field and proceeds then to spend his power to get Argentina back on USSR’s side. And there is now no time for me to get more troops there, Argentina is about to go full-on socialist.
Policies System Update
Another update we want to mention in this development diary is the improvement of Ai's use of Policies as well as updates to the system itself.
Being able to create plans, the AI is improving its strategic use of Policies. The system itself has received updates as we wanted to give you less restricted access to the policies while reducing unnecessary clogging in the interface. Dotted lines for buttons also mark selections containing further choices. Policies are now also freely accessible and we removed the restriction on the amount you can hold to allow even better strategic use.
We hope you will enjoy the updates and continue to keep us posted!
Upcoming Development I) NEW tutorials are in productions and the official MANUAL is in print! Expect the first rollout in the coming weeks!
II) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in BETA testing.
III) Cooperation to be announced with a famous modding team!
CHANGELOG
AI
AI will now simulate ahead and behave even more strategically
AI will now be a lot more vigilant in creating plans
Policies are better planned and used
AI now handles Intelligence and understands cooldowns
Further optimization of the AI calculations
GAME
Fixed an issue where the profile selected might give an error message
Fighters should be engaged when attacking surface fleets
Updated combat preview logic to match actual combat rules
Updated notification for Non-focus theater war declaration
Combat preview prioritizes units that can defend
Combat preview notification should correctly target defending units first
INTELLIGENCE
NEW You can now see how your Intelligence success chance is calculated. Select an intel operation and PRESS + HOLD for 2 seconds in a region with an intelligence success marker
Updated names for US intel Operations
Fixed an issue where the recon notification was incorrect
Fixed an issue where Espionage and Infiltrate intel mission had the wrong sprite in the log
Perform narrative check after performing intel mission attempt
DECISIONS
Updated cooldown and PerTimeline policies descriptions
Updated an issue where Mao's name would not be lit in Red Dragon Rising
Updated an issue where Peng needs to have his flag set
WARGAMES
SCN 7 GRAND CAMPAIGN now properly awards GOVERNMENT interests
Fixed an issue in SCN 7 GRAND CAMPAIGN that would make it impossible to complete the scenario
Fixed an issue in SCN 8 The China Card that was preventing the scenario from being played fully
EDITOR
Intel deployment rules centralized
Intelligence rules can now be set individually for each mission and bonuses can be defined separately for each faction