- Discord integration (Instant feedback) - updates in visuals when in deploy phase - improvements in battle UI (hold CTRL to reveal extended information) - added 'elite' visuals for some characters - added two new beast classses - 'puller', 'turtle' - added new Focus ability - 'Confuse' - added new Intro battle scene when starting the campaign - balancing to status effects application when hit was blocked by armour - loot roll updates - Warmonk & Priest: they now get XP faster - new music additions - new quests/battle objectives added - AI (taunted) improvements - spear damage increased +15% - 'Scavenge' mission additions (now you can get infected by Vampire or Werebeast), some balancing - added new Perk for Urtuk - to track his Mutation progress and its effects - battle log enhancements (more details about healing) - added new 4 classes (for the Intro battle scene, but you might see them also later on) - tons of balancing and tweaking
Today we’ve published yet another patch, in which we made the following changes:
All owners, who paid full price for the game, now obtain a special status: “Founder”. In addition, they have a special identification and icon in PDA, which displays your special status. But that’s not all. Moreover, as we promised, we work on additional extra-bonuses for “Founders” which will be introduced a little bit later;
Maps in the PDA and mini-map have been updated and improved;
Fixed the rare bug with monsters' behavior;
Advanced animation has been added to the “Pioneer” rifle.
This update brings some changes and experiments to the game. There's new Fall foods, changes to swimming, and changes to the stats of food.
New Seasonal Content Experiment
In this update we're experimenting with new kinds of seasonal content. Here we're using "Fall foods" as the experimental base, but we might expand this idea to many other types of crafting (and other "seasons") in the future. Or we may change this design dramatically, or even throw it all out, depending on your feedback. After you've had a few weeks to play with this, please let us know what you think!
There are two new seasonal ingredients available for a limited time. Cranberries and turkeys can be found in Serbule, Serbule Hills, and Eltibule, among other places.
In addition, the pumpkin seedlings (which dropped from undead during Halloween) continue to drop from a wide range of herbivorous and omnivorous animals in the 25-55 level range. This includes ferocious boars, many types of slime, most rhinos, polar bears, tundra deer, mountain sheep, Gaz-Uraks, and many others. (And even a few sentient creatures such as trolls.)
There are 21 new food recipes that involve the new seasonal ingredients. These recipes can be found on a broad range of animals (with the best chances being from herbivorous/omnivorous animals).
In addition to the new recipes, the handful of pumpkin recipes from Halloween can also still be found in loot, although the chances are much lower than during Halloween. (And the other Halloween items no longer drop.)
There are also new Work Orders for all of the new foods (and the Halloween pumpkin foods). These work orders will only show up during this "season", and they have a much larger cash reward than normal work orders of their level. They can also be completed every 5 days instead of every 30 days. You can find these work orders at the work-order signs in Serbule, Redwing Casino, and the Fae Realm. (They won't always show up, but when they do, they will be at the bottom of the work-order list.)
A few of the Halloween pumpkin foods already had work orders (such as Basic Pumpkin Pie). They've been turned into "seasonal" work orders
Swimming Changes
In preparation for upcoming content we've made improvements/changes to how swimming works. Please play with these changes and give us feedback and bug reports!
Changed how we emulate gravity underwater. Previously you would instantly sink in deep water, but now you are slightly buoyant: you'll very slowly float upwards toward the surface. This means that if you wish to reach the bottom of a deep body of water you will need to use the Down movement key (default F) to swim down. To swim up for breath use the Up key (default R) -- or you can use the jump button underwater as a "swim up" button.
You now recover your breath automatically when you are swimming on the surface of the water, and breath recovers much more quickly than via the old "hopping in and out of the water" technique. (But still not as fast as when standing on solid ground.)
"Breath" meter is more granular while losing breath
Fixed various problems, bugs, and glitches in the swimming system
Fixed problems with indoor water pools
Note: the river in Kur continues to behave oddly; this is a known issue that will be addressed when the final art for Kur is ready. All OTHER water should behave reasonably sanely now
Food Changes
We've rebalanced food a bit to make Meals more useful. This mainly involved moving some of the power of Snacks into Meals.
Snacks once lasted only 15 minutes, and so were much more potent than meals. But in a previous update we changed Snacks to last as long as Meals (and even receive the Gourmand bonuses that Meals receive), and we're pretty happy with that change. And the total potency of Meals+Snacks combined was in the right ballpark -- it's just that most of that potency was coming from the Snack, and the Meal was largely irrelevant. This is obviously dumb and needed fixing.
We've also made other small rebalances to food stats, including some changes to Cheese stats. Cheese received both minor nerfs and minor buffs. (And since eating a Cheese Meal plus a Cheese Snack was already often over-healing while out of combat, nerfing those numbers isn't as noticeable as buffing the in-combat regen. But the in-combat regen buff was small... so... basically it's a wash.)
Explaining the overall changes is tricky. The changes affect food at all levels, but we'll use some hypothetical level 80 food as an example. That will show the changes the most dramatically.
Tldr: For players that already ate both a meal and a snack, the changes will probably not be very noticeable. If you only ate Snacks before, though, you will definitely notice how empty your stomach is now.
Level 80 (Non-Cheese) Meal: (arrows indicate changes in this update; no arrow means no change)
Out-of-Combat Health Regen (per tick): 273
Out-of-Combat Power Regen (per tick): 222
In-Combat Health Regen (per tick): 48
In-Combat Power Regen (per tick): 32
Metabolism Regen (per tick): 5 -> 6
Max-Health Boost: 0 -> 160
Max-Power Boost: 0
Level 80 (Non-Cheese) Snack:
Out-of-Combat Health Regen (per tick): 273 -> 193
Out-of-Combat Power Regen (per tick): 160
In-Combat Health Regen (per tick): 32
In-Combat Power Regen (per tick): 32 -> 48
Metabolism Regen (per tick): 0 -> 2
Max-Health Boost: 160 -> 0
Max-Power Boost: 80
Level 80 Cheese Meal:
Out-of-Combat Health Regen (per tick): 273
Out-of-Combat Power Regen (per tick): 222
In-Combat Health Regen (per tick): 48 -> 80
In-Combat Power Regen (per tick): 48
Metabolism Regen (per tick): 5 -> 3
Max-Health Boost: 113 -> 220
Max-Power Boost: 0
Level 80 Cheese Snack:
Out-of-Combat Health Regen (per tick): 273 -> 193
Out-of-Combat Power Regen (per tick): 268 -> 160
In-Combat Health Regen (per tick): 32
In-Combat Power Regen (per tick): 48 -> 64
Metabolism Regen (per tick): 0
Max-Health Boost: 160 -> 80
Max-Power Boost: 160
Other Changes:
Items removed from storage vaults now auto-stack with compatible items in your inventory
Fixed bug that prevented carrots from receiving garden bonuses during carrot-specific events
Fixed a Deer combat particle that played at full volume no matter how far away you were from the Deer player
Spriggan Nuts now stack (to 99)
Treasure effect "Stun Trap reuse timer is N seconds faster" was bugged (it actually lowered Power cost by N instead of reset time)
Treasure effect "Lethal Force deals +N damage and reuse time is -3 seconds" was also bugged in the same way (it lowered Power cost instead of reset time)
Treasure effect "Stun Trap deals +N damage, and there's a 50% chance you'll place an extra trap" was bugged and never generated an extra trap
Iceheart Sustenance Oil counts as a Max-Health potion for gifting purposes
The Sacred Grotto is now marked as a cave for craft purposes
Meat-eaters in the Sacred Grotto are now a little more aware of what's being stored by their fellow Wardens
We are currently performing server maintenance. We expect the work to take +/- 3 hours. The Halloween event will be extended for the period of downtime and those players with Premium accounts will be reimbursed. We apologise for the inconvenience.
The title says everything. I also just did a patch with the following changes:
Added Limited option for Vsync. This will limit the game to 30 fps. This is best used for keeping Laptops cool, and can also help a lot with the quality of Steam's Remote Play Together.
Huge performance pass over the main menu.
Optimisation pass on the Map screen
Reworked shadow qualities. You should see a further change in performance between Low, Medium and High.
Added improved shadow fading for low FPS on Auto mode. It's recommended you keep on Auto detail unless you've got a good reason to. This change should also make SplitScreen more playable on lower-end rigs.
We are sorry for the lack of content or major updates but the studio is going throw a very bad patch right now this is why there has been a huge lack of updates and streams from Stefan and the team Click me to find more info about what is going on at the studio.
Know back to this blog post.
If you check the beta tab on escape from earth you will see the engine testing branch. This is a separate build of escape from earth with a brand new collision engine test build along with brand new selected language. This is all heavy beta and testing and the new collision engine might be scrapped if it's not good in our eyes, We would like feedback on it as the moment we are happy and not happy with aspects of it.
Unity update This might still happen when I have way more time to dig into c# and start learning or mess about more with bolt 2.
Time for a brand new weekend event! This weekend we have the West Oaks PVP map coming back together with better Super Zombie loot in both Open World and Survival, there is a juggernaut ultimate skin loot event and the M249-E3 Para is back added into the Battle Royale loot!
We are still in the aftermath of the recent Halloween 2019 event and if any of you feels like sharing further feedback about that event don't hesitate to do so! You can let us know through social media or just comment on this post: http://forums.fredaikis.com/index.php?/topic/8432-halloween-2019-event/
For this weekend event we'll have it live the following period of time:
START: November 8, 2019 12:00 PM (CEST)
END: November 11, 2019 12:00 PM (CEST)
Now, let's jump into further details about this weekend's weekend event:
West Oaks PVP Map. The West Oaks PVP map is back in the PVP Servers section! We have also added the 'no reload' perk as special perk only for the servers with this map.
Super Zombie loot upgrade! In both the Open World and the Survival game-mode Super Zombie loot will be upgraded. This means when you kill one, in any map, it will have a higher chance of dropping rare items. Basically it will drop better loot and better items. Enjoy!
Survival Juggernaut Ultimate Skin Loot Event. We are temporary releasing the Juggernaut Armor Ultimate Legacy and the Juggernaut Helmet Ultimate Legacy skin recipes in the Survival loot tables. This means if you are really lucky, you'll be able to find one of these two skins anywhere in the game. Note: We are doing these smaller events with these two skins as a very, very small amount of players unlocked the skins originally.
M249-E3 Para is back in Battle Royale! For this weekend only we will add back the new (almost released) M249-E3 Para machine gun. We have recently updated it's stats and we wonder how players like the weapon now. We know it was way too overpowered last time we made the weapon available so we have nerfed it quite a lot. If you find one, make sure to let us know your opinion(s) so that we can balance this weapon even further and release it in the rest of the game!
ROUTINE: Battle Royale Map Rotation As always, the main and only Battle Royale map will be changed. This time we are changing over from Tropico to Arizona. Note: We change the map rotation in the Battle Royale game-mode every week due to the low(er) amount of players playing Battle Royale. If you have any suggestions, ideas or feedback please let us know at http://forums.fredaikis.com/index.php?/topic/5388-maps-battle-royale/
SALE: Cancelled This weekend we are not doing any GC related sale(s) as we have just finished a double GC sale with the Halloween 2019 event.
MARKETPLACE SALE: Light Sword Skins + Jedi Skinbox Sale! This time we are doing a big sale on the Light Sword / Jedi skins and we are doing a 20% discount on the Jedi Skinbox. We have also released the new short Light Sword variants. (These are skins for the tactical knife) Note: This sale is a weekly one so has already started before the weekend event and will not have the same start-end times as the weekend event.
Please let us know what you think of this weekend event so that we can use that feedback in the future for new weekend events! If you have any ideas or suggestions feel free to share that as well as we might be able to use your idea for upcoming weekend events!
If you experience any type of issue(s) with the game please contact us through social media or create a support ticket athttps://playnewz.com/support.php/
Available in the following languages: PL | RU | DE | FR
Hello, Soldiers! We're currently working on 0.8 patch on the PTE, with our newest Breakthrough game mode, but there are some things that the current live version could benefit from, namely fixing the problems with replication of players (resulting in missing markers or having wrong marker color) and, of course, performance. We have a few fixes coming your way, so let's dig in.
Update 0.7.2 Patch Notes
[DEBUG]
Added TeamManager debug printing on server and client side to find more problems,
[BUGFIXES]
Multiple fixes for team replication (missing markers, wrong team colors),
Changed how actors replicate to reduce server crashing,
Fixed a server crash related to debugging data,
Fixes for audio occlusion and spatialization,
Fixed destructible objects not having particles at the start of the match,
[OPTIMIZATION]
Fixed OnVideoBasicSettingsChanged() hitches on the render thread,
Fixed hitches on the render thread when updating material scalar parameters,
Fixes for reloading assets that were already loaded (reduced hitching),
Update 2.04 In today’s update 2.04 we fixed a couple more issues.
Changes:
Fixed problem with telegrams being skipped too fast when playing without sound.
Fixed problem with units occasionally not getting 10 experience for destroying the enemy unit.
Some localization improvements.
We would like to thank all of our community members who keep reporting all the occurring issues and help us to make the game better. We do appreciate your help.
https://www.youtube.com/watch?v=YJVcnVYpPQw We have just revealed the first set of units for Stronghold: Warlords, our upcoming ‘castle sim’ RTS. With a range of unique troops types from Mongolia, Japan, Vietnam and China, this new trailer focuses on units from the latter two regions. With their own strengths, counters, special abilities and tactics players will need to combine them all to succeed in the game’s 24 mission campaign and online multiplayer.
As the first entry in our long-running series to venture eastward, Stronghold: Warlords features a suitably fresh roster of units to command. Gunpowder-wielding fire lancers, disciplined samurai, imperial warriors, tribal fighters and more represent the four cultures at play, with a few Stronghold classics also making the final cut of 16 units. Units from different cultures have been a feature of the series since the release of the original Stronghold: Crusader in 2002 and we intend to build on this in Warlords! With abilities ranging from morale boosting area of effect perks to arrow volleys and precision strikes, the intention is to make each part of your attacking siege army feel like a unique threat that could switch tactics at any time.
As players progress through the main single player campaign new units will become available as players journey across the Asian content to different regions and historical epochs. Outside of units Warlords will also feature experience a single player campaign split across four regions, unique warlord characters from a period of 1500 years and siege weapons made possible only through the discovery of gunpowder.