This is a balance update, primarily regarding Emissary and Cloakbots, and also includes some vital fixes. There is now a quick modding system that can be used to test out balance, or perhaps just to create wacky game modes. The current position of Cloakbots in the meta made them primes target for some !Fun! buffs.
Quick Modding
Many balance suggestions are expressed on the forum with no easy means of testing. To address this, there is a new setting during game setup, under Advanced Options, that can be used to change almost any aspect of the game, no rebuilding or rehosting required. Check out the wiki page to see how to make faster Glaives and long-ranged Bandits.
Balance
Conjurer:
Jam radius: 256 -> 192
Can area cloak with 192 radius and 8 energy drain.
Knight:
Range: 280 -> 350 (to see if the game breaks).
Sling:
Cost 110 -> 100
Range 840 -> 860
Projectile speed increased 3.8%.
Dagger:
Damage: 100 -> 95 (Glaive is the only small unit affected by this change).
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!
No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.
Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?
Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
Create anything from better (more complex) items to equipment and weapons
Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
rather important visual warnings will scream at you
gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
added radiation areas in all sectors
added VFX & SFX to complement the gameplay effect
added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*
AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
AI becomes increasingly more complex as you progress through the game.
NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
NPCs can now drop mines when their ships or egos are threatened
Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion. The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!
Almost forgot about how we…
…rebalanced the hell out of a lot of things
different wings now have a different number of turret slots.
player ship hull module HP increased significantly
player ship shield module HP increased significantly
player weapon energy cost increased somewhat (in some cases significantly)
overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
Player shield recharge increased
Player shield reboot time reduced
higher tier NPCs deal significantly more damage
higher tier NPCs have significantly stronger hulls and shields
Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
Loot drop value is increased across the board.
boost speed decreased and now varies depending on the engine installed
cruise speed decreased to 300 for all ships
player ship modules prices
…oh and also how we…
…overhauled the entire flight model
A number of booster and cut engines tweaks and upgrades
Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
Added a few missing controls and made a lot of overall quality-of-life improvements
In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!
CHANGES
ADDED: new equipment and additional equipment tiers
the already mentioned Nanoscrubbers take that accumulated radiation edge off
Higher tier decoys lure angry missiles away
Booster injection gets some of that juicy fuel back into your booster to keep going
Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
ADDED: a whole lot of additional missiles (specifically higher tier missiles)
ADDED: 4 completely new weapons to purchase and use
ADDED: more weapons of the higher tier persuasion
ADDED: Missiles can now be found in loot drops
ADDED: new ship modules in drydocks
ADDED: new difficulty settings – easy, normal, hard, insane
ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
ADDED: In-game HUD now shows the names of equipped and swapped weapons
ADDED: In-game HUD now shows live stats of weapons/shields/missiles
ADDED: NPC ships can now move and shoot following a specific path, if need be
ADDED: SFX when upgrading skills
ADDED: SFX for incoming enemy missiles and launched missiles
ADDED: a HUD warning if some action cannot be executed
ADDED: Steam controller support
ADDED: new equipment items
ADDED: Equipment now has short text info
ADDED: In-game panels can now be toggled via keyboard shortcuts
ADDED: camera shake effect when hitting an asteroid
ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
ADDED: huge hollow asteroids that ships can fly through and use as cover
ADDED: enemy ships now spawn with different tiers depending on map difficulty
ADDED: new event when player enters the range of specific object
ADDED: outlaw faction ships now have appropriate trails
ADDED: player engine/trails change color depending on speed and currently used flight mode
ADDED: explosions on asteroid destruction
ADDED: title cards in campaign missions
ADDED: several types of enemy behavior templates
UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
UPDATED: controller software keyboard
UPDATED: color schemes of HUD waypoint and info icons
UPDATED: default reputation with certain in-game factions
UPDATED: balanced NPC vs NPC damage variables
UPDATED: collect all option works properly, players can remove items from cargo
UPDATED: NPC ships have different, more realistic firing arcs
UPDATED: HUD reticle more visible and has variations depending on equipped weapon
UPDATED: campaign missions in chapter 1 reworked and polished
UPDATED: cutscenes in campaign chapter 1 have been upgraded
UPDATED: improved visuals in nebulas
UPDATED: faction reputation alignment system has been reworked
FIXED: text alignment in station/bar dialogues
FIXED: all barman dialogues are now skippable
FIXED: shortcut for buy/sell trader buttons work properly now
FIXED: resolution setting in launcher will be properly saved now
FIXED: freelance mission ships are properly marked now
FIXED: impact explosions on ship hull work properly now
FIXED: player ship shield regeneration variable works properly on load
FIXED: scripts for freelance mission ending now work properly
FIXED: in-game dialogues work properly when paused
FIXED: possible resolution problem when automatically choosing setting in launcher
FIXED: launcher will no longer crash if Steam isn't running in the background
FIXED: NPC ships will target and hit player properly in all situations
FIXED: When changing control settings in launcher, resolution won't abruptly change with it
FIXED: Player is no longer stuck in photo mode when using it
FIXED: camera works properly when using the controller and holding down LT to follow target
FIXED: menu footer is changed correctly when using HOTAS
FIXED: key binding in controls cannot be duplicated anymore
FIXED: target locks will appear in correct positions now
FIXED: numerous HUD errors when playing the Spanish language version
FIXED: branching dialogues won't break anymore if using HOTAS/controller
FIXED: various controls binding issues with HOTAS and controller
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!
No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.
Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?
Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
Create anything from better (more complex) items to equipment and weapons
Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
rather important visual warnings will scream at you
gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
added radiation areas in all sectors
added VFX & SFX to complement the gameplay effect
added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*
AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
AI becomes increasingly more complex as you progress through the game.
NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
NPCs can now drop mines when their ships or egos are threatened
Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion. The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!
Almost forgot about how we…
…rebalanced the hell out of a lot of things
different wings now have a different number of turret slots.
player ship hull module HP increased significantly
player ship shield module HP increased significantly
player weapon energy cost increased somewhat (in some cases significantly)
overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
Player shield recharge increased
Player shield reboot time reduced
higher tier NPCs deal significantly more damage
higher tier NPCs have significantly stronger hulls and shields
Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
Loot drop value is increased across the board.
boost speed decreased and now varies depending on the engine installed
cruise speed decreased to 300 for all ships
player ship modules prices
…oh and also how we…
…overhauled the entire flight model
A number of booster and cut engines tweaks and upgrades
Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
Added a few missing controls and made a lot of overall quality-of-life improvements
In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!
CHANGES
ADDED: new equipment and additional equipment tiers
the already mentioned Nanoscrubbers take that accumulated radiation edge off
Higher tier decoys lure angry missiles away
Booster injection gets some of that juicy fuel back into your booster to keep going
Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
ADDED: a whole lot of additional missiles (specifically higher tier missiles)
ADDED: 4 completely new weapons to purchase and use
ADDED: more weapons of the higher tier persuasion
ADDED: Missiles can now be found in loot drops
ADDED: new ship modules in drydocks
ADDED: new difficulty settings – easy, normal, hard, insane
ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
ADDED: In-game HUD now shows the names of equipped and swapped weapons
ADDED: In-game HUD now shows live stats of weapons/shields/missiles
ADDED: NPC ships can now move and shoot following a specific path, if need be
ADDED: SFX when upgrading skills
ADDED: SFX for incoming enemy missiles and launched missiles
ADDED: a HUD warning if some action cannot be executed
ADDED: Steam controller support
ADDED: new equipment items
ADDED: Equipment now has short text info
ADDED: In-game panels can now be toggled via keyboard shortcuts
ADDED: camera shake effect when hitting an asteroid
ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
ADDED: huge hollow asteroids that ships can fly through and use as cover
ADDED: enemy ships now spawn with different tiers depending on map difficulty
ADDED: new event when player enters the range of specific object
ADDED: outlaw faction ships now have appropriate trails
ADDED: player engine/trails change color depending on speed and currently used flight mode
ADDED: explosions on asteroid destruction
ADDED: title cards in campaign missions
ADDED: several types of enemy behavior templates
UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
UPDATED: controller software keyboard
UPDATED: color schemes of HUD waypoint and info icons
UPDATED: default reputation with certain in-game factions
UPDATED: balanced NPC vs NPC damage variables
UPDATED: collect all option works properly, players can remove items from cargo
UPDATED: NPC ships have different, more realistic firing arcs
UPDATED: HUD reticle more visible and has variations depending on equipped weapon
UPDATED: campaign missions in chapter 1 reworked and polished
UPDATED: cutscenes in campaign chapter 1 have been upgraded
UPDATED: improved visuals in nebulas
UPDATED: faction reputation alignment system has been reworked
FIXED: text alignment in station/bar dialogues
FIXED: all barman dialogues are now skippable
FIXED: shortcut for buy/sell trader buttons work properly now
FIXED: resolution setting in launcher will be properly saved now
FIXED: freelance mission ships are properly marked now
FIXED: impact explosions on ship hull work properly now
FIXED: player ship shield regeneration variable works properly on load
FIXED: scripts for freelance mission ending now work properly
FIXED: in-game dialogues work properly when paused
FIXED: possible resolution problem when automatically choosing setting in launcher
FIXED: launcher will no longer crash if Steam isn't running in the background
FIXED: NPC ships will target and hit player properly in all situations
FIXED: When changing control settings in launcher, resolution won't abruptly change with it
FIXED: Player is no longer stuck in photo mode when using it
FIXED: camera works properly when using the controller and holding down LT to follow target
FIXED: menu footer is changed correctly when using HOTAS
FIXED: key binding in controls cannot be duplicated anymore
FIXED: target locks will appear in correct positions now
FIXED: numerous HUD errors when playing the Spanish language version
FIXED: branching dialogues won't break anymore if using HOTAS/controller
FIXED: various controls binding issues with HOTAS and controller
In the upcoming weekend we'll be hosting the first ever online beta-test of TANKNAROK! We're super excited and can't wait to play with you and get your feedback on our work!
The beta-test will take place: November 17th from: 18:00 (6pm) CET to: 09:00 (9am) CET
Beta-keys will only be distributed via our newsletter so if you haven't subscribed yet, you need to do so in order to participate. Subscribe here.
Tip: Since most of our testers for this session are europeans, we recommend playing during the first part of the test as there most likely will be more people playing the game at that point.
Shattered - Tale of the Forgotten King - Redlock Studio
Hello, dear Wanderers! How was your October? We hope Samhain was fairly celebrated ;)
Ours was pretty busy: we were at the Paris Game Connection, right next to the Paris Games Week. For those of you who don't know, it is the professionnal part of the event, where you can meet lots of others devs, publishers, editors etc. (we were particularly looking for help to launch the finished game as best as possible, translate it in as much languages as possible, and hopefully port it on consoles a little bit quicker). We'll see how it goes!
Oh, and there's a few new things in Hypnos...
PATCH NOTES #8!
BUGFIX: • Radiant Essences no longer use a Superior one. • The precedent level correctly unload after the Whisperer's Mark is used (no more mashup between the levels!). • No more getting stuck in the game options. • The player’s Quick Access is now correctly saved when loading a game! • Fixed a bug causing the player to appear falling in the middle of nothing after using the Whisperer's Mark. • No more unobtainable keys! You shall now open gates. • The dialog widget now correctly udpates its color theme when the Whisperer is talking.
OPTIMISATIONS: • Magic bolts won't cause FPS drops anymore. • The hard freeze upon using the Whisperer's Mark from the inventory is now fixed.
ADDITIONS: • Fade out animation for enemies' lifebars upon death. • Clearer feedback on how many essences you get when killing a mob. • New ennemies: the “rocketter” and the “grenade thrower” :D • A new death screen! • Bunch of new NPCs! Their quests are not implemented yet, but you can get to know them a little bit while we add their complete narrative... (Let us know what you think about them :) ) • Oh, and you can also trade with them! • Little level design modifications & visual changes in environments. We'll let you discover what and where ;) • New area: the Wall of Devesh, beyond North of Myosis • A new item that you'll particularly appreciate in the darkest places: a little sentient light that you can summon to illumate your way!
Changes: • If you kill a locked ennemy, the camera will now switch the lock target to the next foe, instead of exiting the lock mode. • New Fx for Homonculus' explosions. • New Sound Design for the Legionnaires. • New Fx for the gunner ennemies. • A few Sound Design upgrades for some of the Wanderer's moves. • Sound lifting for some Elite enemies ; changed on-hit sound for it to not be confused with the player’s one anymore.
This one was a big one for us. We really hope you like all the changes!
Yo ho ho! Patch 1.1.3 has landed. Full changelog below:
Changelog 1.1.3
+ Fixed issues with the unreliability of the Officer’s electric prod in melee + Fixed issues with projectile scaling when player is calibrated to different heights + Fixed an issue with airship crate parts not resetting properly + Fixed an issue with player possibly getting stuck if pausing the game during fade-ins and -outs + Fixed an issue with player’s own arrows rarely colliding with their own bow + Fixed an issue which let the player skip parts of level 4, causing them to get stuck + Fixed an issue which let the player skip parts of level 6 + Visual improvements + Graphical optimizations + Bunch of other fixes
We added a new type of task to the game - passenger transportation. Tasks can be obtained both in the camps, and from the cars (which stand) encountered on the way. These tasks differ from the usual ones in that you will not be able to collect an infinitely many passengers into the cabin. Now every car is limited in passenger capacity. And you cannot take more passengers than seats in the car. In addition, we made some improvements and corrections:
added comparison of the characteristics of the current player’s car and a new car when buying;
added a new parameter of vehicle characteristics - passenger capacity;
a new type of tasks has been added - passenger transportation;
fixed the error when the player left the dialogue area with any open interface window, which led to irrevocably blocking the control;
fixed a bug where in the car market games suggested the player to see cars from empty spaces;
now the vibration of the gamepad is turned off when the player opens one of the windows of the interface and does not control the machine;
https://www.youtube.com/watch?v=fOYRjRICFEQ A fearsome new presence has appeared in the Outlands: the Avalonians. This ancient order from Albion's past has returned to reclaim their land, using a mysterious energy drawn from deep in the earth. While their ultimate plan is unknown, it will have world-altering consequences for Albion.
The Avalonian forces stalking the Outlands are currently limited... but as the season proceeds, they are sure to increase not only in number, but also in variety. Prepare yourself for a battle that will alter the very foundations of the world of Albion.
Important Dates
November 13
Avalonian Mobs appear in the Outlands
November 16
Standalone Guild Season Start - Territories become claimable, Avalonian Mage World Bosses appear
December 7
Territory Reset Day #1
December 21
Territory Reset Day #2
January 4
Territory Reset Day #3, Scores Doubled
January 11
Territory Reset Day #4, GvGs End
January 13
Territory Reset Day #5
January 15
Territory Reset Day #6
January 16
Territory Reset Day #7
January 17
Territory Reset Day #8
January 19
End-of-Season Event
January 20
Season Ends
New Food, Better Tools, and a Unique Mount
The mysterious energy harvested by the Avalonians gives them near-divine powers. Defeat Avalonian mobs and world bosses to claim this energy for yourself, and then bring it to the Energy Manipulator in any of the Royal Cities to enhance various foods and tools or create an all-new mount. Avalonian foods combine meat-based stews and sandwiches with Avalonian Energy to add one additional stat that varies depending on the food. Avalonian tools give improved gathering yields for all resources, including fish. And finally, combine a Saddled Swamp Dragon with enough Avalonian Energy to produce the fearsome Avalonian Basilisk, a fast, strong mount with a powerful electric discharge spell that reduces enemies' attack and move speed.
Take Down Avalonian Mages for Season Points
This season, your guild will have a new way to earn season points: by taking down Avalonian Mage World Bosses. These mysterious members of the Avalonian order have harnessed energy into powerful beam attacks that deal massive damage. These bosses appear on the world map, and can be killed for Season Points starting with the beginning of the season on Saturday, November 16. (Recommended for groups of 10.)
Earn One-of-a-Kind Seasonal Rewards
A unique season deserves unique rewards. The higher your guild ranks, the better the rewards - check out what you can earn:
Crystal Rank: Avalonian Avatar + all following rewards
Gold Rank: Avalonian Avatar Ring + all following rewards
Silver Rank: Small Caerleon Realmgate Furniture Object + all following rewards
Bronze Rank: Outlands Map Carpet + all following rewards
Iron Rank: Pile of Tomes
Additionally, guilds that finish in first, second or third place overall will be immortalized in a one-off memorial statue in Caerleon. This statue will not be part of Conquerors' Hall, and will instead appear in a unique location of significance. And as always, the first-place season winner will have a crystal ornament added to their guild logo.