During today's special AMA stream your questions will be answered by:
Kacper - Game Designer. If you want to know about game mechanics, editor or campaign mode, he is the right guy to ask. He will also handle tough quesions about bugs etc. Adam - Narrative Designer. If you want to know anything about the lore of Crossroads Inn - ask him! Lukasz – Head of Marketing. He will tell you about all the marketing stuff and possible Crossroads Inn brand development in the near future Bartek - Community Manager. He will be a moderator during this AMA.
our game marks its fifth year on the market this November. That’s a quite achievement and celebration we don’t want to omit. So today - as a sincere “thank you” letter to our long-time supportive community - we release the crowning version of the game called This War of Mine: Final Cut.
“We wanted to put the last touch to this phenomenon. The phenomenon, which made us who we are today as a team, equally in terms of creative fearlessness and business direction, and helped us pave our further way. Fantastic support from the gaming community was a huge part of that success, so it was without any doubt that this update must be free. We think of the Final Cut as a closing episode to the one-of-a-kind series This War of Mine has been. It will remain precious to our hearts and I don’t know what ideas the future will bring but Final Cut is final by no means. The creative minds in our studio, who were with the game up to this point, started to pursue new challenges. So we're excited about what's coming.” - says Przemyslaw Marszał, art director at 11 bit studios.
This War of Mine: Final Cut is a free content update to the Steam version of the game adding a new character, new classic scenario, and more quests and events on the locations known from Stories episode. Maps from Stories DLC packs are transferred to the original game and we’re not stopping there. Final Cut brings graphics overhaul with 4K UI adjustments, remastered versions of all the classic levels and 21:9 aspect ratio support. On top of that, those who want to hit-up the notes of nostalgia can play This War of Mine in its plain, “vanilla” version straight outta the year 2014. What’s worth mentioning is that all major bugs will be still fixed and This War of Mine will be supported by our technical and engine teams.
A detailed list of changes and additions:
Major changes and new content:
One new classic scenario
All locations from TWoM Stories added to the original game
New quests and Events on Stories locations
Remastered versions of all the classic locations
A brand-new character
Vanilla version of the game*
Minor changes and tweaks:
64bit and 32bit version
21:9 aspect ratio support
4k UI adjustments
new main menu
additional smaller bugfixes and tweaks
To launch the Original version of This War of Mine:
Right-click on the game in your Steam Library.
Go to Properties -> Betas.
From the drop-down list, choose ‘vanilla - This War of Mine: Original Release 1.0’
We are releasing a new patch on the experimental branch. Unlike the previous patch which was focused on new content, this one is meant to make the game more stable and easier to support in the long term. It also attempts to fix the long loading times when there are too many items in a scene.
Changes
Game engine upgraded from Unity 5.6 to Unity 2018.4*
Changed how save games are cached on startup to reduce memory usage and reduce boot up time.
Change how items without durability stacks/are saved to improve loading time.**
Open Stash interaction reverted to 'press' instead of 'hold'.
Changed Leyline Connection's description from 0.15 to 0.34.
Summon Ghost now change zones (loading)
Steel Shield Durability 175 instead of 220
Tower Shield Durability 250 instead of 175, Weight 9.0 Instead of 10.0, Dmg/Hit 18 instead of 14.
Dragon Shield doing Burning instead of Burn.
Fixes
Can now buy/sell bullets and arrow individually instead of full stack.
Runic Claymore will allow runic casting while active. 1h Runic Sword will not anymore. (They were inversed)
Added PT Serif font as fallback font for missing characters.
Map Markers won't be reset if an area is being reset.
Map Markers are now being saved/loaded properly.
Kirouac being visible in Levant even when left to Monsoon during the Mouth to feed quest.
Imbue effects timer will not tick down while in a loading.
The two guards in Vendavel (in the same zone as Croc), now spawn on the right side of the gate.
Changed all instances of Orochi to Oroshi.
Calixa's Shield should not block her pistol shot anymore.
Fix weapons dropped by enemies in the camping events that cause infinite decraft/sell bug.
Added invisible collisions along the walls to avoid players trying to pass on the side of the wagon while its moving at both locations.
Fix bow not shooting issues encountered when emptying quiver, or when switching area when a projectile is still in the air.
Fixes various typos.
*This should reduce stutters issues and crashes on some PC configurations.
Important note: this version does not support mods since it was made using il2cpp (previously mono). From our initial testing, it results in better performance and better stability of the game. This is still subject to change.
**Even though we already strongly suggest to make backup of your save files when switching for the Experimental branch, returning to the Default branch with a save open in the Experimental branch will result in your stack of items to be set back to 1. Also note that if you had long loading times in the current version of the game, the first loading of each area you had long loading times will still be long, but the following one will have the changes applied.
If you are an established Streamer or Youtuber and looking for a review key to play Counter Terrorist Agency, feel free to contact us through the keymailer via link below:
First of all, thanks for all your feedback, which helps me to see issues, the scope of the work is huge and there is tons of stuff to be fine-tuned to such game. So I tried to sort them one after another, in order to make something really fun to play.
Currently, 'Arizona Derby' gets to the 0.94 version, which means more functionality and smooth gameplay. And it's about the right time to make all more challenging, so overall skills of the AI's were set to a higher level, and playing on a higher level will bring you more XP/AD$. You need to compete in order to get to the top. Once you played and open all the tracks, defeating boss levels (32 different track altogether), you can increase skills and play on harder settings, finally, you can set on the 'Total Madness' skills which are almost unbeatable (yours is to prove that is possible, getting best cars and packing your rig to the max).
1) LEADERBOARDS OF BEST TIMES AT 32 TRACKS ARE LIVE
Exclusively, for all of the 'Arizona Derby' tracks (takes me just week for retesting it), leaderboards are finalized and you can fill out results worldwide and see how others perform in it. It is possible to see the player country, ranking and time results of the best races. In the future, there will be also XP leaderboards, for those who scored more, but for now, we're focused on presenting best performances. They are fine-tuned, balanced over the period and really hope that will bring one extra level of depth to the overall 'Arizona Derby' game experience. Also, time in milliseconds gets from 2 to 3 digits, so you can compete in 1000th part of the second for the top! (this pic is for testing purposes, the final version is changed to 3-digits and some more details on it)I been testing this 32 leaderboards for more than week and playing tracks till the end 247, and all seems to works legit, hope you will have cool experiences (btw, some results, as will be written in notice need server clarifications to prevent cheats, so may not be written immediately, but will be seen later on in that Leaderboard standings and in future version AD Spaces in Garage menu where will be overview of all 32 leaderboards (that I making this days).
2) SMS notifications
During the race had in a previous patch some annoying vibration (reported by players) so this is changed and due to the fact that it is fast-paced gameplay, SMS will not be played for now during races, just in garage, so the player will not be distracted in-game. Also further on, there will be options to mute those notifications sounds, fine-tune other things in HUD, etc.
3) Flying objects at Tropical Storm tracks
Fixing of the flying bushes and trees in some places. This happens due to the fact that those maps were widened a lot, during the period of 3 years or more, since I released that wider the tracks, fun was greater for players, so, unfortunately, some bushes stayed in the air and it's so hard to locate it in editor (just imagine 31 tracks looking every single bush around..). But due to the help of some gamers, like iGame (cheers bro), who shared screens with CP numbers I find and fix (it was so hard to locate flying things, since of different perspective in editor and while playing, so many iterations are needed, still any flying bush or tree will be fixed).
4) Cars at the start ("Sunray Lane", "Sun Line") were underwater - this is now fine-tuned and they start from above.
5) 'Let's Dance' tuning
This option at ADriver menu, now having chosen avatar dancing smoothly blending and between hundreds of different dances, this part of the menu to be tweaked in future, making it really dance podium, with more dynamic camera angles, etc. Even those can generate some XP. Further on, there are planned more different and interesting characters and outfits, so this is a place for their best display, before the track.
5) New Dubai track 'Sandy Ridges' is available
As promised 'Arizona Derby' will offer you exclusively free DLC contents. This time, there is one good reason to have fun at Sandy Ridges. The track is about the ultimate jumping experience and drifting on the sands. You need to take care of the slope of the hills and angles all the time, otherwise, you will easily turn over, your ride for Dubai deserts is always automatically tweaked more and it's lowered more than at other races. There is oasis all over, filled with swamps, so you need to adapt to the environment differently than for the other tracks. Explore Dubai off-roads, have fun and do amazing stunts.
6) New Optimisations
Overall game package size has been additionally optimized to 25.6GB, despite the fact that a lot of content been added. 'Arizona Derby' was a very complex setup and ongoing optimizations are underway, to have all always smoother for you to have great fun.
7) Daily rewards voices - overlapped if you choose rewards card too fast, that is now fixed
8) Addressing some player's feedback: "But... what should be good fun racing... is actually pretty good apart from a) hitting invisible (?) rocks or terrain that spins your car around out of control. Wow, annoying. b) AI cars that hit you from behind and end up 'grabbing' you, turning you sideways, taking you from first place to last. Wow, super annoying. c) Buzzing text messages, with tiny text, with no reason or purpose to read DURING YOUR RACE. Wow, amazingly annoying."
a) Will smooth out terrains more, but again main difference at AD is that its realistic off-road drive with all is pro's and con's, so every part of the terrain need to have strategy for it's own, invisible walls (guess some parts of the grounds above that you hit and gets turned around..yes it is annoying and some to smoothen off for sure (it's already done) but still to keep it challenging, it will not flatten like in mostly (off-road) races at other AAA titles, it will lose its idea of mastering off-roads and skills. However I agree that some parts can be smoothed out, so 'invisible walls' will not reappear
b) Ai players are in recoding to behave less intrusive when it comes to the hitting from the back and turning you sideways, I fully agree. Still, Ai's in ongoing testing & updating, so the patch will come further on. Anyways, you have 3 ADrones (in future there will be updates and upgrades to the skills of the players, so some drones will be faster, more flexible etc.) and you can use those drones ('Q' key or left shoulder button) to get out to the safe position and respawn and continue ride (that's the main usage of the ADrones)
c) Done, no more distraction SMS messages during races, sorry for the issue (now, instruction from the bosses can be read in Garage only)
8) Some people having an issue with the long loading, it's because the Garage still requires lot of space for loading, video's inside are super-optimized but the initial load (on mid and lower rigs) can take some time. This to be optimized.
Anyways, once loaded in memory, the game will should very fast (in the matter of few seconds) loading tracks and getting back to the menu.
9) Track Level Name, was visible in the final menu prior launching (when you choose desired track to race): (version still in work)
10) A lot of small UI polishings, like loading screen visual improvements and other details and explanations all over menus.
11) Introduced 'Total Madness' difficulty level
Better not try these settings at home! lol You will see how Ai racers are dared to win. They'll do all kinds of crazy things all over tracks and rushing for the win, like mad dogs. You should be happy if you finish 7th at this level. This is an experimental difficulty (Ai can rush even much better over hills) and still be tuned further on, but in some circumstances, skills and upgrades you will have some minor chance to get to top three. This is a real off-road rush! Difficulty settings can be changed in the Options and more difficulty, more XP/AD$, which means more upgrades, more cars, and customizations.
12) Finally, only one invisible wall, which was on Siberia first track, and that's why someone reported in the plural ('invisible walls') was located and fixed: Now those part looks like this:
Also, this track was polished from launching a few times and now is extra-optimized so FPS increased over 15%. Also, it's visually very appealing and nice, so hopefully you'll enjoy Siberian offroads (when I remind that I first started to add these levels back 4 years ago :) and now all of you guys can enjoy those tracks. They're widened many times to fits the logic's, btw. that's why some flying objects were here or there..since of many times terrain reconfigurations.
13) Accuracy of all the track results is increased to the 1000 ms, so now looks likes, which will help to the overall leaderboard time comparing, since EVERY millisecond is worth! So get your rig tuned and keep pedal to the max:
14) Rest of deep waters, which is harder to get over, in Tropical Storm tracks is made to be less shallow, so it's easier to go over them
Btw, some random cool car
This time 'The Combiner', rigged for the off-roads:
Some random, cool scene, The Gold Digger, from Brass Badger's gang, competing against our player:
And:
This is at 'Forest Ride' levels, which was inspired by real-life Alpes landscapes like:
That's all for today. See ya' off-roads, folks! M1KE
PS. The leaderboard is pretty empty now, do your best to write your score up there.
We appreciate all of the feedback so far for VR Ping Pong Pro and have been working hard on lots of the suggestions by the community to make the game the best experience it can be!
The first of an array of new updates coming soon is left handed support for Index players. This update is live now and gives players an option in-game to choose if they would rather play with their left or right hand.
This is the first of numerous updates to continue to update and expand the game! Please keep an eye on our Steam page for more updates and we appreciate more feedback going forward!
Hi-Rez Expois this weekend, we couldn’t be more excited to announce that Hi-Rez fans can earn in-game rewards for both SMITE & Paladins by tuning in to watch each day of the event!
This year, in-game rewards will be available for watching on Steam for both games — and it’s easier than ever to get involved! Simply make sure your Hi-Rez account is linked on Steam before the broadcast starts.
In order to check your accounts are linked properly, please visit our https://my.hirezstudios.com/linked-accounts. Console players must also link their console (Xbox, PS4, or Nintendo Switch) accounts to their Hi-Rez account in order to be eligible for rewards.
Once you’re all set for the show, tune in and watch us on Steam for two hours each day to unlock the following rewards on your account for both titles:
Please note that it may take up to three weeks following the end of Hi-Rez Expo for rewards to be delivered in-game. If you’re attending the event in-person and have purchased the HRX bundle with your DreamHack Atlanta ticket, you’ll also receive the in-game rewards listed above!
We’re looking forward to seeing you for our biggest event of the year! If you haven’t already, be sure to visit https://www.hirezexpo.com/ to purchase your tickets or view the broadcast schedule so you’re all set when everything kicks off in just a few short weeks!