In this upcoming video series we would like to show you a selection of Black Powders features the team has been working tirelessly on. Furthermore we would like to give you a sneak peak into the background works and the resulting gameplay mechanics.
Most modern FPS games opt for the aiming mode in which the gun is locked to the character view. They also have the crosshair in the centre of the screen along with the iron sights always aligning to the centre.
For Black Powder we are allowing the gun to move freely on the players screen within an area, meaning the middle of the screen will not always be the place your gun is aiming. By doing this we don't only replicate eyes, but we also achieve a clearly immersive and natural weapon movement.
We are developing Black Powder as a realistic, historical and authentic shooter. Our motto for the game is “Easy to learn, difficult to master”. We have made a series of decisions to reflect this goal throughout development:
No crosshair
Realistic Ballistics with bullet penetration, ricochets and bullet drop.
Individual weapon handling, recoil and weapon jolting, along with many more weapon specific features
Realistic damage models on characters, with which each body part has a different collision zone and different damage modifiers.
Interactive environments.
And much more!
Learn more about these features and many more in future videos. Do you have ideas, questions or feedback for us?
Feel free to contact us through our social media channels! We always look forward to hearing what you think.
- Added parts of the server rework for the multi region support in the future. - Catarina Scarletwound now counts as a boss.
User-Interface:
- Quests are now tagged with their difficulty: - None: Regular quest. - Epic: Hard quest. You may need additional players for this one. - Dungeon: The quest objective is inside a dungeon. - Raid: This quest recommends more than 5 players to complete the objective. - Disabled autocomplete on chat input.
Bug Fixes:
- Fixed a bug where Stripe payments could not be completed. - Fixed a bug where the client did not get updated automatically. - Fixed a bug where items in the code reward window were not translated. - Fixed a bug where highest damage and heal wasn't tracked correctly. - Fixed a bug where players did not get auto logged in after registration. - Fixed a bug where login was shown when game is in maintenance mode.
We hope you're having a chill weekend and to make it a little bit more chill we're deploying Alpha 33.6-0 which brings a new round of stabilization fixes, specifically targeting the stuck airside shuttle buses you've reported a long with some capacity improvements for large aircraft in relation to check-in.
We'll be back with more updates late next week!
Release notes - Airport CEO - Version Alpha 33.6-0
Some player noticed that the game window is too large on smaller screens. It will now auto-resize to fit smaller screens or when user scales up entire display in windows 10 settings.
Thought I'd give you guys a short preview of the music & atmosphere in the game. :) I haven't revealed much sound from the game yet (with exception to trailer), so you could say it's about time. Hope you enjoy it and look forward to the game!
Here's a huge content update, bringing you a new path stop, 7 unique gold cards, improved randomization and improvements to the overall game play.
Let's start with the gold cards. These are hero stat improvement cards that are scattered across the levels and path stops. There are 7 unique cards in total that improve the following skills: gun damage, fire rate, bullet speed, accuracy, maximum hp, maximum ammo capacity and special recharge rate. Gold cards are stackable up to 9x and with each new card the reward increases. There are no negative effects related to these cards and they aren't permanent either, that means with each new run you start with no cards equipped.
Next in line, we got a tricky new path stop - Rotten Elder. A path stop that requires sacrifice of your HP. You've got 2 options... to run away and lose some of your hard earned crystals, or to accept her offer of a random gold card, but lose 50% of your HP. Neither is always the right choice, so think twice before you act.
You might notice some other improvements to the overall game play too, such as better randomization when generating levels, some balance tweaks and less bugs.
Thank you for your patience and have fun!
Added a new path stop - Rotten Elder.
Game over screen also shows companions and gold cards now.
Added 7 unique gold cards.
Improved randomization.
Decreased revolver fire rate delay from 40 to 32.
Decreased legendary pistol fire rate delay from 36 to 30.
Blacksmith now in Tsuna gives a pickaxe instead of the Omega sword as it was mistakenly before.
The teleport in Greenhelm to Phoenix was deprived of which is to appear later in the game. Only way to get to Phenix is by ship.
We removed the character in Tsuna City which gave infinite amount of gold.
We have established that the people who most often participate in discussion forums, on discords etc. and elsewhere their nickname will be included in the game credits
Thank you very much for support the game! We Love you!