Hey guys! Ede here from Elder Games. I am becoming more and more nervous because tomorrow is a really BIG day for us! After more than three years of hard work we will release Everreach: Project Eden to Steam. It won't take 24 hours for the game to become available!
It was always a dream for me to create my own third-person action RPG - and so after several years and other projects Everreach: Project Eden came to life. Creating the world of Eden has been a massive undertaking for an indie team like ours.
It all started with a prototype version in September, 2016 and it grew over the years to what the game is today! I and the whole team are very, very proud of Everreach: Project Eden - and we really hope that you will enjoy the game when it is available tomorrow!
It is finally here, “The First Chapter” is now out! We have been teasing you for a while now and we can’t wait for you to finally explore the new locations and features for yourselves! We are not the only ones that are eager for your arrival however. The lurkers and the bears are impatiently waiting for you! If you want to know what else is coming with this update, keep reading below to find out!
NEW DESTINATIONS
We have two new destinations for you to discover. Beside these, we have also reworked the radio tower and the existing small islands.
LORE & PUZZLES
Are there others out there? What happened? How did you end up on a raft? We have been working on the story and are releasing the first part of it with this update. You will unravel the history of the new locations while finding out how you ended up on that Raft.
NEW ENEMIES
With two new destinations comes two new enemies. Bears and lurkers are the inhabitants for these places.
BEARS
LURKERS
NEW FEATURES & ITEMS
RECEIVER 2.0
A brand new system for finding islands. With the correct frequency, you will be able to both find and go back to any destinations!
STEERING WHEEL
You have asked, we are delivering! Be the true captain of your raft, control the direction of your journey effectively with the steering wheel.
ENGINE, FUEL TANK AND PIPE SYSTEM But no, steering wheel is not enough. We want you to be able to be in full control of your raft. Have you accidentally sailed the wrong way? No problem! Now with the engine, you can change the direction of your raft and go back.
BIOREFINER AND BIOFUEL However, there is a twist. For the engine to work, you will need biofuel. You can make this in biorefiner by using honey and raw food.
MACHETE
A new weapon! Might come handy when you are out exploring.
CHANGELOG
New Save System.
2 new locations and reworked Radio Tower
10 New Small Islands
11 New Achievements
New Plantable Trees
New item: Pinecone
New item: Birch seed
New item: Biofuel tank
New item: Pipe
New item: Honey
New item: Biofuel
New item: Steering wheel
New item: Engine
New item: Biorefiner
New item: Raw & Cooked meat
New item: Machete
New item: Headlight
New enemies: Lurkers and Bears
Notebook: Lore
Puzzles/Obstacles
Receiver 2.0
Pipe System
Reset Key Bindings Button
Removed fog weather
Added loot animation when gathering resources from animals
Shark code reworked
Animals spawn in different sizes
New light system in caves
Reduced seagull health
Quest items available in notebook
Blueprints are now added to research table automatically when added to a players inventory. You no longer need to research the blueprint inside the research table
BUG FIXES
Screecher should no longer one shot players
Optimized network code for animals
You can no longer interact with items while carrying animals
Reworked some places that players got stuck in
Potentially fixed: Dropped item floating in air
Shark no longer swims through walls, should no longer bite metal foundations
Can no longer capture an animal with netgun that is already dead
Camera no longer gets stuck when placing stuff and holding R to rotate while moving
Removed a lot of colliders from building parts which should increase performance a bit
Hats are now visible when nocliping in creative mode
FOV slider no longer stretches character arms
Clients did not always get achievements for killing screecher and warthog
Sometimes players could not spawn animals in creative mode
You can no longer pickup items through walls
A bunch of localization fixes, more minor fixes and improvements
We hope you will enjoy Update 10 as much as we enjoyed making it!
//Raft HQ
P.S. Don’t forget to follow us on our social media to follow the development and to get a heads up when we have a new blog post out!
Please be aware that from 12:00 CET on Wednesday 4th December (3am PST), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 2 hours.
Black Friday discounts (finally) end.
Please stay tuned to our Discord channel in case of any immediate server updates.
The Community Test Environment for our next update, update 1.5, is now live. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play.
We’ll be having a “Play with the Devs” event on the CTE on Tuesday December 3 & Friday December 6 from 11:00 AM MST - 1:00 PM MST. We’ll be testing playlist improvements on the US servers in the official matchmaking of our new game mode Domination (see more information below), NOT on a server under Community Servers as we’ve done in the past. To join us, just boot up the CTE, go to Play, select Domination, and Find Match. All the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
This update features a ton of quality of life improvements, gameplay improvements, optimization, and bug fixes. Please share your feedback on the CTE forums here. The highlights can be seen below:
Optimization
We’ve made both game and map changes to further optimize Sandstorm. This is part of an ongoing effort to address performance issues with other maps and the game as a whole. Changes include:
Disabled AlwaysTickPose to minimize CPU overhead of character animations which aren’t rendered on the screen
Performed optimization pass on the following maps:
Refinery
Outskirts
Summit
Precinct
Playlists and Matchmaking
Before
After
Over the past couple of months, we have received and read numerous pieces of feedback from the community relating to playlist changes that were implemented earlier in the year as well as the overall matchmaking experience. The new playlist-based matchmaking introduced several issues and had some undesirable impacts on our queues’ health. We’ve made the following improvements:
Players are now able to queue for multiple playlists within a game type (Versus or Coop). This should help to ensure that players are spending less time waiting in the queue, and more time playing the game.
We’ve removed the player count for playlists, and replaced it with estimated queue times instead. This should reduce situations where players feel like it isn’t worth queuing into a playlist that doesn’t have a lot of players, which could have led to some playlists (like Firefight) not having a healthy population.
Team auto-balancing will ensure that teams are always made even automatically by the server. Autobalancing will occur whenever a team has 2 or more players on it. If you are in a party, the system will work to ensure that you are placed on the same team.
Players can manually switch teams if they become unbalanced as a result of leavers, disconnections, etc.
Players can now join in-progress matches their friends are already in. This was something technical we had been meaning to do for a while.
We’ve separated Ground Battle into separate playlists by the mode: one for Push mode and one for Frontline mode.
These are the playlists available in the CTE and will be eventually available for 1.5:
Versus
Push
Frontline
Firefight
Domination
Coop
Normal
Hardcore
Frenzy
We know that a lot of players would love to see Skirmish make a return here, especially since multi-queueing would help its population. However, we still have issues with the mode’s vehicles, including their bugs and performance issues. We also still feel that the Skirmish gameplay experience as a whole isn’t as strong as these other modes, especially for new players. We can expand our mode selection with the new playlist improvements, but we can only go so far until we risk too much fragmentation and a weak gameplay experience for incoming new players. For the time being, Skirmish will continue to be available on community servers for the players who really want that experience.
Introduction of New “Domination” Game Mode
We’ve added the popular game mode Domination to the game, which some of you may already be familiar with from games like Unreal Tournament, Battlefield, and Call of Duty. In Domination there are three objectives: A, B, and C. Your team’s score will increase faster the more objectives you own. Once one team reaches the score limit, or time runs out and they have the highest score, they win the round. Domination uses the same instant respawning system and weapon loadout as Team Deathmatch, which means you are always in the action and you can use just about any weapon in the game. Right now Domination supports the Hideout, Hillside, Farmhouse, Crossing, and Ministry maps, but more may be added in the future.
We know that adding a new game mode risks further fracturing of the playerbase, something we are trying to address with the playlist changes above. We also know that there may be other game modes that some players would like to see before Domination, such as Outpost, which was discussed in our last roadmap for 2019. Domination was originally created in Sandstorm as an “example mode” using Unreal Engine 4’s blueprint system to demonstrate to modders how they could build custom game modes using our upcoming modding tools. It ended up being really fun when we tested it, and so we decided to include it as an official mode. Domination will still exist as that example mode, and modders are free to use that as a basis to build totally new game modes.
In addition to already having it ready as this unique “sample mode” for modders, one of the main reasons we made it an official mode was because a lot of players have requested that Team Deathmatch be reintroduced as an official playlist. We feel like those players can get their fix from Domination in a way that, in its objective-based gameplay, is less mindless than Team Deathmatch, and thus truer to Sandstorm’s identity. Also, with our upcoming console release, we’ll be getting a lot of new players. Domination mode is a bit more casual and easy to learn, which means it’s an excellent way to ease those players into the more hardcore experience that is Insurgency: Sandstorm. Finally, to be blunt, we see an opportunity to attract some of the new Modern Warfare’s audience. If a player isn’t feeling the experience there, they’re welcome here with a familiar game mode as a vessel for our unique brand of gameplay.
Gameplay
We’ve worked hard to listen to the players and make improvements to various gameplay mechanics. Our intent is to directly address player feedback about shooting and aiming not being rewarding enough of skill, to improve player movement and acceleration to feel more controlled, and to add some flexibility to certain key bindings which have been popularly requested. Additionally, we were able to make improvements to smoke grenades so that particles are visualized reliably across all clients, which has an important gameplay impact of making smoke grenades more dependable. The changes include the following:
Weapon Sway
Set up Lissajous curve fixed pattern for sway instead of the more random current Perlin noise pattern seen in the public version since release. This Lissajous curve makes the sway pattern more predictable.
Reduced sway speed by 20%. Sway magnitude is the same
Reduced incentive for crouching and proning to reduce sway (crouching now reduces sway by 50% instead of 60%, prone now reduces sway by 70% instead of 80%)
Reduced sway penalties when moving (sway magnitude now increases by 15% instead of 50%, sway speed now increases by 50% instead of 200%)
Slightly reduced the sway speed and magnitude reduction when focusing to counterbalance the other sway changes (focusing now reduces sway speed and magnitude by 60% instead of 80%)
Recoil
Reduced overall recoil when ADS by 15%
Reduced recoil incentive for crouching and proning (crouching now 20% less recoil instead of 40%, prone now has 30% less recoil instead of 60%)
Reduced recoil penalty for leaning when low weight (lowest weight now has 10% more recoil when leaning instead of 20%)
Recoil penalty while moving should be consistent across all weights rather than favoring players who are heavier (heavier players previously had a greater reduction in recoil)
Increased Mk 14 EBR recoil with same magnitude as the recent FAL recoil increase
Movement
[/b]
Sprint speed reduced by 8%
Key Binding Changes
Jump and Vault keys can now be bound as three separate binds: Jump/Vault, Jump, and Vault. This means you can jump in places where you would otherwise be forced to vault, because they keys were shared by spacebar. The default key is still Spacebar for the combined Vault/Jump key.
Crouch and Slide can be bound separately. If you want to go from a full sprint to an immediate crouch instead of an automatic slide, you can now do so. The default key is still Ctrl for the combined Crouch (Hold)/Slide.
Client Side Smoke Reliability
All smoke grenades should now utilize the same seed for all clients so player A will see the same smoke coverage as player B. Smoke also expands faster to be more useful and is no longer frame-rate capped.
[/list] Thanks and enjoy! Remember to share your feedback on the CTE forums and let us know what you like and don’t like!
Hotfix 1 - December 4th, 2019
Bug Fixes
Fixed a major issue where occasionally the player’s weapon selection could become locked after attempting to pick up and throw back an explosive, preventing them from being able to change weapons when it occurred.
Fixed an issue where a blank name was shown for cosmetics in the confirmation dialog when attempting to buy a cosmetic which does not have variations.
Fixed a third person issue where the C-4 and IED detonators would be floating in front of the player.
Fixed and issue with Japanese localization for objective letters and the North-West direction on the compass.
Fixed issue that prevented the scalability options from resetting properly when backing out of the video settings menu.
Fixed an animation issue with shotguns while sprinting in hardcore or when the slow movement mutator was active.
Fixed an issue where there was a visual disconnect between first person and third person sprinting animations in hardcore or when the slow movement mutator was active.
Fixed an issue where the Fragger class in Team Deathmatch and Domination had access to the underbarrel explosive launcher when they shouldn’t. Sorry noob tubers.
Fixed an issue where the low scalability preset and low texture quality setting would not not correctly display anisotropic filtering x2.
Fixed an issue that would allow the roaming spectator camera to snap when zooming in and out.
Fixed an animation issue that would cause the weapon animation to become broken during the scavenging section of the tutorial.
Fixed an issue where the pre-order tattoo was not set correctly.
Fixed an issue where underhand molotov throws would not set the rag on fire as it should.
Fixed an issue in the Tutorial Level where respawning as the Commander, selecting the Gunship, and calling in the Gunship before the related objective prompted the user to do such would block progression.
Fixed an issue in the Tutorial Level where reaching the "Equip Binoculars" objective with the Binoculars already equipped did not validate the objective
Fixed an issue that prevented mouse smoothing settings from being reset to defaults from the settings menu.
Fixed a minor UI label overflow with the [Cancel] button while running the Dutch localization.
Map Fixes
Hideout
Fixed issues related to Domination capture zones.
Farmhouse
Fixed issues related to Domination and Firefight capture zones.
Hillside
Fixed an issue where players could capture the A objective on Domination while hidden behind a curtain.
Known Issues
Players might "vibrate" or switch between states rapidly while idle or moving after respawning.
Players will spawn into the level during the map voting screen.
Not all of the players are able to connect to the subsequent match after a map vote. Some players may be placed back into the queue and become backfilled into another region’s game.
If an automated team balance occurs during a respawn wave, it is possible for the player to be prevented from respawning with the "You will respawn when your team captures an objective" message on screen, even after an objective has been captured.
Dying mid weapon transition can potentially lead to the player’s primary weapon not being available on respawn.
Hotfix 2 - December 6th, 2019
Bug Fixes
Fixed an issue where if a player was killed during the door kicking animation, on respawning their character model would seen to be switching rapidly between animation states by other players.
Fixed an issue where smoke, incendiary, and molotov explosive particles would not be rendered if the player was inside a game menu before they detonated, leading to cases of invisible fire and smoke.
Fixed an issue where when submitting a player report the user would see an infinite progress spinner instead of the report being submitted.
Fixed an issue in the Tutorial Level where using the Loadout Menu instead of holding F to resupply when prompted would prevent the player from progressing.
Fixed an issue where players could perform a vault from the prone position.
Fixed an issue when switching to and from grenade launchers would cause a noticeable delay before they could be fired.
Fixed an issue where players would be automatically respawned after a Domination match had ended, showing them in first person while the post round screen and map vote UI elements were on-screen.
Fixed an issue where the Loadout menu character would always have a primary weapon in their hands, even when all weapons were removed from the players loadout.
Fixed a rendering issue that caused the x4 M150 optic to have geometry visible inside its scope view.
Fixed an issue where changing the spectator camera from free roam to first person view would cause an odd transition with the character being spectated.
Fixed an issue where several first person sidearm magazines would appear to have rounds remaining in them, even when the magazine was empty.
Fixed an issue where when equipping a barrel attachment to the FAL would not prevent the stock barrel from being removed.
Fixed an issue where the Alpha AK would not play the correct ready animation when the player had a drum magazine attached.
Fixed an issue where, when spectating, the player would be shown the incorrect key bindings for change player and change camera, if they had re-bound those particular keys.
Fixed an issue where the correct map ambience and weapon environment sounds were not being applied to a number of spawn points in Domination.
Fixed a number of line break UI issues with Japanese & Traditional Chinese localizations.
Fixed a number of issues in the newly supported additional localizations.
User Experience
Domination mode will now show players non-neutral held objectives above the score bar UI element for each team.
Domination mode will now play the last man standing music when the win limit is approaching to notify players a win is imminent, this is by default, 20 points.
Domination mode now has the kill feed disabled by default.
Co-op and Versus playlists now have Push, Domination, and Normal playlists selected by default. This is so new players can have an idea of which content to start with that is more accessible and newer.
Map Fixes
Hillside
Fixed an issue where you could capture the B objective in Domination and Firefight modes from an unintended position.
Hideout
Fixed an issue where a spawn point was too close to the playable area boundary.
Removed duplicated player spawn points in Domination mode.
Ministry
Fixed an issue where a number of spawn points in Domination mode where intersecting with props, this would potentially cause those spawn points to become invalid and lead to players being spawned elsewhere.
Fixed an issue where players could become stuck in an area near the entrance restrooms.
Known Issues
Not all of the players are able to connect to the subsequent match after a map vote. Some players may be placed back into the queue and become backfilled into another region’s game.
If an automated team balance occurs during a respawn wave, it is possible for the player to be prevented from respawning with the "You will respawn when your team captures an objective" message on screen, even after an objective has been captured.
Some Medusae are goaded to war atop monolithic shrines. Some emerge willingly from their lairs and follow the scent of blood to war. They are unreliable allies who pay no heed to any battle plan, seeking only to share their own torment with their luckless victims: https://youtu.be/zxQRpalkCV0
Please also note that if you opted into the public_beta after the release of The Hunter & The Beast, then we are closing this beta. This is to avoid big install delays when we release The Shadow & The Blade next week.
Patch v103 has just been released and should be available the next time you launch Outscape from Steam. The highlight of this patch is the addition of exploration history. Plus, an in-game Russian language option was added and several other changes worth checking out.
We’re happy to announce the release of Update 20.2.0 for Football Manager 2020. The update should now be automatically available to download via Steam and is save game compatible, allowing you to continue your current career.
Has been many fixes and tweaks across the game including, but not limited to those listed below:
20.2.0 Changelist ------------------------- - General stability improvements - Game performance improvements - Training happiness and logic changes - Improvements to newgen second nationality generation - Tweaks related to board interference with transfers - Number of tweaks regarding the balance and logic to objectives and club vision - Number of competitions and rule group fixes, including VAR in Turkey, South American continental competition fixes and Bulgarian league registration - Scheduling fixes for matches being played in conflict with other tournament fixtures - Work permit tweaks - Fixes for Shortcut keys on PC and ‘cmd’ button on Mac - Number of UI improvements and tweaks - Fixed issue where sometimes newgen would have red face - Toned down pitch degradation effect on high-condition pitches - Fewer shots from the byline - Improvements to finishing in clear-cut-chance situations - Improved through ball decisions in final third
Hi everyone! Finally, we finished a lot of work on the November update. The main innovation is a full-fledged save/load mechanic. After processing the economy, we had to rewrite many of the best practices of conservation. But fortunately, we managed to catch it and put them in this November update. We still have some bugs, but we plan to fix them in future versions, which will be released more often before the new year. Another important innovation was the mechanics of emigration, which many players complained about. Until now, the population has quickly become such that the tribe could not feed itself and could not make a new move. We fixed this with an important event that works after the population exceeds the limit. In addition, the new mechanics will allow not only the use of a single event, but also the flexibility to reduce the population by various events. This may be a quarrel within a tribe, the killing or abduction of women by another tribe. In the next small update, these events will be added. And we continue to work on the plot, which we will post as soon as possible. In the coming days you will find several new stories that will open up new vacancies, technologies, resources and answer many questions about the life of your tribe in the Stone Age. I believe that the main work on basic mechanics has been completed and our main task for December is the release of a full version with game content.