We started this update to be only a small hotfix/update for the rendering, but turned out to be a bigger update with lots of improvements that will ease your experience creating cards. Because of the nature of the update we needed to do some breaking changes that will change how your cards are rendering now to match how you create them in blueprint mode.
Important: In order to update your existing projects, all you need to do is open a project and enter in edit mode on each blueprint your project contains. It's possible you need also to update the padding of your panels if you did use them (see changelog below). That's all, all the new projects will use the new card render automatically and should render perfectly.
This update is released in the beta branch (see below at the bottom for more info).
Hope you enjoy it!
Breaking Improvements
Fix card rendering with panels not being the same size as it was in blueprint mode. Now the cards display and export the same as you design them in blueprint mode.
Fix padding values (now are consistent). Values are in percentage of the panel, before it was the percentage of the distance for the shorter side of the panel.
Doubled the minimum size of the line handle when resizing panels in blueprint mode.
Change default spacing on the default blueprint to 0.
Updated internal values in the default blueprint for the new card rendering.
Updated internal values in sample projects for the new card rendering.
Bugfixes
Fix icon picker dialog recent icons overlapping the dialog text.
Fix localized label not appearing after export is finished.
Because of the two breaking improvements, we'll hold the update in the beta branch for some time and then update the master branch, moving the current version in master branch (2.7.1) into a new "legacy 2019" branch.
... that gear goes here... Excellent! Next should be the engine... Now where on the North Pole did I put it? Let's place the turret atop the hull... Ah-ha! I am a genius. Oh, for holidays' sake! I did a naughty thing! I forgot the engine! It'll be fixed faster than a reindeer flies.
Oh, hi there! I'm Chris. Welcome to my Holiday Shop! Or did I say that already?... Anyways, come on in! Watch your step, especially your pinky toes. I keep the heaviest tank models on the floor. Oh, I see what you like. You like the one standing on the table. I'll be holi-delighted! I'm in the presence of a true connoisseur! It's the VK 90.01 (P)! I'm particularly proud of this creation. I even made a video about it:
https://www.youtube.com/watch?v=W5RhzUQRsJo Ho-ho-ho! Woohoo! Tier X, sloped armor, 230 millimeters of protection in the hull, and 300 mm for the turret. 1,000 horsepower, or shall I say reindeer-power, an enhanced maus gun, and exclusive consumables. Boy, it's so good, I can't just gift it to you!
-Auto Reconnect feature added. This should reconnect once your able to and rejoin your previous group is your spot is still avail -100 Charms were added to the game -All useless Charms are now treated like Coal and are now consumed when you have 5 -Consumed Coal creates a higher Tier 5 Gem meaning it should be a good gem before it rolls its rarity -Fix's to when stats re-calculate when changing areas/floors -Ascend bonus has been re-worked to be more rewarding -Seal Bonus has been fixed(I had buffed this but the buff was actually a nerf) -Issue with Dungeon Spawner has been fixed should no longer get a bad Dungeon on request
Known issue: -When useless gems are being checked to create a new gem its only counting coal, but it will consume others when it creates. In short just keep coal as the last items in inventory til next build.
ClickRaid2 Ver.222
-Fixed Crit cap being hard capped at 40 even when a rune that could increase it increased it -Fixed Double Attack cap being set to 100 when it was supposed to be 75 -Added more Stats to Char Info -Fixed Xmas Event Mult bug Decreasing on level up -Fixed Caverns not giving the correct blue shards -Added a check to make sure you hit Cinder Boss floors when your gonna land close to one but not on one -Increased Inventory Slots to 110 -Player Inventory now scrolls -10 Coal Charms now Magically Turn into a new Charm on your next Charm Drop -Fixed Bonus 2 not being calculated at all -Fixed Gold Bonus Mult not applying to events -Fixed an issue with stats not recalculating when they should have been leading to deaths on floors that should have been farm content -Fixed Skill caps being on the stats and not the headings in char info -Fixed Charm Floor progress resetting when disconnecting and reconnecting to server -Upgraded the Dungeon Pooler script to handle all the dungeons -Fix for DB continuing to save the old Yeti Mult from old servers when a new server is released -Fixed gold mult only applying new player buff mult to the actual gold mult in a few spots -Changed Healing Bonus talent to Healing Received that will now apply bonus healing when your healed -Increase to Blue gems from Caverns -Can now Left-Click hold and Right-Click hold on Talents to level and de-level -Fixed Rune move speed only applying in event dungeons after it was disabled -Added Mult based on Char levels -Charm of Knowledge now grants XP mult instead of Scroll Mult
You may have heard that Microsoft will end support for Windows 7 on January 14, 2020.
Benchmarks also have a natural lifespan that ends when they no longer provide meaningful results on modern hardware. When old benchmarks are used with new hardware, the results can be skewed or limited in ways that reduce their accuracy and relevance.
Today, we're announcing the end of support for 3DMark 11. From January 14, 2020 onward, 3DMark 11 will:
No longer be sold on Steam or other app stores.
No longer receive updates.
No longer be guaranteed to work with our online services.
No longer be eligible for customer support.
If you bought 3DMark 11 from Steam, you will continue to own it, and you will still be able to run it from your Steam Library.
3DMark 11 is a DirectX 11 benchmark that was released in 2010. If your PC is less than seven years old, you will get more useful and comparable results from the latest version of 3DMark.
We recommend 3DMark Time Spy for benchmarking gaming PCs with a discrete graphics card. For testing PCs with integrated graphics, we recommend 3DMark Night Raid. If you do not have a DirectX 12 compatible GPU, we recommend 3DMark Fire Strike for discrete graphics and 3DMark Sky Diver for integrated graphics.
Legacy benchmarks going back to 3DMark99 are available to download for free from the UL Benchmarks website. These unsupported benchmarks are provided for entertainment only with no guarantee of compatibility with current operating systems. 3DMark 11 will be available for free from January 14, 2020.
While we were having some fun with our last dev stream, our developers and testers managed to get through some insane critical bugs, and fortunatelly we could deliver the Christmas Update on time!
New Content: - A brand new order. - Arms inclusiveness continued: "ho ho ho" option now available! - New holiday-themed items. - New not-holiday-themed items including tables, chairs, beds and many others.
Changes: - Order requirements are now displayed in the tablet. - Shop bookmarks overhaul. New categories for indoor items and Apocalypse DLC items. - Books can now be rotated around vertical axis.
Fixes: - We've removed self-awareness of lamps. As a consequence, they won't choose their variants on their own. - The Illuminati sigil was removed from "Man Cave". - Item rotation will no longer reset when buying multiple items. - Wall building is now more responsive. - Bathtub mounting tips are back. - Custom photos can now be added (concerns macOS).
Garden Flipper
New Content: - 18 new plants are waiting to inhabit your garden.
Fixes: - We've removed a fence painter who disliked some of the available fencing options. - Halloween is now long gone, and so are the ghost plants. - Grass will now grow at the same pace regardless of its surroundings. - Plants will no longer blink, even when they're being photographed. - The amount of cut grass is now properly measured (concerns the non OpenGL version on macOS).
🎄Enjoy the update, as well as the Christmas time!🎄
The Queen update arrives on January 20, bringing a massive redesign of the Outlands and numerous new features like the Crystal League. In our newest Dev Talk, Game and Level Designer Dominik Müller discusses what the Crystal League is, how it works, and the role it plays in Albion Online.
5v5 fights have always been an important part of Albion Online. Thus far, though, they were only available in very limited scenarios: the Arena, Hellgates, and most famously, GvGs and Crystal Realm Battles. While the Arena is very casual, Hellgates and GvGs are very competitive, and thus difficult for newer players to participate in.
With Queen, we wanted to open up the 5v5 scene to as many players as possible while still raising its impact and skill ceiling. We wanted 5-person teams to face off at different levels throughout the season, and end with a bang: high-stakes fights with the finest 5v5 players in the game.
This is how the Crystal League came to be. It allows players to compete in daily casual 5v5 matches to qualify for participation in much more exclusive high-risk, high-reward battles.
Tokens
Participating in a Crystal League fight requires a Crystal League Token. With one level 1 token per player, you and four teammates can join a level 1 match. This token can be bought from the Energy Manipulator (who now appears in all Royal Cities) or from other players at the Marketplace.
With these tokens, players can then sign up either through the NPC or at a guild-owned territory tower with the guild's permission. Winning a level 1 match gives a level 2 token, which will allow you to fight in a level 2 match, and so on. In total, there are eight token levels and nine fight levels, so you have to be unbeaten in eight matches to get to the final round.
Tokens of level 1-3 can be sold and traded. Tokens of level 4 and above cannot be sold or traded, but can be salvaged for huge amounts of Silver.
Fight levels differ in three key aspects:
1. Item Power Cap
The Item Power cap is a straightforward 20% multiplier, meaning all IP above the displayed cap will be reduced by 80%. (E.g. for IP cap 1000, a total IP of 1100 will have a total effective IP of 1020.) The item power cap for level 1 is 700, 2 is 800, up to level 9 with a cap of 1500.
This ensures that lower-level matches aren't excessively expensive, giving beginners a chance to participate at a reasonable cost.
2. Rewards
Rewards are a combination of Silver, Fame Tomes, and Season Points. High-level winners can earn up to 30M Silver, 1M Fame, and 10,000 Season Points, plus a chance for a Tower Chariot, Colossus Beetle, or Battle Eagle!
Winning a match entered via a territory will level up the territory's tower if the match was of equal or higher level than the tower. Higher tower levels buff a cluster's territory guards, resource enchantment rate, and Siphoning Mage efficiency.
3. Time Slots
There were several things we wanted to accomplish with time slots. We wanted to give as many players as possible the option to play daily. We wanted there to be the option for multiple matches per day at various levels. And we wanted to end the season with extremely high-value fights between the best players.
Starting times (UTC):
Level 1-3: 2:00, 12:00 and 19:00 daily
Level 4: 3:00, 13:00, and 20:00 twice a week
Level 5: 4:00, 14:00, and 21:00 weekly
Level 6: 5:00, 15:00, and 22:00 once per month
Level 7: 6:00, 16:00, and 23:00 once per month
Level 8: final day of the season at 18:00
Level 9: final day of the season at 19:00
(Note that "season" refers to Guild Seasons - while Crystal League fights are available outside of Guild Seasons, they only offer Season Points while a Guild Season is active.)
Two possible scenarios
1. Peter
Peter plays with four friends. They've done Arenas and Hellgates, and have always wanted to GvG but never have.
Two of Peter's friends are not in his guild, but that doesn't matter for the Crystal League.
He and his friends each buy a level 1 token at the Energy Manipulator. They can see when the next match happens either in the Crystal League tab or on the token.
Everyone puts their desired gear into the battlevault by the Energy Manipulator and signs up for the match.
They win the fight, and each of them gets a level 2 token. They sign up for the next day's level 2 match.
After winning their level 2 and 3 matches, the team has earned 7.5M Silver, 3M Fame, and 150 Season Points in total.
The level 4 match is worth up to 950,000 Silver, 25 Season Points, and 300,000 Fame. Peter and his friends decide to do level 3 again tomorrow before the level 4 match to warm up.
2. Lily
Lily is a seasoned GvG player who has won hundreds of GvGs and Crystal Realm Battles.
Her team is very important to her guild, as they always enter Crystal League matches via their territory tower. Each win levels up the tower, which buffs the whole territory.
Today is the last day of the season, and her team has risen through the ranks to receive level 8 tokens.
Winning levels 8 and 9 will earn her guild an additional 65,000 Season Points, and could win them the season. But they'll have to face other teams that have also been unbeaten for eight matches, and do it with a very high Item Power cap.
Conclusion
The Crystal League provides 5v5 content matching one’s skill level
It offers a much lower entry level, but with much more impact at the high end
It lets players like Peter and Lily have the gameplay they want: either pushing their team with increasingly harder content, or winning the season for their guild
Thanks for watching - stay tuned for more Dev Talks coming soon!