As a new Season begins, so starts a new story arc in the SMITE Universe. This will set the stage for Season 7’s new Joust map! Yggdrasil, the world tree, has been damaged by Persephone. Now, a strange occurrence is happening in China. Jade, the sacred gemstone, usually imbued with healing powers and divinity, has turned into something sinister. Living things that touch the jade become afflicted by an otherworldly disease, and demons who slept are awoken by the dark energy within the stone.
New God Skins
Lord Bifrost Heimdallr
Charm Caster The Morrigan
Strix Beast Fenrir
Primal Steel Ares
Spell Slinger Sol
Eternal Tormentor Zeus
Alexandrite Isis - Season 6 Commendation Reward
Unbreakable Anhur - Season 6 Ranked Reward
NecRomancer Persephone - Available February 11
Enchanted Boyfriend Cu Chulainn - Available February 11
Merciless Monarch Olorun - Available February 11
Drunkyard Bacchus - Available February 11
Freezy Chibi Ymir - Available February 11
Click HERE to read the full patch notes for the Season 7 Update!
Because this is such a big change to how the underlying systems of the game work, we've made a new Feedback topic for these changes exclusively. You can find it here. Please let us know if things now feel better, worse, easier, harder or anything else you can think of!
We'll be tweaking the balance of the new XP systems in the upcoming days, before the patch goes to the public branch to make sure it's balanced well.
So here's what you get in this patch.
Experience Points
Your characters now gain XP by completing certain tasks in the game, like fighting enemies or completing Missions.
XP can be spent on acquiring new Skills and Perks.
Characters no longer have to follow a randomized progression tree. All Skills are available for purchase from the get go.
XP is unique per character. That's a nice, powerful Franek you have there. Shame if something would happen to him...
Commendations can be used to grant additional XP points to any character you want, even ones that did not participate in a given mission.
Challenges
Two optional challenges are now generated in each battle you fight
These are small objectives like achieving victory without moving, avoiding a certain type of ammunition, prevailing in a set number of turns, etc.
Completing these optional challenges will net you additional XP for all participating characters
Perks
Characters can now buy Perks by spending XP in addition to Skills
Perks confer passive bonuses to attributes, like Accuracy, Health, Resilience, etc.
There are over 20 perks available to buy for each character
In additional to all that we have also fixed the bug with Steam achievements popping up only after the game is closed.
Changed rewards for increasing level, now only weapon mods will drop from reward chests
Improved optimization on full servers
Improved main menu
Game servers are now divided into levels: 0-20 and 21-100
This is due to the fact that experienced players are dominating over newcomers, which is why new players do not take root in the game and leave it. This innovation should help to increase the player base. We ask experienced players to understand this innovation.
[Gameplay] Fixed an issue where you would load the wrong safe file from the one chosen in the main menu.
[Gameplay] Fixed a bug where the screen will turn black due to a missing teleporter prefab.
[Gameplay] Fixed an issue for the Fishing Minigame where it force quits the activity before the bait is thrown in.
[Gameplay] Fixed a bug where the UI will pop back in too early when sleeping.
[Gameplay] Fixed a bug where tools are not showing up in the cutscene after being crafted.
[Gameplay] Fixed a bug where the player freezes after interacting with Hugo's shop.
[Gameplay] Fixed an issue where you con endlessly plant seeds.
[Gameplay] Fixed an issue with the Inventory save data which was causing problems with sorting and duplication.
[Gameplay] Fixed a bug where your first magnus will disappear from barn once you take them out of party.
[Gameplay] Fixed a bug where object in hand will be destroyed when your weapon enters a non-combat state.
[Gameplay] Fixed an issue with overlapping material names in crafting recipes.
[Gameplay] Fixed a bug where players are able to see under the game level when fainting.
[Gameplay] Fixed a bug where players are able to see under the game level when a cutscene ends.
[Gameplay] Fixed a bug where items are still being held even after consuming.
[Gameplay] Fixed a bug where multiple Goblin NPCs appear at Pincer Patch.
[Gameplay] Fixed an issue with festival data.
[Gameplay] Fixed an issue where the player character does not appear in certain cutscenes.
[Gameplay] Fixed an issue where the player will get stuck at the loading screen when fulfilling certain conditions.
[Visual] Fixed a bug where shadow magnus do not have the right materials applied.
[Multiplayer] Fixed an issue where players are not able to interact with UI elements in Multiplayer mode.
[Multiplayer] Fixed a bug where the multiplayer game gets stuck due to an issue with the game canvas.
[Multiplayer] Fixed an issue where players are not able to access the Barn.
PS: In this version, certain functions within the Inventory UI are disabled, as we are tackling some fixes with the Inventory. A fix will be coming soon. Your patience is much appreciated.
We want to send our heartfelt thanks to everyone that is sending us their feedback, bug reports and contribution to helping us find and fix things that could use some help. There are a lot of you, so some might take some time to reply, but we are taking note of every single report we can get and trying to sort things out on our end! Thank you everyone!
Hey hey everyone! It's v1.7 of Dicey Dungeons! Caw!
This update is focused on bug-fixes, and on our wonderfully named new modding tool, Dicey Modgeons. For this update, I wanted to focus on tackling as many major, high priority bugs as possible. As a result, I think this version leaves the game in a really good, stable state to push forward with more modding tools and features in future!
Without further ado, the bug fixes:
Added support for high DPI monitors. Dicey Dungeons should now look better on the default settings for high resolution screens.
Your window size and position are now saved when you quit.
Fixed a serious crash bug that happen when attempting to resume a save on a floor that contained the Jester enemy. Thank you to everyone who reported this one - it took a long time to track down!
Fixed the bug that caused the dungeon atmosphere music to cut out occasionally when you change floors.
Fixed the bug that could cause the game to soft-lock if you shocked the Bear.
Fixed a bug where Yolanda has an empty textbox if you buy everything from her shop.
Equipment layout in combat should now always match the equipment layout in the inventory.
Make sure low health loop is always stopped by title screen music.
Fixed Weakened Gemstone staff having the wrong attack power.
Associated the "Quick Thinking" gadget with "Flight?".
Buffed Gold Dagger and Silver Dagger (they're both size 1 now instead of size 2, and when upgraded become unrestricted instead of simply increasing to MAX5.)
Transformer doesn't charge up if you flee from combat.
Fixed Keymaster remix rule behaviour for Witch.
Fixed Keymaster remix rule behaviour for Jester.
Fixed incorrect errors being printed in the console when poison damage is inflicted.
Fixed the incorrect display of card @data in several places. (e.g. when collecting treasure, in the backpack)
Fixed the bug where Transformer+ would revert to an unupgraded version after each fight.
Prevent Freeze from getting applied twice to dice stashed with to equipment like Lantern/Illuminate.
Added scrap as a level up reward to Inventor at level 5 (prevents a bug where they can get stuck if they have no equipment on reaching this level).
Bear Tranforms now correctly clear your backpack.
Fixed missing level up reward in Witch episode 2, Expect the Unexpected.
Fixed Inventor Silence bug (the once where the dice didn't snap to the slots correctly).
Made the positioning of Silenced Inventor slots a bit nicer.
Fixed a substitution bug that meant that Jester booster pack contents would be incorrect.
Fixed a bug where Skeleton's "Two Handed Sword" and Cowboy's "Midnight Charm" would get mistakenly exchanged with other things in some episodes.
Added support for swapping a 1x2 with two 1x1s and vice versa in the backpack screen.
Fixes a bug where enemies would end their turn without taking actions they could have taken if their last action changed their equipment (e.g. Aurora's Mood Change, Alchemist's Bear Potion).
Fixed the occasional long delays that would sometimes mysteriously happen after enemy turns.
Fixed a rare crash bug that could happen during the tutorial.
Weakened version of the Robot card from Jester episodes now heals you, and not the enemy, whoops.
Fixed a bug that caused multiple gadgets to sometimes be incorrect in Double Rubble.
Fixed a bug where Jester snapping upgraded cards created via Inventor Copy would fail to recognise the match.
Cleaned up a number of unnecessary traces in the console.
Fixed this hard to explain bug: If a piece of equipment with a countdown has a *lower* countdown when upgraded, it should now correctly remember its countdown when weakened.
In the event that the game is unable to create save files for whatever reason (e.g. permission issues, rogue virus scanners), the game now gives a clearer error message of what's gone wrong.
In addition, We're really excited to unvail the first public alpha of our external modding tool, Dicey Modgeons! Dicey Modgeons is our official stand alone tool for editing and creating mods for Dicey Dungeons - you can grab the latest release on github, here:
Dicey Modgeons makes modding the game much easier - you can use the editor to create new equipment, create or modify enemies, edit scripts, define new episode rules, and lots more! As modding support continues to expand for Dicey Dungeons, this tool will also be getting updated with new features! Feedback and feature suggestions are very welcome: https://github.com/TerryCavanagh/diceymodgeons/issues
In addition, we've got some new modding features in the game:
I've changed how modsettings.json works - the file in data/text/ is now just there as a reference, and isn't read in. To change your modsettings.json, place this file in your save folder and edit the contents!
Safety checks and missing sound effect checks are now off by default. To enable them, you need to set these options to "true" in your modsettings.json file.
"After combat" scripts on equipment and episodes are now executed when you flee from combat. (The variable "flee" is true if you've fled, and false otherwise.)
New command line argument `-modcheats`. This enables all of the various modding cheats for testing, and gives you 50 gold. This overrides any settings you might have in modsettings.json.
New command line argument `-allenemies`. Sets all enemies in a dungeon to the same enemy. e.g. `-allenemies="Loud Bird"`.
New command line argument `-boss`. Forces the boss of the next dungeon to be the enemy you specify, e.g. `-boss="Baby Squid"`.
New command line argument `-character`. Immediately starts the game at the beginning of a dungeon, playing as the specified character, in thier first available episode. e.g. `-character="Robot"`.
New command line argument `-episode`. Allows you to specify the episode when quickstarting as a character. e.g. `-character="Thief" episode=2`.
New command line argument `-enemy`. Immediately starts the game in combat against the enemy you specify. Unless otherwise specified, as Warrior in episode 1. e.g. `-enemy="Snowman"`.
New command line argument `-remix`. Makes the first remix offered be the one you specify. Only works in episodes with remix rules. e.g. `-character="Warrior" -episode=6 -remix="Val"`.
New command line argument `-equipment`. Gives the list of named equipment to the player. Only works when quickstarting with either the character or enemy arguments e.g. `-character="Robot" -enemy="Cowboy" -equipment="Slingshot,Cheat Code"`.
New command line argument `-empty`. Removes whatever equipment the player would normally start with - combines well with '-equipment'. For example, `-character="Witch" -equipment="Backfire" -empty` would start as Witch with ONLY Backfire equipped, instead of also starting with the usual Cauldron and Infliction episode 1 equipment.
The old command line arguments "testenemy" and "testequipment" have been deprecated.
Thanks to everyone for playing! See you for v1.8 soon!
The team worked hard in the last few weeks in order to improve the quality of our game before release, and here is a list of things we did in today's FR (build 1.02):
- improved AI and better scaling of difficulty - water and food resourse balance improved - lights and real time shadows improved - better localization - minor bugs fixed
We waited for long and we are very excited to finally be able to push the green button and make the game available to all of you as promised!
New Year, New Realm Royale Update! OB23 is coming in February, and with it comes exciting changes and new content! The Fallen Bundle features the all-new Fallen Assassin, Corrupted Crimson Mount, and Lil Devil Chicken! Striking fear into the hearts of your enemies has never looked so good!
Don’t have enough Crowns to afford the Fallen Bundle? Never fear, daily quests will now grant free Crowns when you complete them! Along with daily rewards, earn even more Crowns just for playing Realm Royale, which can be spent on a variety of content in the new rotating shop!
Limited Time Events have arrived in the Realm, offering new ways to play Realm Royale every week! Challenging new game modes will include restricted weapons and talents, as well as changes to how and where the circle will appear. Dive in to a new game mode every week to prove that you can earn a Crown Royale under any condition!
There’s a lot more in OB23 - read on for a full list of changes, bug fixes, and more!
General
Limited Timed Events
A rotating event that mixes and Matches various rules to create entirely new ways to play Realm every week.
Some events can focus the circle on specific parts of the map to create a more focused play experience or even move around the map in strange ways
Events have the ability to limit weapons or abilities to a specific type, giving players a more even playing field or encourage an unusual play style
Forge Upgrading:
The Forge has TABS! Players can switch between Class Abilities, Neutral Abilities, and the Upgrade tab!
Every player gets to upgrade one item per forge
Common and Rare items upgrade to Epic and Epic items upgrade to Legendary
The Shard cap has been increased from 200 > 300
Two New Abilities:
Fortification
A magical shield that blocks incoming damage - the player can’t fire or use other abilities while Fortification is active.
Grounding Shock
Knock enemies into the air and then pull them back down to the ground with Ground Shock.
Daily Deal and Quest Changes
Players will receive Crowns every day for their Login Bonus as well as finishing their daily quests!
Rotating Store
The store will now customize a list of five random items each day for every player
New to the Store
The Fallen Bundle
The Fallen Assassin
Corrupted Crimson Mount
Lil Devil Chicken Skin
Map Updates
Outpost
This area of the map has been redesigned to provide more interesting fights for players.
Fungal Jungle
Players can no longer land on top of the Forge mushroom.
Balance
Weapons
Heirloom Rifle:
Damage increased
340 > 370 (EPIC)
370 > 400 (Legendary)
Post Fire : 0.4 > 0.7
Clip size decreased from 10 > 8
Sniper Rifle:
Projectile Size has been reduced
Longbow:
Damage Changes
Epic - 680 > 700
Legendary - 750 > 730
Crossbow:
Damage Changes
Epic - 360 > 300
Legendary - 390 > 340
Arbalest:
DMG changes
Legendary - 650 > 800
Ammo - 6 > 8
Stone Staff
DMG Changes
Epic - 225 > 250
Legendary - 250 > 280
Slug Rifle
DMG Changes
Common - 430 > 380
Rare - 470 > 420
Epic - 510 > 470
Legendary - 550 > 500
Throwing Axe
DMG Changes
Epic - 725 > 800
Legendary - 800 > 875
Projectile Speed - 550 > 600
Bolt Staff
DMG Changes
Epic - 270 > 290
Legendary - 300 > 325
Ammo Reload - 1.5 > 1.1
Ammo - 25 > 15
Abilities
Flare
Fire Persist - 2.01 > 3.01
DMG - 200 > 300
Effect Radius - 220 > 250
Projectile Speed - 200 > 300
Runes
Chicken Health - 800 > 700
Healing Increase - 50% > 25%
Reload Increase - 50% > 25%
Weapon Damage - 15% > 10%
Quality of Life Improvements
Bug Fixes
Addressed multiple causes of the game crashing on switch
The Forge Mushroom will now slide players off in Fungal Jungle.
Fixed issue where the game could end early if a player were damaged at the edges of the map
Fixed an issue where trapper no longer can root twice.
We are happy to confirm that The Almost Gone will be released this year on PC, Nintendo Switch and Mobile! We are still working on the game to provide the best user experience possible, and will soon run tests on hundreds of devices.
The Almost Gone is not only a fancy looking dioramas puzzle game, but it also features an emotional and mature story that we hope will make you shiver.
Feel free to ask any questions about this game in this thread or on our Discord channel: http://discord.gg/playdigious
Don’t hesitate to follow @hvgames and @Playdigious on Twitter for upcoming news about The Almost Gone!
Stylish, powerful, and fast, Caltrain’s popular “Baby Bullet” commuter trains consisting of Motive Power (MPI) MPXpress MP36PH-3C diesels and Bombardier bi-level cab cars and coaches – soon will arrive for service on the TSW Peninsula Corridor: San Francisco-San Jose route!
There is a problem with the localization method and the release date is delayed. I am sorry. (The game packaging has been completed.) Please wait a littel longer