With her Awakening, the Guardian wields the Jordun, a massive polearm that burns with the holy flame of Ynix, the magic fire that has the power to slay even the gods themselves. The Guardian’s Awakening skills massively improve her Area of Effect potential, allowing her to take on large groups of enemies at once.
The latest riftwalker update introduces some new content and adds more polish on existing features. There's still a lot more to come, but it should feel refreshing.
New Zone: The Valerian Archives
The valerian archives are now yours to explore. - This is the first iteration of the Valerian Archives, which includes a limited number of tiles. I'll be heavily expanding upon this zone in the near future.
First multipath enemy spawning - The archives are the first version of procedural enemy multipathing. I'll be improving the procedural system in the future for less linear zones.
Updates
Improved flamethrower VFX reliability - The updated flamethrower VFX should now correctly trigger on more vertical based tower positions.
Improved performance on the light brazier - Temporarily removed the darkening effect on the light brazier when enemies were close for performance reasons. This will be replaced with a generic flame flicker in the future. This change will also be done to the hanging brazier in the future. You should notice the improved performance when spamming light braziers.
Saving system has been overhauled - This will allow for better and more reliable tracking of stats and make it easier for me to expand upon.
First achievement - The first achievement has been added, which is unlocked when discovering the valerian archives. Several other achievements will be added in the near future, this is mainly a test of functionality.
Final notes
As always, please leave feedback for me in the forums.
An arrogant master tactican that can turn a desparate struggle into a decisive victory. His telekinetic powers target one’s very strength, weakening their physical and mental prowess and empowering his own troops.
adds text/language modifications to the game, new fonts and alternative/translation text can be modified. Mod instructions and templates (zip file) are in the folder '(game install Folder)\Mods' including the fonts: Czech, Cyrillic, Japanese and Devanagari+Bengali. The language mod files should be placed in the same folder;
divides game difficulty into 'Management Difficulty' and 'AI Difficulty' which can be set on 'Game Settings' when starting a new game. Note that each of these difficulties have 4 levels: 'easy', 'standard', 'hard' and 'hardest';
implements some revisions to the AI and solves a bug that was slowing down AI civilizations evolution;
for the AI difficulty 'hard' and 'hardest' the inhabitants have higher stats and militar units decreased view range);
'Flax and Herbs Forager' now upgrade either to 'Flax Farm' or 'Herbs Farm', depending on the existent farm buildings;
it allows to load save games from the previous versions both for singleplayer and multiplayer, having the same difficulty for Management and AI;
multiplayer games are not compatible with the previous versions;
solves a bug that could cause the game to crash when razing settlements.
v1.1.0.1 (small patch)
allows for mods containing only font files (these were not working);
integrates the Workshop ready-to-use mods and uploads to the Workshop in-game (Start Menu), check the following guide for instruction: Workshop Guide
v1.1.0.2 (small patch)
allows to switch between mods containing distinct font files without the need to restart the game;
when failing to load font files does not exit the game, instead new error logs have been implemented (in 'error_file.log');
The 'Text/Language Mod Tools' is the last planed update for Clans to Kingdoms. In case you find a bug/problem and want it corrected please let us know, otherwise we consider that the game is complete.
Hi everyone! Release of La Résistance is closing in and we are busy fixing, testing and polishing. Today its time to present all the new achievements we are adding, so that the achievement hunters among you can start planning :)
Without further ado, here is all 20 of them (I apologize in advance for all the young whippersnappers who wont get the movie and tv show references ;) ):
One King, Two Crowns As Bourbon Spain, hold all Spanish and French core states.
We will Rock you As Spain, own Gibraltar.
Well, I didn't vote for you Win the Spanish Civil War as the anarchists.
...our chief weapon is surprise As Spain, have at least 5 spies and stage 5 coups against other nations.
Die, Perfidious Albion! As Fascist France or Vichy France, occupy all of Great Britain.
Second Time’s the Charm As France, occupy Moscow while Napoleon VI is your country leader.
Tour de France Occupy all of mainland France while having at least 20 fully equipped Bicycle regiments.
Go ahead, Macau my day As Portugal, create a collaboration government in Macau and have it own all Chinese states.
BFFs As Portugal, join the same faction as Great Britain.
Warszawo, walcz! Stage the Warsaw uprising and succeed.
Play it, Sam Have a spy network of at least 50% strength in Casablanca.
Spies Trade As India, become the spymaster for the Allies.
You Will Never Kill Me Alive Have one of your spies take a Suicide Pill.
Why Die For Danzig As Germany, have France turn fascist while at war with Poland.
I SEE EVERYTHING Get over 90% intel in each category on a major without using code cracking
Shaken, not stirred Successfully stage a coup in any nation using a spy with the Seducer trait.
Listen very carefully, I shall say this only once Have a French and British spy work together on the same Operation
Man of a thousand faces, every one the same Have the same spies be captured twice (so needs to be successfully rescued)
Turing Complete Fully decrypt all nations in the axis
Don’t die for your country The challenge from PdxCon 2019 - As Germany in 1939, occupy all of Poland and France without taking more than 475 in casualties. No paradrops allowed!
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See you all next week when we will be doing an AAR writeup of what its like playing as a spymaster of your faction. Also, don't miss out on our stream at 16:00CET today if you want to see LaR in action.
New 2D/visual based match engine (replacing the existing text/commentary feed based match engine)
Added tactical option of individual player mentalities
Added new team instruction sliders for Passing Focus, Passing Freedom, Attacking Width, Defensive Width and Engagement Line
Added new match stats for Corners, Attacking Free Kicks and Territory
Added formation restrictions to prevent completely unrealistic formations
Added selection restrictions to enforce only GK's being able to play in goal and not allowing GK's to be selected in outfield positions
Added selection restriction for substitutes bench to enforce the selecting of 1 and only 1 GK on the bench (renamed substitute slot for backup GK to be SUBGK)
Penalty takers (and other set piece takers) are now automatically being selected based on who is best at them from the players currently on the pitch
New injuries system (note: Physio's temporarily not having any effect in game)
Green injuries (knocks) now lose between 5% and 20% condition based on a player's injury proneness attribute. Recovery is now a fixed 5% per match for all players
Condition loss system changed as to how losing condition impacts players in matches
Players playing 'out of position' system changed as to how it impacts player in matches
In-match tactical changes system changed. Changes can now only be made during a pause and a pause can only be made during a stoppage in play
Tactics now only save/update whenever changes are confirmed, any non-confirmed changes will be discarded when leaving a page (selecting players to positions will now work much faster/smoother for many users)
Warnings now appear on the events timeline
Added pause timer clock icons
Overhauled entire server/networking architecture between the game client/match server/main server/etc. We'll be much better placed to fix issues with this side of things going fowards
Added 'Match Engine Buffer' settings option in the Other Settings, which allows users who are suffering from lag to potentially improve the quality of their gameplay experience
Added new match summary layout
Improved autoselect logic
GO TO MATCH button left/right click functionality has been inverted
Users without a Pro Membership can now request and play friendly matches
Added latest results widget (for the entire gameworld) to the home layout
Added button that allows you to reset your squad numbers mid-season (via the ... menu in the lineup/pitch). Squad numbers are no longer automatically reset/updated during Season Finish
Players now have separate squad numbers for their national teams to what they do for their club teams
Updates to pre-match tips library
Hidden player attributes now removed from the game
Visible player attributes updated (note: not all attributes are doing something at present, more information can be found in the game guide)
'REC' plate now shown for players who have less than 90% condition rather than less than 100% condition
If a user has a youth squad and doesn't have enough players for that squad during season finishing for next season (including graduate players) then the AI will sign some free players for that user to ensure they have enough players to field a squad for matches in the next season
Players can no longer be sold if they are currently selected in one of your squads (you must remove them from the squad selection first, then sell the player)
Matches now can no longer be started between 23:30 and midnight daily (was previoiusly 23:40 and midnight daily)
Various performance/stability enhancements to the codebase throughout the client and server, particularly in regards to improving the quality of the gameplay experience for those with poor ping speeds to the server and/or packet loss
Clubs over the Hard Squad Limit of players will automatically have players sold during Season Finish in order to bring them down to the Hard Squad Limit. The Hard Squad Limit is 70 players (any pending academy graduates or 15 year youth player purchases do not count towards this). Players will be sold in order of least valuable to most valuable with a priority on players aged over 18 yeras old
Update v0.10.0a [2020-02-05]
Improvements to logging to help with troubleshooting
Update v0.10.0b [2020-02-07]
Fixed some issues with long distance free kicks (as players were too often hoofing it too close to the opposition goal keeper)
Narrowed banding between match ratings /10. Very high and very low match ratings now don’t occur so frequently
Injury Proneness now not only impacts how likely a player is to receive a knock during a match, but also impacts how much condition they lose after the match has finished (a less injury prone player will generally lose less, a more injury prone player will generally lose more)
Knocks are now a little less likely to occur in the earlier stages of matches
The amount of condition recovered per match is now the greater of 40% of the total amount of lost condition (rounded down) or 5% condition. Note: This was previously always 5% condition
Added outfield player attribute Anticipation. This impacts players ability to better anticipate the future position of the ball and act accordingly and should result in noticeably more intelligent movement to get/receive/intercept the ball, especially if they have a high rating in this attribute
An error message is now displayed if a user is unable to connect to a match
Fixed a bug that could cause new user accounts could be charged too much on their player wages financial projections
Update v0.10.0c [2020-02-10]
Fixed a bug whereby a user who owned a national team could have their club team start playing a match whilst they were in the middle of playing a match with their national team (and vice versa)
Update v0.10.0d [2020-02-11]
Added a restriction to prevent users from being able to sell players if doing so would mean they don't have enough players to effectively field a squad in one of the competitions they are participating in
Update v0.10.0e [2020-02-12]
Player Stats Match Overlay now colour codes player condition %
Player Stats Match Overlay no longer sorts when clicking the column headings (many users were accidentally sorting it and unable to get it back to the default sort order by position)
Fixed a bug that caused timeline icons to sometimes dissappear during a match
Fixed a bug that prevented users from being able to substitute off Suspended Players in Friendly matches
Past winners widget for World Cup & Live Nations cup now displays the current username for any users who won these competitions with previous accounts that had been reset
Users are now automatically disconnected from a live match if they click to go to their squad layout (fixes an array of bugs)
Disable the Customise GUI button on the Squad layout (as it wasn't working properly and too many other higher priority issues at the moment for this to be dealt with in the immediate-term future)
Fixed a bug with the profanity filter that was preventing the use of the number '500'
Fixed a bug with U21 squad minimum player restrictions being incorrectly enforced
Update v0.10.0f [2020-02-13]
Fixed various bugs related to connectivity issues when loading a match
Fixed the 'ghost player' bug whereby a player who was sent off could remain visible but completely inactive on the pitch
Balancing changes to player match rating /10 system
Minor balancing changes surrounding player shooting behaviour
Update v0.10.0g [2020-02-14]
Players now always arrive at a new club after being signed at 100% condition (regardless of the condition % they had when they were sold by their previous club)
Fixed a bug that caused players to incorrectly run towards half way when a team made a substitution after receiving a red card to one of their players
Fixed a bug that caused a substitute player to incorrectly run towards half way if that player was substited on during a corner
Thank you so much for your kind words and support towards Early Access of Metal Unit. We have been receiving your feedback / opinions from Steam Community, Discord, Streaming, and etc. We are doing our best to review all of your feedback and apply it to the game. Through this, we will update / fix Metal Unit and provide the best gaming experience to all players.
We have acknowledged the issue of game balancing, and we are now putting our efforts to develop Metal Unit Upgrade Function,which is the most important content to be updated in the future. And also, the game control and other issues reported by the players will be fixed / updated gradually.
In this version, we have fixed / updated issues reported by the majority of the players.
For more information please review the patch note below;
In-game Contents Update
Updated “Forestia Golden Room”; Players can now find a passageway to the Golden Room that is blocked by the “Slime King”. In the “Golden Room”, you will find 7 chests that contain 7 different kinds of weapons, and this will help players progress the game easier than earlier versions. If you unlock all weapons by playing the game repeatedly, you will be able to obtain various weapons at the Golden Room.
Added Potion Merchant in the base HQ.
Added voices of EMU Axe and EMU Gauntlet.
Added SFX of Broadsword (Rare, Epic, and Legendary).
Added SFX of Dagger (Legendary and Normal).
Added SFX of M.Eagel Black and M. Dragon.
Added ATK SFX of Boss “Dragon” and “Slime”
Game Balancing Update
Reduced HP of the “Lightning Pince”
Updated attack timing of “Ice Spinner” to make it more visually obvious.
Reduced Melee ATK parameter of “Shion” (20 to8).
Reorganized traps of “Trident Hill”.
Reduced the number of traps and updated stepping stones of “Ice Bridge”.
Reduced the number of monster spawns of “Snowy Mountain Descent”
Bug fix
Disabled Key input during certain cinematics that caused attacking sound.
Updated name and description of the “Missile Launcher”
“! (exclamation point)” disappears when you open the chest on stage.
Fixed an issue allowing players to reset items in the item shops at base HQ.
Fixed damage value in the item description.
Reduced the gold consumed in the item shops.
Melee Weapon SFX, Monsters’ Voice, Music Balancing have been updated.
Polished ATK SFX of Monsters.
Updated the system that plays Monsters’ Voice.
Deleted SFX of Potion use when arriving at the base HQ.
We will continue reviewing your feedback and do our best to update / polish the game’s contents and make improvements to Metal Unit.
Welcome to the latest official patch notes for Ring of Elysium. Here are the full details:
Adventurer Characters
Enabled Anubis - Judgement of death, Judgement of death Style A, and Judgement of death Style B
Lucky Draw
Lucky Draw is back and updated with new rewards! With an epic prize pool including a rare M82A1 weapon skin, a set of traversal equipment appearances, a vehicle appearance for the Mini-SUV, an accessory, and more!
Event Period: Feb 6th - March 4th, 2020 (Pacific Time)
Event rules:
Players can find the Lucky Draw interface by visiting the “Event Center” in the lobby
This event is divided into four 7-day stages, players can draw 5 times during each stage and each draw costs 50 E-Points
Players are guaranteed to get one item from the prize pool per draw, and items already drawn will not be repeatedly