Combat Arms: Reloaded would like to welcome the LATIN AMERICA Region that will open in Feb. 26, 2020. Combat Arms: Reloaded will open in LATIN AMERICA Region with it's own zone and server.
If you haven't signed up for the pre-registration yet, now is the best time to come and join us. Great rewards and benefits are in store for our beloved rangers!
Other Benefits 1.New user reward (Legendary weapon 14-days gift) 2.Up to 400% EXP / GP Boost from February 19th to March 17th 3.WORLD CONQUEST EVENT OPEN (Available from level 3)
Come and celebrate as Latin America joins the fray!
Al Combat Arms: Reloaded le da gusto de dar la bienvenida a la región de LATINOAMÉRICA, que abrirá el 26 de febrero del 2020. El Combat Arms: Reloaded abrirá la región LATINOAMERICANA con su propia zona y servidor.
Si aún no has hecho tu pre-registro, este es el mejor momento de unirte a nosotros. ¡Habrán grandes recompensas y beneficios en nuestra tienda para nuestros queridos rangers!
Otros beneficios: 1. Los nuevos usuarios obtendrán armas legendarias por 14 días como recompensa. 2. Tendrán un adicional de 400% de EXP y GP desde el 19 de febrero al 17 de marzo. 3. Estará disponible el Evento de Conquista Mundial desde el rango 3 (Nivel 3).
¡Ven y celebra con nosotros el ingreso de Latinoamérica!
This version brings the following modifications and improvements:
The buttons assigned to the main commands are now displayed during the intro level as soon as each of them become available;
The "XInput" prefix was removed from the names of the XBox One controller buttons;
The default button for Superposition is now the L-Trigger instead of the A button. For generic controllers, it's now the Button 5 (which is usually also the lower left shoulder button);
It's now possible to skip the "Zombie Cat is typing..." indicator during dialogs;
Zombie Cat's messages can only be skipped after being displayed for a few frames (to prevent accidental skips when the player actually intends to skip the indicator);
Some dialogs had lines that were automatically skipped when a character was interrupted while talking. This was intended as a way to make dialogs more dynamic, but it was generally received as a frustrating feature so, it was removed;
The first yellow platform on the intro level was positioned a bit higher so that the player can explore the upper floor earlier to view all of the puzzle components (this doesn't change the solution itself);
Part of the final puzzle of Sector 42 was modified, the wormhole loops on the narrow passages were removed. They didn't add to the puzzle complexity and the method to escape them, although simple, wasn't obvious. That would lead players to just move randomly until they got to the side they wanted and then tell me that made them mad.
In addition, the following bugs were corrected:
The Attack command was mistakenly enabled after the first green door was openend (therefore, before Alexander is told he has a sword);
Quickly entering and leaving a zone that has dynamic camera movement could cause sudden camera repositioning (instead of a smooth transition);
Sometimes, for a very brief moment, spinning blades could play their sound effects even when they were out of the hearing range;
When two yellow switches were close enough, it was possible to throw a yellow crystal in such a way that it would reach the activation range of both switches at the same time. That would cause one switch to activate properly and the other one to be stuck on a permanent inactive state;
Quiting the game in the Main Generator area and then imediately loading another playthrough in an area that share visual assets with it would cause this new area to draw its lamps turned off;
Shadow spikes reloaded from a chepoint recovery would stop causing damage.
So, did I miss something? You can yell at the developers* here!!! :D
*There is just one developer, you can still yell at him** though. **He is actually me. Also, I get scared when people yell at me. Please, don't do it.
Here's a rundown of some of the major changes in today's update!
Season 5 Kingdom CollaborationSeason 5 is built around a collaboration with the drama Kingdom. This time, we're enhancing the perks of the Season Pass and updating Zombie Mode. Check out the mysterious weapons, costumes, and other items based on the Joseon theme! Season 5 Kingdom Collaboration: Lee-Chang and Yeong-Shin Class Promotion (2/19 - 3/18) Lee-Chang and Yeong-Shin, the two main characters of Kingdom, will appear as the new Transcendence Classes. The Lee-Chang and Yeong-Shin classes are equipped with a unique synergy effect that enhances Season 5 weapons. These classes can be obtained not from Decoders, but from packages.Various EventsThere are tons of events celebrating the Season 5 collaboration with Kingdom. You can earn all kinds of rewards simply by playing the game and participating in events, like the Golden Zombie Event, Zombie Z Newbie Event, Heart Attack Event, and more!
Check out the Expanded Info section below for details.
Expanded Info
Contents
Season 5 Kingdom Collaboration (2/19 - 5/13) Season 5 is built around a collaboration with the drama Kingdom.
You can obtain Season Badges from Missions, Events, and other activities during the season. All kinds of rewards will be given when you collect these badges and level up your grade. Purchasing the Season Pass will grant you additional rewards!
Check out the mysterious weapons, costumes, and other items based on the Joseon theme!
Season 5 Zombie Mode Update For Season 5, we've made the following changes to Zombie Mode.
You can level down in Zombie Z mode.
Press the L key to level down, which will remove 1 random mutation. If there are no mutations that can be removed, 1 point will be deducted.
The balance of Banshee and Voodoo Zombies has been changed.
Banshee
Damage taken reduced by 70 while using the Pulling skill.
Range and pulling force increased for the Pulling skill.
Voodoo Zombie
The Heal skill now recovers 1,800 HP every 1.5 seconds over 6 seconds.
Cooldown for the Heal skill reduced to 12 seconds.
Increased amount of HP recovered automatically to 800.
Slightly increased Movement Speed.
The weapons obtained from the Season 5 Pass will be enhanced when used in Zombie Z mode.
This enhancement effect will end when Season 5 ends.
Season Pass Improvements The following changes have been applied to the Season Pass.
The amount of Season Badges distributed will be approximately doubled compared to Season 4, so that players will be able to reach season ranks much faster.
The difficulty of the daily missions has been adjusted.
The difficulty of particularly challenging daily missions has been adjusted further.
The chance of getting missions to score kills using rifles, machine guns, sub-machine guns, and pistols has been lowered.
Missions to participate in Team Deathmatch, Gun Deathmatch, All-Star Mode, Zombie Escape Mode, and the New Zombie Shelter for 10 minutes have been removed.
Weapon Synergy Effects with Classes The new Transcendence Classes Lee-Chang and Yeong-Shin will gain enhancement effects when they are equipped with Season 5 weapons.
The weapons given as rewards from Missions 1 - 4 will be removed during maintenance on March 4th.
You are unable to participate in Studio Mode.
Only counts in rooms with four or more players.
Season 5 Kingdom Collaboration Special Item Giveaway (2/19 - 3/18) You can earn a special item celebrating the collaboration when you first log in to the game during the event. Each account is only able to claim the item once.
Rewards
Kingdom Poster (Lee-Chang) Spray (Permanent)
Season 5 Kingdom Collaboration Badge Giveaway (2/19 - 5/13) You can earn Season Badges for reaching the requirements during Season 5.
Conditions
Reach a total play time of 30 minutes / 60 minutes / 90 minutes / 120 minutes / 150 minutes per each day
Rewards
Obtain x3 / x3 / x3 / x3 / x12 Season Badges according to total play time (Up to a maximum of 24 per day)
Can be used before level 16 in Zombie Z. (Actual level differs per weapon.)
Season 5 Golden Zombie Kill Rewards Event (2/19 - 5/13) The reward items for killing Golden Zombies have been changed. You can earn rewards based on the total number of Golden Zombie kills in Zombie Scenario during the event.
3 cumulative Golden Zombie kills - M4A1 Dark Knight (Permanent)
5 cumulative Golden Zombie kills - D.Eagle Crimson Hunter (Permanent)
7 cumulative Golden Zombie kills - M4A1 Dark Knight (Permanent)
9 cumulative Golden Zombie kills - D.Eagle Crimson Hunter (Permanent)
12 cumulative Golden Zombie kills - M4A1 Dark Knight (Permanent)
15 cumulative Golden Zombie kills - D.Eagle Crimson Hunter (Permanent)
20 cumulative Golden Zombie kills - M4A1 Dark Knight (Permanent)
25 cumulative Golden Zombie kills - D.Eagle Crimson Hunter (Permanent)
30 cumulative Golden Zombie kills - SG552 Lycanthrope (Permanent)
Notice
You must have hit a Golden Zombie at least once to have it counted as a kill.
Each account can only earn the reward once.
You can only score up to a maximum of 3 cumulative kills per day.
The Golden Zombies randomly appear after playing for more than 3 minutes in rooms at regular difficulty or higher.
Heart Attack Event (2/19 - 3/18) You can obtain the Heart Grenade when you first log in during the event. You can earn rewards for reaching the requirements using the Heart Grenades.
Heart Grenade
Can only be used during the event, and will be removed during maintenance on March 4th.
Enemies will take random damage from Heart Grenades.
50% Chance - Default damage
40% Chance – Double damage
10% Chance - Instant kill
Requirements
Score zombie kills in Zombie Hero or Zombie Z modes using the Heart Grenade
Rewards
Obtain 1 item at random from the list below (Each item has a different probablity.)
100 Mileage Coupon
Left Heart Spray
Right Heart Spray
Heart of Love
Grade 1 Parts Reward Box
Grade 2 Parts Reward Box
Grade 3 Parts Reward Box
Grade 4 Parts Reward Box
Grade 5 Parts Reward Box
Grade 6 Parts Reward Box
Unique Decoder
Rare Decoder
Unique Premium Decoder
Notice
You can only obtain rewards up to 10 times per day.
Only counts in rooms with 4 or more players.
Free Daily Rewards Event (2/19 - 3/18) The Free Daily Rewards list has been updated.
Regular Players
Conditions
Play the game for more than 10 minutes
Rewards
Daily Reward: 50 Mileage
3 Day Cumulative Reward: Grade 4 Parts Reward Box (x15)
7 Day Cumulative Reward: Grade 4 Parts Reward Box (x20)
15 Day Cumulative Reward: Grade 4 Parts Reward Box (x25)
20 Day Cumulative Reward: Grade 5 Parts Reward Box (x7)
25 Day Cumulative Reward: Grade 5 Parts Reward Box (x8)
New and Returning Players
Conditions
Survivors who have not logged in for the past 30 days or have logged in for the very first time during the event must reach 10 minutes of play time
Rewards
Daily Reward: Parts Weapon Selection Box (x1)
1 Day Cumulative Reward: Grade 4 Parts Reward Box (x5)
3 Day Cumulative Reward: Grade 4 Parts Reward Box (x10)
5 Day Cumulative Reward: Grade 4 Parts Reward Box (x15)
7 Day Cumulative Reward: Grade 5 Parts Reward Box (x5)
15 Day Cumulative Reward: Grade 5 Parts Reward Box (x6)
Shop
Season 5 Kingdom Collaboration: Lee-Chang and Yeong-Shin Class Promotion (2/19 - 3/18) You can purchase package items containing the Transcendence Classes Lee-Chang and Yeong-Shin from the shop during the promotion.
Promotion Items
Lee-Chang Class + Kingdom Poster Spray (Group)
Yeong-Shin Class + Kingdom Poster Spray (Group)
Notice
The items mentioned above will no longer be available for purchase when the event ends.
Decoder rates have been updated. This will be updated irregularly when the rates and the items are changed. We hope this allows you to enjoy CSN:S to its fullest, knowing exactly what you can get.
Would you like to chat with the developer, or other Hypergate players? Have an interesting feature request, bug report, or would just like to learn more? Check out the Hypergate Discord server here: https://discord.gg/v4bATBG
We updated Summer Pockets and fixed some bugs that occurred with some systems. Your save data won't be deleted by this update.
In case you changed the text font during the first startup or inside the TEXT tab (Config), please click on "Return to Default" if the text is not displayed correctly.
You may also need to reinstall the game if it won't start up/proceed correctly.
Right now, townspeople mood doesn't have a big impact on gameplay and there isn't any real reason to try to increase townspeople mood. I'm working on an update to change that!
The Meaningful Moods update will include more effects for high and low mood in addition to a permanent NPC house upgrade for sustained good mood. Note all times mentioned below are in-game time.
Mood Tracking In addition to seeing the mood lists from the Townspeople Manager menu, you will be able to view an individual Dwarf's mood buffs and debuffs though the conversation menu.
Mood Buff and Debuff Changes The overall calculation for mood will be changed so that higher moods are a bit easier to achieve.
Townspeople will start with three negative moods, lack of water, town is dirty, and town is ugly. Right now, placing water wells, sewers, and beauty related decor only gives a positive mood buff, but there was never a negative mood for not having those things. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures.
To counter-act this in the early game, the "I just moved here" mood will be increased from +20 to +50. This buff will also last twice as long - four in-game days. Over time the buff amount from this mood will decrease for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change will only affect newly arriving Dwarves once the update is live. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".
The mood debuff from the "grumpy" trait will be reduced from -15 to -10.
The mood buff from beauty will be increased from +5 to +10 to match the other structure related mood buffs.
Dying will reset the timer on the "champion died" debuff back to one full in-game day. Right now, it doesn't affect the timer - so if you die and then 23 in-game hours later die again, the mood debuff only lasts one in-game hour. Resetting it to 24 in-game hours makes death a bit more meaningful, but not crushing.
Mood Effects, Good and Bad A Dwarf's mood will affect a lot more things, both good and bad.
High mood will increase the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.
High mood will increase the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.
High mood will increase the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".
If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one of the homeowners has their mood lowered.
Most of the system is already implemented! I'm hoping to have the new system in game by Friday depending on testing.