The following online issues occurred between about 23:10 UTC February 11 and 3:00 UTC February 13, 2020.
- Login bonuses could not be obtained (login information notices were not displayed) - Limited bounties would not update - Event quests and challenge quests were unavailable - Grand Appreciation Fest and Appreciation Fest decorations and character costumes had returned to normal - Sales at facilities, as well as the special platter at each Canteen, were unavailable
We apologize for these issues, and would like to compensate everyone for the inconvenience with some free item packs that include the following:
- Login bonuses originally intended for February 12 - All the rewards that were possible to obtain from limited bounties from February 12 - Compensation for seasonal event facility services
Note: - In place of the usual research point rewards from completing limited bounties, we have instead included a Golden Egg. Also, as compensation for the seasonal event facility services, we have included Gold Wyverian Prints, Silver Melding Tickets, and a Gold Melding Ticket. - When you claim the compensation sets, there will be no extra entry on login bonus screen messages (the "Information" section) for the Daily Bonus Compensation Sets and MHW:I Daily Bonus Compensation Sets.
[All Players] Note: All three item packs have the same name, but different contents.
■Daily Bonus Compensation Set Appreciation Fireworks x 5 Appreciation Ticket x 2
■Daily Bonus Compensation Set Appreciation Fireworks x 25 Appreciation Ticket x 6 Gold Wyverian Print x 3
■Daily Bonus Compensation Set Advanced Armor Sphere x 1 Hard Armor Sphere x 1 Golden Egg x 1
[Monster Hunter World: Iceborne Players Only] Note: All three item packs have the same name, but different contents.
■MHW:I Daily Bonus Compensation Set Snowman x 3 Gratitude Ticket x 1
■MHW:I Daily Bonus Compensation Set Snowman x 20 Gratitude Ticket x 4 Silver Melding Ticket x 5 Gold Melding Ticket x 1
■MHW:I Daily Bonus Compensation Set Celestial Wyverian Print x 1 Heavy Armor Sphere x 1 King Armor Sphere x 1
Monster Hunter World: Iceborne players can claim all six item packs.
■Availability Friday, February 21 at 0:00 UTC to Thursday, February 27 at 23:59 UTC (Thursday, February 20 at 4 p.m. PST to Thursday, February 27 at 3:59 p.m. PST)
These item packs can be claimed one time only at the login bonus screen during the availability period.
Note: If you do not see the item pack in your login bonuses, try closing the game, updating to the latest version, and checking your login bonuses again the next day.
Important: Matchmaking in Monster Hunter World: Iceborne requires players to have updated to the same version. Keep in mind that you can only match with other players who have the same update. You can verify the version number in the bottom-right corner of the title screen.
For other questions, please visit the official Monster Hunter World: Iceborne support portal below. http://www.capcom.com/mhwsupport/
The Moon Temple DLC was just released, with an all new campaign and tons of new features and also updates and tweaks to the base game, feel free to check that out!
Today we have finally fully released our game Blackwake! After three years in early access we are happy with the current state of the game. It has gone above and beyond the base game standard we initially had. It’s been a long journey with many ups and downs, we made mistakes, learned from our failures and pushed forward to bring Blackwake where it is today.
We have permanently dropped the price to $9.99USD
We have pushed out a small patch for the game as well. - Addressed tortuga colliders that may have been causing memory leaks - Removed some unused assets from scene to free up memory - Small update to make vote screen clearer - Bots will now only occupy cannons loaded with normal shot - Handmortar/grenades damage radius halved - Permanent double XP for all
THE IDEA
Blackwake started as an idea by Dakota in 2013. There was a lack of proper naval warfare games that existed at the time. Mods like Pirate Ship Wars and Battlefield Pirates were some inspiration in the initial journey in developing the game. Tyler saw Dakota’s small demos on an online forum, and offered to help push Dakota’s small idea into something much larger.
We failed a Kickstarter in 2014, with the game catering to a more realistic naval sim audience, even though we threw in a sea monster at the end of the pitch trailer. It was far too serious, and overambitious to garner any attention. While we were disheartened at the fact of this failure we tried to see if more people were interested in the concept. A few youtubers, DarkLiberator and SMii7y tried out our game with their friends, to our surprise their time playing the game was full of laughter. We realised at that point that we took our game far too seriously.
2014 Kickstarter Pitch
So in 2015, we attempted another Kickstarter, but this time with the aim for a more casual approach. That is when the comedic voice acting was born, we realized the game would be a hit. Many Twitch streamers took part in promoting the Kickstarter, we couldn’t have done it without Ngotie, evilBunny and Bikeman. The Kickstarter was a success raising $170k AUD. Over two years we developed the game, hired out the necessary artists, animators and voice actors to push an early access version. Our Kickstarter backers were a huge help in continuous play testing each weekend, finding bugs and suggesting features.
2015 Kickstarter Pitch
We tried to be as realistic as possible on the player base and sales for the game. Comparing ourselves to other games in similar scope and price range, we expected around 300 concurrent players at launch and selling around 30,000 copies after a MONTH.
THE LAUNCH
In 2017 we finally released the game. We had some stroke of luck, the PUBG beta servers were down, the streamers waiting at the time needed something to play so they picked up Blackwake. This led to a HUGE influx of players, our servers filled up so fast we couldn’t spin up new ones in time.
After 3 years of being in early access we have sold over 1.2 million copies! We never expected the game to get as big as it did. If anyone remembers the launch we only had two ships in the game at the time, the Galleon and the Hoy. We had only planned to possibly add more ships and polish the game off, but due to the positivity of the community we continued to develop the game further.
WHAT WE HAVE ADDED SINCE EARLY ACCESS
Over the course of early access we added and removed a lot of things due to community feedback. Some things worked, some did not. Pioneering the naval genre at the time took a lot of experimenting.
New Modes
Capture the Booty mode Teams would fight over a treasure chest to bring back to their base. First to 2 points wins.
Seige Mode A faction would attack a fort with their ships, push a cart of explosives to a gate, then capture a flag to win.
Update 3.0 was a huge undertaking, we wanted to give players the ability to choose which ship they fought with. So we introduced ship building from docks. We had combined TDM with Siege mode to bring a mode called Conquest, which attempted to give more variance per match by letting players choose if they wanted to win by naval combat, or capturing the fort. Unfortunately this was not received well for the players that purely liked naval combat, so eventually it was scrapped.
We also implemented a new cannon aiming system. After much demand from crewman for more importance, experimenting with different methods we settled on the “grenade launcher” approach to cannon aiming. You can also turn the cannons too, which you couldn’t before. You also needed the range of ships by using the spyglass which we implemented as an item.
New Ships
Small crew vessels
Junk Ship Tanky ship with 4 cannons a side and one front cannon
Schooner Fast moving ship with 5 cannons a side
Cutter Sort of an agile anti-boarding ship with 2 rear guns and 4 guns a side
Bomb Vessel 3 Cannons a side, 2 rear guns and a Mortar
Gunboat Smallest most agile ship in the game with 2 cannons a side, and 2 front guns.
Carrack The tankiest small vessel in the game with 5 guns a side and multiple decks
Large Vessels The Bomb Vessel, 7 guns a side, 2 front and with 2 mortars
Xebec The fastest large ship in the game, with 9 guns a side, 2 rear and 2 anti sails per side
The Cruizer The tankiest large ship in the game with 10 guns a side
New Shot types Initially we only had cannonballs, grapeshot and grapples in the game. We decided to expand the mechanics of it during the massive 3.0 update.
Barshot demasted ships
Chainshot was an anti sail
Heated shot caught ships on fire. No more RNG fire from cannonballs, it had to be planned for.
ENVIRONMENTAL MAPS
We wanted a bit more variance to TDM matches so we added maps that had certain environmental settings. A volcano map which when erupted, the entire environment would turn red with ash and ships would get damaged if they were close to the volcano
An iceberg arena, with ice patches which would slow down your ship and cause holes if sailed through.
Waterspouts These would pick up ships and kill the crew if they were not aware of their surroundings and raised their sails.
Tortuga map arena with new islands
A ranking/prestige system, we wanted to reward players with long playtime. This worked together with unlocking of cosmetic items. The longer you played the cooler you could make your character look.
Ingame stats for those wanting to achieve some interesting things
QUALITY OF LIFE CHANGES
Bots
We added crew bots to extend the life of the game. Players will replace them as they join the game.
The ability to vote and choose mode. At launch we only had TDM available, so during the 3.0 update allowed players to vote for a mode at the end of the round.
PARTY UP SYSTEM
We added the ability for friends to stay together for the following rounds, by setting an ingame tag.
A new team selects a screen. Initially you didn’t even know who was on what ship until you selected it, leading to very frustrating moments trying to group with friends or balance team.
A new win screen to show players outfits and their achievements through stats and leaderboards.
A lot of new cosmetics for both factions were also added!
We also had over 500+ bug fixes and quality of life changes over the course of early access. We are quite happy with what we achieved as a two man dev team, who hired some help along the way. Seeing people enjoy the game and the happiness it brought you was the main driving factor for us to push as far as we did. Blackwake was truly driven by the community and we are proud of what we have achieved.
Thank you all for the support you have given over the years! For now we see the game as complete. Dakota plans to do a few more small fixes in the meantime.
Hey there, today I will release this game (february 20, 2020) as planned
I want try to publish it at 02:00am UTC:
PST 06:00pm (19th february)
CET 03:00am (20th february)
CST 10:00am (20th february)
The times are not 100% guaranteed^^ I have no idea, if there is any limitation depending on steam, it´s my first game release...
New Map
The new map of this update is called woodcutter camp, in mid of the jungle...
Patchnotes v0.6
Added new map "Woodcutter Camp"
Inventory and LevelSelection can now be closed by pressing Escape
Fixed bug with the route on ground, where the first route being visible even if the connected spawnpoint isn´t active
Fixed bug on map 4, where the enemies got stuck sometimes on the road
Changed Towers to decrease amount of resources when dismantled by 50% once after round was started since built ... before the resources got reduced by 25% every round
Reduced Upgrade Cost of Towers
Increased Upgrade Effect of Towers
Replaced ExplosionRadius by Area Damage
All weapons and attacking towers have now area damage instead of only attacking one enemy
Changed completely all stats of enemies, weapons and towers
Fixed bug where removed stats (by changing equipment) are still added to character´s stats
Reduced amount of stats for each level, base is the same but only a part of it gets added for each level (25%) ... same for enemies depending on difficulty
New enemies, environment, music and story line for the Ignis fire level! new Lemat Revolver gun new Rubber ball machine gun new Spring bullets passive item dozens of new room designs many bug fixes and fine detail polishing
Carnival season isn’t just a very boozy and colourful time - this time of year is also when things really start to heat up around Tellville! From 20/02/2020 to 26/02/2020, the biggest names in the erotic business romp about the masked balls, Carnival celebrations, and parades. You don’t want to miss out! A particularly colourful film set is available, where you can shoot a hot Carnival porn video.
To find the perfect outfit, choose from 19 hot Carnival items being sold at the Sex Shop, 3 of which are available in 4 different colours each. There, you’ll also find Carnival Surprise Boxes that are guaranteed to contain an item from the steamy new Carnival set, as well as a randomly-chosen epic item. In Deco Boxes, you can also get a dazzling Carnival Special Effect for 11 select decorations for your apartment.
You’ve also heard rumors that a costume convention is being held in town. Maybe you can earn a few bills there?
The cheerful, colourful carnival season has come to Humphreydale! For this occasion, the mayor wants to organize a large carnival parade - help with the planning from 20/02/2020 to 26/02/2020 by completing special tasks for the event and earn great rewards! To start the event, visit the mission area. There, a message will be displayed and you can confirm your participation.
You can also find 29 wacky carnival items during the event, in various quality levels, as well as a special sidekick with a wacky level 10 ability! The Second Hand Shop will also be featuring some heroic Carnival Surprise Boxes. Let the good times roll!
Fixed issues with mouse not reacting appropriately on the level select screen in campaign.
Fixed graphics issue where the token counter kept the color of the player after playing in multiplayer.
Fixed cross enemies to spin in the same direction they spawned in.
Fixed control button in color select to show the correct input and show it faster.
Fixed error with level modifiers displaying incorrectly in the freeplay pause menu.
Fixed issue where if player picks up a Time power-up right before dying, screen doesn't reset until the next Time power-up is grabbed or until after next death.
Fixed bug in level editor that prevented enemies with multiple spawners from being copied.
Achievements now are checked when the player first starts the game to try to prevent missing achievements from unlocking.
Fixed bug where Level 101: Corrupted didn’t show correct completion status.
Stopped “unlocked” prompt from displaying after the player completes the game.
Updates
Added modifier tags to the screen before trials.
Adjusted token and area spawns to not be in the center of the arena.
Ambient sound can now be toggled on and off.
Suppressed the Tobii Eye Tracking settings notification from popping repeatedly.
Changed various minor graphical inconsistencies.
Lowered amount of enemies that spawn in Level 40: Sliced.