Greetings, the inhabitants of our little forest! This update focuses on improving cards. Added keywords and tooltips for effects. Significantly reduced text on cards. Many old cards have been reworked. Added 12 new cards. Treasure reward changed.
Changes in version 0.583.
Opponents:
Corrections for the icons of some foes abilities.
Fixed a bug due to which the help of the Baron of the East did not work correctly in the battle with the Mad King.
Fixed a bug when the foe’s ability was activated after they defeat at the end of the battle. This broke the game and prevented the players from continuing the run.
Cards:
A keyword system for cards mechanics has been introduced. Significantly reduced text on cards.
18 keywords added for different mechanics.
Added tooltips for keyword effects.
Changes in the layout for the description section of cards. Now it is centered. For some cards, special rules are used to improve reading (forced new lines).
A new mechanic: ignoring the next incoming damage. This mechanic has replaced invulnerability.
A new mechanic: cure wound.
A new mechanic: payment for activation effect by loss of armor.
A new mechanic: payment for activation effect by loss of energy income.
Big rework of old cards. Many cards received additional combo variants and were reduced in energy cost. Combo effects are directly or indirectly related to the type of card that activates them. Each type of card has a set of mechanics that is almost inaccessible to other types of cards, with the exception of combo effects.
Added 12 new cards. These are mainly Defense and Healing cards.
Fixed restriction for specific mechanics not working on the Barons and the Mad King. Previously, in a battle with the Baron or King, they could not be used on other foes too.
Map of the region:
Changes in treasure settings. Now they give rare items, but the chance to be ambushed is increased.
What to expect in the following weekly updates:
New cards. Art is ready, it's up to me now to add them to the game.
When it comes to video games, the day and night cycle serves different purposes. Sometimes it’s just the designation of time of the day, on the other hand - it creates a peculiar climax for a location. However, with the same cycle, the designer can introduce unique mechanics to the game, that will change the aura of gameplay, depending on what time of a day it will take place.
Games are using day and night differently, and it all serves various reasons. Some of them build climax, others introduce completely new mechanics. Some create new, remarkable atmosphere, that not only adds new elements to the gameplay but also extends the lore. When we were planning on what do we want to show in our game, we got the idea of making the night-time some sort of mystery. So, after the sun sets, the player needs to explore surroundings to uncover the secrets of darkness.
During the development of Gatewalkers we implemented mechanics, connected with daytime - one for the mobs, and the other for survival. Both of them have a huge impact on gameplay during a different time of the day. Moreover, we’ve decided that the cycle should not only influence players (they need to encamp, craft more useful weapons or create a light source in order to survive in the night), but also the creatures living in particular world.
Hienne - Day/Night (Concept arts)
The night has a direct impact on creatures, some of them transform under the influence of the night. Transformed creatures don’t only change their appearance, but also gain new abilities and are getting stronger in the process. Because of that - during the night the world becomes even more hostile and full of terrors. Studying creatures’ behaviour during the day is a very useful practice, however, this knowledge won’t do much for players after the sun goes down.
Lizard - Day/Night (Concept arts)
Now, let us introduce how the time of day influences players. Each player exploring forest world need to face its own fears that are indicated by their mental health, During the night many Gatewalkers see possessed creatures lurking in the shadows. Long exposure to cursed darkness often makes them lose their sanity. If player gets lost in madness her/his subconscious will spawn nightmare creatures. To stay sane one need to stay within the source of the light - e.g. by staying near a campfire or by holding a torch. This way, we are introducing different feel of gameplay during a different time of day. In result, players must choose whether they prefer to explore the world safer during the day or prefer to risk their adventure at night in return for better loot.
In real life - we don’t really pay attention to how the day changes. We just do our duties, follow the particular schedule and just check the clock to get to know, how much time do we have left in order to finish a task. However, in Gatewalkers, day and night cycle is very important and in consequence make the game more engaging.
One of the most important elements of Battle Royale is survival, and being the last survivor standing means growing through experience. However, many of you have stated that PUBG also needs to promote the fierce competition between players as they play and win games, and a ruleset to amplify that competitive spirit. For those players, we're happy to introduce the Ranked Ruleset.
A ruleset like this needs feedback though, so like our previous skill-based rating test, we're looking to PUBG LABS to gather your feedback as quickly and efficiently as possible.
During this LABS test, we'll be analyzing the data and your feedback to better understand what our players are enjoying and will adjust the ruleset accordingly before we take it live.
Now, let's take a look at the details of the Ranked Ruleset and when you can get in and try it out!
Test Goals & Expectations
The Ranked Ruleset test aims to merge the strengths of both public and esport ruleset settings to build a new ruleset specifically made for competitive play. We hope this adds some additional tools for players to be competitive without it being too jarring for players coming from normals.
The Ranked Ruleset test will be available in both FPP and TPP mode and maps will be chosen randomly from Erangel, Miramar and Sanhok. The number of players will be reduced to 64 as well.
Other changes of the ruleset are as below.
Loot Spawn Adjustment
For an environment like this to thrive, players need access to the right tools to be competitive. Therefore, the item spawn rate on all 3 maps has been set higher than that of normal Battle Royale games. In addition, the spawn rate of preferred items such as primary weapons, Level 2 equipment, 4x scopes, and First Aid Kits have been increased to make for a more competitive environment. Players will still have to loot several areas in order to be fully equipped, but should be going into firefights with at least a start on their final loadout.
Blue Zone Balance Adjustment
To help keep the fight moving with fewer players, the Blue Zone will also have a few changes from normal games. The first safe zones will be similar to that of public matches, but the tempo will grow faster as the game continues to force more confrontations as the player count drops. The goal of these settings is to allow players to test their skills in a more tense environment than in traditional public matches.
Other Adjustments
The starting plane's flight path is more likely to fly closer to the first safe area.
Vehicle spawns are same as the normal games, but the Motor Glider is temporarily disabled until we can put more thought into if it is right for competitive game play. Your feedback here would be welcomed as well!
Red Zones have been adjusted to act as an additional threat for out of position players and are much more likely to occur at the edge of the safe zone.
We've decided to keep Flare Guns in for now as they provide a strategic choice between Care Packages and the BRDM-2. If this item sways competitive games too heavily, we'll look to adjust or remove the Flare Guns. For this test, players will unfortunately not gain BP or Survivor Pass XP for Ranked Ruleset matches due to them being in LABS. Test Schedule
The Ranked Ruleset will be available in the LABS section of the menu during the dates listed below. For easy access, we've added a LABS banner above the start button!
Start: March 6th - 16:00 KST / March 6th - 0700 UTC End: March 9th - 16:00 KST / March 9th - 0700 UTC
Feedback
Feedback from this test will help us determine if it is right for our upcoming Competitive Mode or whether we need to make some adjustments, so be sure to share your thoughts on what you do and do not like. While we’re not quite ready to dive into the specifics of the upcoming Competitive Mode, keep an eye out for another announcement with more details in the coming months.
The minigame occurrence gap has been increased to 6 from 4. Playing the same game after 4 games still felt too soon. The gap is used in the Point Rush and Gauntlet modes
Minigames now tell you why you lost in cases where it could be unclear
'Menu' text for the in game menu is now the correct larger size
Fallback glyphs (Xbox) are now used in case the controller can't be resolved
You can no longer 'win' the endless Gauntlet by losing
New Gauntlet lose screen with appropriate music
Fixed a bug in split screen games which made playing with 3 people have a weird 4th screen
Split screen games have had their icons moved to avoid centered text
Save files for Car Launch and Monster Blast now save for the amount of players playing. You will can now only see and load files with the correct number of players
Bird Panic
Fixed a bug where players would 'fall off' the platform near the top when they shouldn't have
Car Launch
Moved player icons and speedometer in split screen to be more visible
The speedometer now has an outline to make it easier to read
Fixed a bug where achievements weren't being checked
Can no longer fall forever if you somehow manage to bounce the car backwards at an insane speed
Buying an upgrade no longer causes the UI to reset its highlighting
Coin Collector
Bad/Purple Coins now have a bad/purple sound effect
Game instructions now state that bad coins are bad
Count'Em
Count'Em now stops sending icons 7 seconds from the end up from 6 seconds
The avatar icons now rotate to make the game more difficult
Deathmatch
New leaders are now announced when the score changes
The robots have named themselves hoping you will refuse to shoot them
A 'victories' count has now been added in the bottom left corner
The aiming controls have been rewritten and now should preform the same across different controllers
The Crosshair is now much larger and clearer so you can see where you are shooting
The AI now shoots slightly slower than players since they would consistently beat good players on normal difficulty
Guns now point down to reload
It now says 'RELOADING' on your screen when reloading to make it super clear
Dungeon Crawl
Archers will no longer stand in doorways while shooting
You can no longer make your allies flash red by hitting them
Hotdog, No Hotdog
Description now states the correct duration as 45 seconds
Minigolf
Replace particle effect goal marker with a goal flag. This fades out as your ball gets closer to the hole
All the balls now start in the same spot
Other players' balls now fade when they get closer to your ball
You can no longer see other players' power arrows
Par was increased on several courses
Number of difficulty categories for holes was reduced from 4 to 3. This increases the variety of courses playable on each game difficulty
Golf balls are now coloured to your player colour with a white stripe in the middle
Shooting controls have been redone. Instead of holding 'B' to aim and letting go to hit the ball, you are now always aiming and press 'B' to hit the ball. This is less confusing and we didn't find players were accidentally hitting the ball
Fixed a bug where physics materials were wiped from all courses
Rebalanced bounciness on the ball to make it more fun
Reduced shot power from 24 to 18 to fit the fixed physics
Fixed a bug where players using the keyboard couldn't hit the ball
The ready bar is now your own
When switching from 'In Play' to 'Ready' the bottom bar now changes colour to make it more obvious
You can now press 'Y' to view your scorecard at any time
Monster Blast
New Passive - Weakening: Ice damage weakens enemies, increasing the damage dealt to them per level
New Passive - Burning: Fire damage burns enemies dealing damage over time. The duration of the burn increases per level
Losing a game in extended now properly lets you reduce progression or try again
Can no longer use spells while in the upgrade screen
Reduced the amount of particles in the Arcane Blast spell
Fixed the icon for the Team Health upgrade
Added music for the upgrade screen
Added level up sound effect
Completely redid upgrade screen
Can now choose from 4 upgrades instead of 2
Upgrade choices now better reflect the team's build
Spell icons no longer become darker
Spell icons no longer align to buttons
The players' cursors are now hid when the game ends
Screen now flashes red when you take damage; it could hard to tell before in all the chaos
Spaceship Shooter
Altered the noise shooting makes to alleviate ear pain
Fixed a bug where your ship could get tangled with an allies ship and was too funny
Rotate 8
Fixed navigation issues with going back and forth between the categories panel and the pictures panel
You can now exit the extended rotate 8 menu back to the game mode menu
Beginner mode no longer permalocks circles in their wrong positions
The players' cursors are now hid when the game ends
Added a way to back out of the difficulty selection
Fixed a bug where unpausing Rotate 8 would sometimes still leave the players paused
Re-extremed Extreme difficulty by disabling locking as intended
Target Practice
Fixed an issue with controller sensitivity
We You
After every round it now tells you how many rounds are left in large text
Wolf Chase
Apples now have an apple sound effect
Berries now have a negative sound
Menus
You now hold B for 4 seconds to leave the player select screen, instead of pressing X + Y + Start. Added a visual effect while holding to make it clear someone is trying to back out of the screen. It was difficult to hit all 3 buttons simultaneously, without hitting start first, and on controllers players weren't familiar with
Added an Options button to the game mode menu for easier access
The Player status screen now shows the buttons for picking a character, or choosing a new one
Characters now correctly stop animating when not chosen
Rules in the Change Rules menu are now saved between play sessions
Fixed a bug where winning survival or losing gauntlet would get stuck in that state until you played a different game mode
The navigation in the options menu now works as expected
The Coop or Vs screen is now cleaner and clearer
Point Rush in coop now shows a single team score instead of individual scores (that were all the same)
Highlighted menu options now have a border making them much clearer to see
Removed the 's' from '1 games left' in Survivor mode
With ICE (Interactive Connectivity Establishment) it is now possible to connect to other players' lobbies without the need to port forward your router.
But there's still more to come in The Wastes 1.3...
Remember... Everything above is subject to change.
We are listening! Please voice your feedback!
You can reach us at: The Wastes' IRC: Server: irc.frag-net.com:6667 Channel: #wastes Steam Discussions
We hope to see you soon on the wasteland, but until then... Keep on fragging! ~ Vera Visions & Cobalt-57
The J35 Draken is a Swedish supersonic double delta wing jet fighter of the early Cold War era, renown for its excellent flight characteristics and unique visual appearance. Soon, pilots will have the chance to take control over one of the most iconic jet fighters of the early Cold War in War Thunder update 1.97 ‘Viking Fury’!
In War Thunder, the J35 Draken will come to the game as part of update 1.97 ‘Viking Fury’, and will immediately become the new top jet fighter available to Swedish pilots with the release of the next update. The Draken is arriving to the game in one of its later variants - the J35D.
The highly anticipated J35D Draken is arriving to the aerial battlefields of War Thunder very soon™ and will become available to all pilots as the new top Swedish jet fighter with the release of the upcoming update 1.97 ‘Viking Fury’! We’ll see you there pilots!
New monsters have been added: large and small Stone Golems, as well as the boss - three huge Stone Guards with different types of attacks. We are working on a new dungeon for solo players, where new monsters will be involved.
Reworked attack detection system. A number of related bugs fixed: - The damage was not inflicted on the enemy if there were other objects nearby. - Mobs could inflict damage to the player behind their backs. - Arrows did not fly above corpses. Now, with a single attack, priority is given to the chosen target, if there can be pets or other targets at the point of impact.
Active work is underway to optimize the server and client, which should significantly improve performance already at the next test. Almost all elements of the game are analyzed and optimized: graphics, sounds, memory consumption, network interactions and synchronization.
Added tips about health, stamina, and types of food with detailed info. Increased stamina recovery speed. The spawn density of animals and resources now depends and decreases by buildings density. Added new trees and bushes for swamps. Improved lighting and weather effects.
Dates of upcoming tests: from March 13 to March 17 the second stage of Alpha. from March 27 to March 31 the third stage of Alpha. Dates for the next steps will be announced later.
Access is available to owners of Conqueror, Hero, Creator packs, as well as their invited friends. Detailed information about packs and additional rewards can be found here.
Settler pack owners will have access in June 2020. Early Steam Access is scheduled for late 2020.
New monsters have been added: large and small Stone Golems, as well as the boss - three huge Stone Guards with different types of attacks. We are working on a new dungeon for solo players, where new monsters will be involved.
Reworked attack detection system. A number of related bugs fixed: - The damage was not inflicted on the enemy if there were other objects nearby. - Mobs could inflict damage to the player behind their backs. - Arrows did not fly above corpses. Now, with a single attack, priority is given to the chosen target, if there can be pets or other targets at the point of impact.
Active work is underway to optimize the server and client, which should significantly improve performance already at the next test. Almost all elements of the game are analyzed and optimized: graphics, sounds, memory consumption, network interactions and synchronization.
Added tips about health, stamina, and types of food with detailed info. Increased stamina recovery speed. The spawn density of animals and resources now depends and decreases by buildings density. Added new trees and bushes for swamps. Improved lighting and weather effects.
Dates of upcoming tests: from March 13 to March 17 the second stage of Alpha. from March 27 to March 31 the third stage of Alpha. Dates for the next steps will be announced later.
Access is available to owners of Conqueror, Hero, Creator packs, as well as their invited friends. Detailed information about packs and additional rewards can be found here.
Settler pack owners will have access in June 2020. Early Steam Access is scheduled for late 2020.