A jet-pack equipped mini-boss found on Vaccine Warehouse 2 from medium difficulty up. He's very fast and hard to hit, but can't take much of a beating.
Description: Booster Bruce made a name for himself protecting corporate interests in the Australian outback using his custom made jet pack. It wasn't long before M-Corp executives took notice, and assigned him as the leader of his very own quick response team to suppress competitor initiatives before they could affect quarterly profit forecasts.
NEW/CHANGED:
New Vaccine Warehouse Mini-boss!
Profit Management boss given custom SMG
FIXED:
Fixed one-time gun-dropping bug when using the grip button on Vive controllers
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
We've got new content for you all! This month you'll be able to fight two new monsters, get a handful of new gifts, and achieve a couple of new dreams! What are you waiting for? Get to it! Oh wait, actually, first read the changelog, and THEN get to it!
Content Added
2 new monsters to love (Total: 53)
1 new Power Gift (Total: 149)
8 new Quick Gifts (Total: 38)
7 new Dreams (Total: 343)
Updates & Tweaks
The Dream list has been reorganized with new sub groups
The Dream list can now be accessed from the Check Heart menu in any mode
The unlock conditions for the Elemental Dye set of Quick gifts has been changed
We’re gonna cut to the chase - there are a LOT of Volks fans behind these scenes here at Sad Panda, and we want to see him in his underwear.
So… (Magical flashy flash)… You can now earn that outfit in the Limited Time Event!
Outfits are just for fun / customization. And, again, Volks-in-his-boxers is an idea that we are completely on board for. So if you feel similarly - check out the Limited Time Event, get those tokens and make it happen!
The power is in your hands. And, obviously, in Volks' underwear-ed form. Obviously. Good luck!
New patch released, fixing the before battle crash bug, Extra graphic options also added to the game. While this patch has fixed the issue for most users, Unfortunately owners who have a Nvidia RTX card are still having issues. There is not fix for these users yet, sorry for the inconvenience.
Trial of the Gods: Siralim CCG - Thylacine Studios
Hi everyone! We hope you're enjoying Trial of the Gods so far. We've received some very positive feedback from players, and are excited to continue updating the game to make it the very best CCG it can be.
We've been collecting player feedback today, and have just released the first patch for the game. You can find the full list of changes below.
Game now continues to run while the window does not have focus
Fast forward state is now maintained between matches
Watcher’s stats changed from 10/4/5/6 to 10/3/4/5
Card Tiers are now displayed to the right of the card name in the tooltip - this is a temporary fix that will probably be adjusted later
Updated the descriptions for Ranged and Thrash traits to be more clear
Fixed The Realm Group indicator from displaying the wrong group when backing out, then returning to the realm selector
Fixed a bug where card tooltips would remain visible after the card left the screen
Fixed a bug where the dialog box showed some edge pixels when tiling
Fixed a bug where sorting by Trait displayed some cards out of order
Slightly increased the volume on the place card sound effect
Please note that we are still looking into a UI display issue on certain resolutions and will have another patch out to address the problem soon
We know no one knows KurtzPel better than you, the players and we would like to ask for your help! As you have made it aware to us, a large balance change is needed in KurtzPel and we would like YOUR feedback to assist us!
In order to properly collect your feedback, we have created two surveys. One will be an open survey where you can freely speak your mind about what Karma and Skills should be changed in what way. The other will be a simple survey where you can give an opinion about each skills and karma, whether needs a nerf, buff, or is balanced.
Please note that both surveys are only for the balance of Karma and Skills and not about other aspects of the game such as PVP modes or Stats. That may come at a later date.
- If you want to remove spectator info (Logo, high score, time, level name) on smoothed camera you can press "s" key to hide
If you are using LIV and trains are blocking your view use these keyboard shortcuts:
- Press "l" to hide left train and press the same key again to show train - Press "r" to hide right train and press the same key again to show train
Other improvements and fixes:
- Tent and some other geometry is removed from LIV camera to make cleaner view - Fix scissors angle when you are using Oculus with openvr (`-vrmode openvr`) - Fix scissors angle on Vive Cosmos
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Here we go, the first Meat Fortress focussed update of the year! I know a bunch of you have been waiting (mostly) patiently for this. As mentioned in the devlog, this Spy kid should give you an idea of the sort of thing I want to add eventually to each classes loadout options: Some sort of alt-weapon, a dedicated grenade, and ammo class variations for at least one of their weapons that switches up, or augments their battlefield role.
The longer term goal of doing this is being able to grow the equipment variation enough to make a really compelling Meat Fortress Take & Hold character eventually. So you should expect a drip feed of this new equipment over the coming months :-)
As for the Speedloaders, all of the existing controls/capabilities of magazines that are relevant are now shared by speed loaders. You can dump rounds out, to your other hand, and into a quickbelt slot, as well as loading them manually.
Lastly, I hope you all enjoy playing with the rejuvenated Graviton Beamer. Right now it appears in the Proving Ground, and can spawn in Ricky Dicky Random Take & Hold. I’m going to give it one week of testing in that context, and if everything seems to be behaving as desired, I’ll pop it into the Item Spawner so you can use it in any scene!
Anywho, hope you’re all weathering the current events well. Make sure you keep washing those meaty hands and have a wonderful weekend!
Peace,
Anton
Full Changelog - Update 86
Additions:
[Meat Fortress] Added New Firearm: Petite Liasion (.366 Ultra Magnum)
[Meat Fortress] Added New Ammo Classes for .366 Ultra Magnum (Riposte, Debuff, Salut)
[Meat Fortress] Added New Grenade: Spy Smoke Grenade
[Meat Fortress] Added New Device: Spy Cloaking Watch
[Meat Fortress] Added New Device: Spy Sapper (Area disruption of turrets)
[Meat Fortress] Added New Entity: Mini Turburgert Sentries
[Meat Fortress] Added New Ability to Engineer Sosigs: Turret Spawning
Added New Functionality To SpeedLoaders: Loading, Unloading, Dumping to Quickbelt, Dumping to hand
Changes:
Rebuilt the Graviton Beamer from the ground up
Segments of Downed Sosigs can now be laser-grabbed
Major changes to Stun, Confusion, and collision thresholds for all non-rotwiener Sosigs.
Fixes:
Fixed issue where generalized OnDeath Sosig lines weren’t playing when specific conditions (on neck break) existed
Fixed issue where Sosig lines for reloading weren’t playing
Fixed issue where comments to medic weren’t playing for Meat Fortress Sosigs when being healed
Limited contexts were state(wander, investigate, etc.) speech will play to prevent ‘huh’ playing during bleedout
Fixed assorted Sosig Speech prioritization and volume distance issues
Fixed issues in computing collision damage for Sosigs
Fixed issues with stun threshold computation for Sosigs
Optimized some tag string comparrison in firearm round code
Fixed Issue where Hometown Powerup in Rotwieners was broken
Fixed A/X button snapturn not working on Vive Cosmos
Some news for this month's update! Here's what to expect:
Let's start with the "bad" news, Dragon and Weed: Origins Episode 1 release is delayed for now. Not for production issues or so, the episode resources are mostly done. One of the reasons is that we understood that the gap between the first episodes (0,1 and 2) as announced in the Early Access Guidelines would make the series complicated to follow.
We're now aiming for a closer release between episodes, we'll communicate on this later.
Meanwhile, we're also considering to improve and add more character animations. We have to test a new pipeline and make sure that it doesn't set back the production too much. We can't wait to show you the improvements.
Finally, we'll be launching a standalone version of the episodes with episode 0 being free and other episodes for $3.99. A reminder that Ep.0 was never included in the price of the Full Access so don't worry, you still have a great deal by buying the Full Access. If you bought it at release you saved about 50% compared to one by one episode purchase. Anyone buying it since save about 40%.
That's it for now. We will be more active on the social network in the coming weeks, so consider joining them.