Enabling setting to choose locomotion direction (forwards/backwards) with the left joystick (2:21)
For this video I was using Feet Mode using 2 Nintendo Switch Joy-Con to walk-in-place. To know how to pair Nintendo Switch Joycons with Natural Locomotion see our short video-tutorial: https://www.youtube.com/watch?v=igRfDE11B6k
And finally for this video I used the new seated feet mode to play with one or two devices on the ankles while sitting on a chair with the feet hanging, sliding, on a static bike or even some treadmills. The direction is calibrated just by doing a T-pose extending the arms to the sides. It includes features like smooth rotation (if it doesn't makes you dizzy), and head tilt strafing (which also works in all other modes). Seated feet mode is not as immersive as standing, however it can be extremely useful in many situations, and it's a good compromise between immersion, convenience and exercise.
This new feature can be used with a single smartphone, which is more convenient than looking for trackers or a second device.
Today we've got a huge pile of new content for you. There is the first wave of reworked AI, a brand new Event System, new skills, new active, new traps, some changes in previous content and we've added main and sub stats to weapons, actives and mods. But this last one is still work in progress, we plan to remove the consumable/stack-able logic for a new upgrade in quality and levels. There is a lot to try there (and I heard most of you are confined at home, so it's a great chance to play some more!) and remember to give us some feedback and suggestions. So let's have a look in detail at this new version's content!
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Join our Discord to get an activation code so you can start playing immediately (become an Alpha tester) and discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:
New events will be triggered while playing giving choices to the player (this will mainly be our way to bring story and NPCs into the game, content will be add little by little);
Through some events choices, you can now acquire weapons, mods and actives as well as limit extension mod;
Through some events choices, you can reduce/increase current HP, max HP/Shield, NanoBucks and DNA.
Enemies (Rework of current ACC)
New FAMAS Commando;
New FAMAS Scout;
New FAMAS Shock troop;
New FAMAS Enforcer.
Mods and Actives
New Frost effect. Frost: Reduces speed for the debuff duration;
New Frost Grenade. A grenade inflicting area damages as well as inflicting Frost effect to all enemies in the area;
Remake of SMG Specialist. Now special attacks can reflect enemy projectiles (doesn't work against Trogleuth and Heracles).
Enemy skills
New Electrified skill. Taking damages send electric balls toward the player;
New Missiles skill. Periodically send guided missiles toward the closest player.
Equipment parts - Now have random main and sub stats (range and stats number vary according to the level and rarity);
Loot - Now there is an interface for comparing current weapon stats with the new drop;
Traps - New explosive barrel;
Logo - Now shows the loading percentage of the loading process.
——Improvements and changes:
UI
Improved Mods UI;
Improved Weapons UI.
Enemies - Enemies scale have been changed;
Mods - Vampire now has an internal CD;
Copy Machine - Now only copies mods.
——Bug fixes:
Fixed an issue where the ACC Simian Trooper weapon would sometimes block player bullets (Players Feedback*);
Fixed an issue where pressing multiple times the start button in the main menu will trigger an infinite loading loop (Players Feedback*);
Fixed an issue where the Parkinson Tree would one shot bosses (Players Feedback*);
Fixed an issue where enemy skills particle FX size would be bigger than anticipated in the Astral Spirit Snowfield (Players Feedback*);
Fixed an issue where pressing K key while writing feedback would close the feedback window (Players Feedback*);
Fixed an issue where changing game resolution would displaced several images of the HUD (Players Feedback*);
Fixed an issue where Destruction FX in low graphic settings would have rendering issues (Players Feedback*).
*Players feedback refers to the improvements and fixes based on feedback coming from players.
We are now adding content patches every other week. Our goal is to set them live every other Thursday. The first patch is all about balancing and some additional goodies.
Ranged vs Melee balancing
Main purpose of this content patch is to make melee and ranged combat a little bit more balanced. We are also aiming to make Goons, Scouts, Dogs and Boars to be more relevant and fun. As always we would really like your feedback on this changes.
Rookies are now called Skirmishers and will have a more defined role as a fast but weak attack unit.
Scouts/Goons melee skill increased from 2 to 3. Scouts/Goons also gets the Gunslinger skill (see below)
All excepts Skirmishers will have their movement reduced to 4.
Charging will no longer give an extra attack, only +1 to melee skill.
New tactic cards
We've added two new Tactic cards in this content patch. To Unlock them, just enter your Hideout between today and until the next Content Patch (in roughly 2 weeks time). After that you will have to Unlock them normally by increasing your in-game Fame.
Scrap Vulture (Scrappers)
Any time the target deals melee damage they will restore their armor by 1. lasts 3 turns
Spore skin (Tribe-kin)
Every time the unit is hit they exude a cloud of spores that makes them -15% harder to hit for that turn (stacks up to 2x times). Spore skin lasts 2 turns.
Addtional patch notes
Gameplay
Revived fighters only get 1 ap after being revived.
Animals can now use bandages.
The amount of medical supplies needed to heal a fighter is now based on their level. Lower level fighters wont require as many medical supplies.
Grenades no longer counts as shots.
Added Gunslinger skill. Decreases the penalty for dual wielding pistols.
Improved how the RNG for to-hit works.
Visual
Added Show Gore option. Turn this off for less bloody executions.
Remove blurriness for combat overview (pressing shift during combat).
Fixed visual issues on lots of levels.
Reworked Frankian Hills layout on world map.
New icons for the Tank skill and Glow Stim Pack.
Added healthbar status icons on most buffs and debuffs.
New weapon model for the sniper rifle
Added a Band-aid icon on the Light Wound icon to indicate how many missions the fighter must rest until recovered. It's also shown in the tool tip for the Light Wound.
Servers will come down tonight at 12 am PT for maintenance to implement these new fixes.
Bug fixes: - Fixed an issue where Skyward creatures could disappear upon transferring to the “The PixARK” map. - Fixed an issue where Pixblock containers sometimes did not show Pixblocks. - Fixed an issue where Petroleum Slime Incubators sometimes did not produce oil correctly. - Fixed an issue where dyes did not work on lamps. - Fixed a glitch on the doors in Ancient Rooms.
Servers will come down tonight at 12 am PT for maintenance to implement these new fixes.
We’ve just launched Combat 2.0, a brand new update for our co-op city builder Romans: Age of Caesar! This new update not only adds exciting and unique tactical powers, but also a completely redesigned Empire Map to secure make your impending domination over nearby lands. With key game revisions and balances added to the mix, Romans: Age of Caesar is growing into a thrilling multiplayer adventure spanning ancient Rome and beyond.
Watch as Natasha and Ben delve into exactly what this major new update brings to our alpha players, allowing alliances to survey their lands, trade routes and military advances more effectively than ever. On the barbarian battlefields they also discuss our brand new Troop Deployment System as well as Sabotage, an intriguing tactical power now available for your sieges and skirmishes. Both open up a curious range of unique ways to battle and will be a breath of fresh air for veteran Romans testers.
Combat 2.0 is just one of our planned updates coming to Romans: Age of Caesar over the course of the alpha. Every day we take on important community feedback and implement changes wherever we can, so if you’d like to help us make Romans the best city builder it can be then sign up today!
We’ve just launched Combat 2.0, a brand new update for our co-op city builder Romans: Age of Caesar! This new update not only adds exciting and unique tactical powers, but also a completely redesigned Empire Map to secure make your impending domination over nearby lands. With key game revisions and balances added to the mix, Romans: Age of Caesar is growing into a thrilling multiplayer adventure spanning ancient Rome and beyond.
Watch as Natasha and Ben delve into exactly what this major new update brings to our alpha players, allowing alliances to survey their lands, trade routes and military advances more effectively than ever. On the barbarian battlefields they also discuss our brand new Troop Deployment System as well as Sabotage, an intriguing tactical power now available for your sieges and skirmishes. Both open up a curious range of unique ways to battle and will be a breath of fresh air for veteran Romans testers.
Combat 2.0 is just one of our planned updates coming to Romans: Age of Caesar over the course of the alpha. Every day we take on important community feedback and implement changes wherever we can, so if you’d like to help us make Romans the best city builder it can be then sign up today!
Crossroads Inn Anniversary Edition - KLABATER Bartek Slodownik
Innkeepers!
We know that new translations and patches are the things that you like the most so... today you get both!
Russian language was something that we wanted to add as soon as possible, but we wanted to be sure, that it will be on the highest possible level. Now, we are pretty sure, that loads of you will have more fun from playing Crossroads Inn!
What's more, we added key combination CTRL+F2 in Main Menu, which will automatically open Editor!
And the most important! We added Ranen and Kairn, 2 new Vedetas!
New Features: - Added Russian language. Please make sure to let us know if you encounter any text issues!
- Updated tenants. A "tenant" is a guest who is renting one of your Private Rooms. You can now train their attributes, and decide which of them should be their priority. You also need some specific equipment for training: - for Strength, Endurance and Dexterity - Training Dummy - Charisma - conversing with other guests (Vedetas can also improve it by using their special piece of furniture, a table with a mirror) - Intelligence - a Bookshelf, or any other piece of furniture that has books on it When an attribute improves, an icon will be displayed on top of your tenant. Note that if the tenant is unhappy and his basic needs are constantly being ignored, his attributes will be lowered!
- Added key combination CTRL+F2, which - when used in Main Menu - will launch the Editor. We have also removed an .exe file with the Editor as we found that some players have hardware issues preventing it from working. With this key combination, there should be no more issues.
- Having more than 50% influence with a faction, while having all of them unlocked, will cause the NPCs belonging to the former one to appear in your inn as potential tenants.
- Added 2 new Vedetas, Ranen from Velendis, Sambria and Kairn from Salebritte, Yorevale
UI: - The game will no longer occasionally prevent progress after hiring a Kitchenhand in the Tutorial. - You can now only select Repair command on objects that actually require repairs. - Deleting Stairs will now refund money. - Made it easier to place down portraits in Act 3; using CTRL should no longer be required. - A profesion of every potential tenant (adventuer, vedeta etc.) is now displayed on their info screen. - Recipes now correctly display which furniture is needed for cooking. - The game now treats Vedeta beds as normal beds, but only for Private rooms. - Tier 2 Servants are no longer bald. - Supply carts on the map now use a different icon than other, random carts. - Minor fixes to gui and icons.
Miscellanious: - Cleanniness of the room is now affected by the amount of clean and dirty furniture in that room. - Changed how room Quality is calculated - cleanniness, furniture and size matter equally. - Made changes to positive and negative traits of many pieces of Furniture. - Slightly nerfed Trovin's taxes in Act 3. - Guests infected with parasites can now bring them to your tavern and infect your furniture. Make sure to contain them before they spread! Please note that this requires Pests & Puppies DLC to trigger. - Repair animation now correctly uses a hammer. - Fixed a misleading typo on crafting buttons; it is now clear when you turn it On and Off. - Fixed an issue that prevented Sambrit from dropping its price after one of the quests. - Most Fireplaces can now be used as Grills.
Hellooooooooo guys!! How is this crazy quarantine going???
FIrstable, this madness has a crazy new price because we want most players to enjoy it and have a good time with this, so now it is more accessible for everyone!
Besides, we are working in several new "Poop" stuff! Soon you'll know!
Muahhahaha (crazy laughter)
PS: Remember to have healthy habits to boost your immune system! (Fresh fruits and vegetables, as Nick does!) Cheers :D
This is one of our biggest updates yet! It contains our latest map "Castello", where you plunder and raid a secluded island fortress and an expanded "Mountain Peak", allowing you to finally proceed beyond the castle gates in our Invasion gamemode.
View of the new throneroom on Mountain Peak
This update also comes with a large variety of new weapon and armor cosmetics to cover all your fashion needs.
Some of the new unique weapon skins
The Duel mode is leaving its beta phase. Due to this, we are resetting duel MMR. We have added duel leaderboards and the ability to display your duel rank in any mode, as well as rank decay. We hope these changes will incentivize more players to try out the mode.
Our loadout system has had a point rework, rebalancing it for 48 total points (instead of 16), which gives us a better ability to balance individual weapons, armors and perks. The aim is to promote more diverse builds, which was hard to do under the old point distribution.
Armory/Loadout changes, including a new team color preview
Last not but least, there are also numerous bug fixes and gameplay tweaks for an even better Mordhau experience.
Stay healthy!
Changelog:
Patch #17 Changelog 26/03/2020
Gameplay
Added new map: Castello
Added Mountain Peak expansion and new Invasion map
Added Vanguard’s Kettle helmet and variations
Added The Fallen’s Longsword skin
Added Court Minstrel's Lute skin
Added Spectacles wearable
Added Eye patch wearable
Added Cleaver skin set
Added Battle Axe skin set
Added Hunter’s Estoc skin
Added Hunter Hat and Scout hat variant
Added Hunter’s brutal Crossbow skin
Added Heavy barbute wearable
Added Crowned heavy barbute wearable
Added Crown wearable
Added Raider’s Greatsword skin
Added Velvet pauldrons
Added Elizabethan leg armor
Added Elizabethan sabatons
Added Plague doctor mask
Skirmish no longer has health regeneration
Buffed Noble on Crossroads and caravan door, lowered time to complete map
Added HP on kill for Iron company Grad commander
Kills and assists near objectives for defenders now award 50 objective points
Implemented duel mode MMR hiding if inactive (will show unranked)
Split Invasion and Frontline matchmaking
Invasion Taiga attacker time reduced from 15 minutes to 12 minutes, bonus time for each completed objective reduced from 5 minutes to 3 minutes
Added toolbox radius check for all toolbox placeables
Nobles no longer have knockback when inactive (prevents kicking them around)
Fix for various invisibility exploits
Combat
Re-added team hitstop
Movement now slightly more weighty/grounded and less jumpy
Reduced knockback across the board
Reduced lunge across the board slightly - this will make combat cleaner and less “slide-y” across the board
Stab feint & Stab combo feint windows reduced 25ms
Stab early release increased very slightly
Slowed down stand to crouch very slightly
Jump kick now 25ms slower than regular kick, no longer drains stamina but keeps momentum from the movement speed (no longer slows down suddenly)
Riposte chamber window is now the same as regular chamber
Removed overpower from non-shield ripostes, shields still have it
Ripostes no longer clash with non-ripostes
Added riposte hyperarmor - this means hitting someone who is riposting will hitstop your attack and force a short (300ms) lockout from parrying, preventing players from spamming attacks into a riposting player and instantly parrying their riposte hit trade. This will buff 1vX.
Shield wall ripostes can now be flinched (additional tweaks to shield wall will come in the future)
Can now parry out of shield wall ripostes like regular ripostes
Shield wall can now be lowered instantly with no recovery, allowing players to cancel them and start a normal attack or tap parry to get normal ripostes. This means you can also instantly parry during the raising of shield wall, or parry incoming jump kicks, aswell as getting regular hit trade ripostes by parrying.
Forward parry now disabled for teammates (will reduce range of parries of teammates, making it easier to hit around)
Kick feint followups now apply stab/strike lockouts like normal feints (fixes cases where kick followups could be used to bypass feint lockouts for stab/strikes)
Fixed shieldwall not draining stamina correctly on riposting out of it
Added a small knockback bump when landing on someone
Horse force rearing angle increased so it actually works now
Ladder raise/drop time reduced to 2 seconds
Chase mechanic can no longer be broken by abusing specific movement strafe combinations (This was a very specific technique to cheese the chase mechanic and will not affect the vast majority)
Chase mechanic activation time now 100ms faster (500ms -> 400ms)
Removed front chase mechanic from the game (was active on players holding ranged weapons or toolbox, throwables in hands)
Combattest: Added experimental blending time derivation based on pose analysis: this will automatically find blend values and lower/raise them based on animations the character is in, fixing ugly snaps in certain animation combinations and making some animations more responsive, making them less hidden.
Combattest: Added new mechanic that fixes/improves missing on purpose/combo misses - aiming at enemy attack tracers when parrying will now give a much faster parry recovery when it detects an attack recovery/release/missed combo windup/environment hit (includes team hitstop) - uses a modified parry box to detect and is easy to trigger, currenly has no sound or obvious indicator
Combattest: Added riposte feint (not the final iteration as it needs animation changes)
Combattest: Attack recoveries can now be parried and will now thud when hitting characters, reducing clipping and reducing lockouts, will still count as a miss on thud
Combattest: Increased feint lockout & regular parry recovery slightly for more punishable feints
Weapons & Equipment
Point system changed to 48 points (point costs are raised proportionally) - this will allow for finer balance between equipment, armor and perk costs and make the armory more sandboxy
Added heavy weight debuff - this is a new weapon attribute that will slow down the player by 20 units when holding a weapon in hand that has this debuff. Right now applies to Zweihander, Spear and Halberd and Polehammer in the future. This slowdown only affects walk and partial sprint speed (combat movement speed) and not maximum sprint speed for map traversal.
Medium chest now 2.5% slower - still faster than before the buff
Plate helmet now 1% faster
Plate torso now 1% faster
Light head now 1% slower
Light chest now 0.5% slower (overall this will reduce the movement speed disparity between the extremes very very slightly)
Leg armor is now cheaper than head and chest armor across the board - this will give points to loadouts using heavy, medium or light leg armor
Shortsword, Quarterstaff, Lute, Trainingsword, Bandage, Dagger, Axe, Beartrap, Mallet, Blacksmith Hammer, Pavise, Rocks, Smoke Bomb, Throwing Axes, Throwing Knives and Warhammer are now cheaper
Falchion now slightly cheaper
Billhook now slightly cheaper
Perks - Brawler, Fury, Tenacious, Scavenger, Friendly are now cheaper
Flesh wound perk now more expensive
Bear trap ignores horse armor now (dealing more damage to horses overall)
Poleaxe, Shortspear and Halberd stab can now force rearing against horses
Shortsword stamina negation nerfed
Zweihander is now cheaper - point cost reduced to 27 (9)
Zweihander now has heavy weight debuff
Zweihander main mode strike turncap more strict
Zweihander strike can no longer 2HTK plate helmet
Zweihander stab can now 3HTK plate legs
Zweihander alt mode strike damage buffed
Longsword now slightly cheaper
Longsword main mode strike stamina drain increased by 1
Spear is now cheaper - point cost reduced to 27 (9)
Spear now has heavy weight debuff
Spear can now 3HTK plate legs with stab
Spear main mode stamina negation increased by 1
Spear stab stamina drain increased on both modes
Greatsword strike & stab turncaps now slightly more strict on main mode
Halberd is now cheaper - Point cost reduced to 27 (9)
Halberd now has heavy weight debuff
Halberd strikes can no longer 2HTK plate helmet
Halberd main mode strike turncap slightly more strict
Halberd main mode combos 25ms faster
Halberd main mode strike stamina drain increased by 1
Halberd alt mode strike now has the same damage as main mode (reduces bonus headshot damage slightly)
Halberd stabs can now 3 HTK plate legs
Halberd damage vs medium chest increased by 5 on all attacks
Battle Axe main mode strike combo now faster
Battle Axe main mode strike turncaps more strict
Battle Axe point cost reduced to 15 (5)
Battle Axe raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
War Axe raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Poleaxe now 5cm longer
Executioner sword raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Eveningstar point cost reduced to 21 (7)
Eveningstar alt mode strike now has the same damage as main mode strike
Eveningstar raw damage against plate armor reduced slightly (same HTK’s, just slightly less extra damage)
Eveningstar strike turncap slightly more strict
Bardiche alt mode bonus damage vs plate helmet removed (same HTKs)
Bardiche strike turncaps slightly more strict
Bardiche main mode stab 25ms slower
Removed crossbow sway
Crossbow headshot damage vs armored increased by 5
Heavy Handaxe reworked a bit - now faster and less floaty, needs 2 headshots to 2 HTK plate head and reduced alt mode damage across the board so it is mainly for repairing now
Sledgehammer can now repair wood with stab, strike now deals more wood and stone damage
Throwable rocks can now be thrown and reloaded faster
Cleaver stab now flinches again, but has 25ms slower windup and no stamina on hit
1H Bastard sword strike/stab stamina on hit reduced to 5 (from 6)
1H Messer strike turncap slightly more strict
Messer strike damage against plate helmet reduced slightly, can no longer 2HTK
Rapier strike/stab stamina on hit reduced to 5
Arming sword stamina on hit reduced to 5
Shortspear stab 25ms faster windup
Shortspear stab damage increased
Shortspear stab stamina drain increased by 1
Shortspear strike stamina drain reduced by 2
Shortspear strike stamina on hit reduced to 5
Maul strike stamina drain reduced by 1
Estoc main mode stab damage vs plate legs increased
Estoc main mode stab turncap slightly more strict
Estoc alt mode strike turncap slightly more strict
Estoc alt mode strike leg damage fixed
Smoke bomb throw now faster
Deploy ballista now assists for builder if teammates use it to kill others
Training sword chambers now cost stamina
Visuals & Misc
Updated mod.io plugin - fixes some issues with mod downloads
Lowered maile hood now allows beards for head variants
Added hold interact animations
Fixed River exploit on feitoria
Fixed AI sometimes not switching to melee from ranged since last patch (usually in horde)
AI will now backpedal if acting defensive but not parrying yet
Fixed some instances of AI super quickly switching targets and jittering as a result
Grad commander no longer has knockback to prevent abuse
Improved Mountain Peak visuals
Ear hiding is now adjusted per helmet and more fitting
Fixed Catapult spawn grounding clipping into the ground
Small fixes and adjustments for Feitoria & Taiga baselevel & assets
Improved climbing animation blending
Improved forearm twisting
Less violent start/stop bounce when stopping movement (less crazy bumping forward and backward when suddenly stopping)
Slightly adjusted fade distance of the big blood pools to be same as the smaller ones
Changed how slow-climbs are forced, before it forced slow climb when in air, but now it actually checks how far off the ground the character is and how fast he's falling to determine whether a slow climb is necessary. This fixes cases where the character would sometimes do the slow pullup climb on objects that are very small and near the ground.
Can now climb on thin objects consistently as a vault
Added m.cinematiccamera console command can be between 0 and 1, usually some low value (default is disabled, 0) to enable 'cinematic' camera
M.headbob above 1 is now also used for non-cosmetic headbobs (like hits/parries)
Fixed a bug that caused some players to get disconnected from a server after a map change
Reworked how match rewards are handled so playtime can be rewarded for interrupted matches after a timeout period
Fixed vote map screen only showing 5 maps instead of 6 in certain conditions
Fixed join queue detecting servers with open slots as being full in some cases
Fixed projectiles stickying to parry box for shields (e.g. doing a tap parry and having the proj sticky in the air), it now only stickies if it hits the shield
Sound
Improved hit indicator sound
Hit indicator volume now gets adjusted with “Effects” volume slider
Improved arrow impact sounds
Improved blocking/parry sounds
Improved foley sounds
Improved mode switch sound
Improved melee hit sounds
Improved equip sounds
UI
Added duel leaderboards
Added dropdown to Player Menu where the user can select which rank they want to be displayed (duel rank or casual level)
Added health bar to view targets (when aiming at a player)
Added crosshair type dropdown (melee (angle) and ranged, melee (no angle), ranged, ranged only, none)
Added improved objective hint display in frontline and invasion, toggle can be found in game settings
Added server Message Of The Day popup, can be set in Game.ini on the server: \[/script/mordhau.mordhaugamemode] MOTDURL="http://www.google.com"
Added SpawnServerActorsOnMapLoad to Game.ini under MordhauGameMode, an array of strings of paths to actors to spawn on a dedicated server on map start. Useful as a hook for modders.
Added team color preview to armory (wearables tab)
Added button to Frontline and Invasion spawn menu which opens the mercenary list
Added subtle color gradient to equipment entry categories
Added slight shadow to floating HUD markers, improving visibility
Added interact widget to delivery spawns
Replaced matchmaking tile images with the winning contest shots
Two team scoreboard now inherits team colors from GameState (handy for modders)
Improved interact widget progress visibility
Skirmish now flashes the window/taskbar when a new round starts
Pressing spacebar (or enter) in the spawn menu will now spawn you at the selected spawn point
Decreased duration of the crosshair parry shield animation to more accurately match the parry window
Updated armory point bar to 48 segments
Fixed "Toggle UI Markers" bind not working (you might need to rebind it)
Hello everybody! There is a week after we release version 1.0.8 on the public beta branch. And today we bring this version to the official branch for everyone. If you still want to keep in touch with hourly/daily/weekly updates on the public beta branch, follow the instructions here: https://store.steampowered.com/newshub/app/1195020/view/1839097781061933722
There are some news things in the 1.0.8 version: 1. With all 5 playable characters, we always want to make each character look different from the others in the outlook, the sound, and the fighting style. In this update, we've added a new define called "damage type", which has two types of damage: physical and magic. Based on that, each character will have a certain damage type and the enemy is also resistant to one or both types of damage. This makes a little different and requires you not to be able to just abusing a single character!
2. As the most important part of the update, we added the main storyline after Nel returned from the outside world. You will discover a new dungeon, fight new enemies, new bosses and another secret boss (which can be a little hard to beat, but the rewards are so useful!)
3. Belong to the main storyline, you will be able to unlock 2 new Guardian Spirits. And do not forget, there are 4 great hot hentai scenes when reaching Bond Level milestones in the R18 DLC!
4. In previous versions, many players complained that the control of the characters was not good. So we have a small improvement, that the movement does not stop suddenly but smoothly. Hope you are comfortable with the current controls. Unless, please let us know your ideas and problems, we will find a way to solve it as soon as possible!
5. About game balance, there is no change in the enemy's or character's stat. But there is a very important change in the damage of skills. In previous releases, just only buffs and defensive skills are useful. The offensive skills proved too weak (not much damage). In the new update, attack skills will become stronger and stronger every time the skill level up. So remember to use it often!
6. One more thing about skills, you will find a few new skills useful in this version.
7. Did you feel the chests were trash, and you don't want to find them? Yes, we do. We deleted all current chests and hide a lot of new chests. The new chests will produce more valuable things like a lot of souls, skills, points or healing seeds. The more hidden chests, the more valuable they are, so don't miss them! Note: If you want to experience this update, you have to play a new save slot.
8. The main ideas we've listed above, but there are a lot of bugs that have been fixed, and many other things that your feedback or find out have improved. Writing too much is not a good idea, so we let you feel! Do not forget to leave us your feedback. To ensure the best experience, starting a new playthrough is the best solution. Playing the old save will sometimes cause conflicts or data duplication or imbalances. Please sympathize with us!
Version 1.0.8 is out, so what about next? Yeah, we always plan ahead for each game timeline, and here are the upcoming plans:
1. Of course, the first thing that must be developed during Early Access is the main storyline. Currently, there are many new bosses and missions ready for you to conquer. But wait, we still have a lot of dungeons that need to be completely designed first!
2. As mentioned above, we will continue to make new differences for the characters, including passive skills and special abilities.
3. We will add new puzzles as well as path finding, you will be able to use the special skills of the character to solve them!
4. Side quests - that's right, you didn't hear it wrong! In addition to the main quest, we will gradually put on side quests for you to explore and conquer. This will take a long time, so please wait patiently!
5. How about the new hentai scenes? Surely you really want to know about this right? We will consider doing extra hentai scenes, maybe paid DLC or free depending on the sale report. But that was after the official release of the game. And now there are 10 scenes for you to enjoy!
6. To make up for the lack of new hentai scene, we've done something else for you, which is the animation for the characters that appear in the dialogue. Our animator is finalizing the final characters, and it will soon appear in the game in the coming updates!
7. Enemy is boring! Surely many people after playing through a few maps will feel the same! That's right, we also see that, so we are improving the enemy to make them smarter, add more behaviors and add more special enemies. Trust me, you will like it.
8. Achievements will be added in some next version.
9. It's enough at this time, the others part is that we will listen to your feedback and make improvements or even new content if it is within our capabilities and does not affect our plans. we! So, do not hesitate to let us know your ideas! Comment here, post on the community or discord, send mail... We always read your feedback!