This article will help you navigate the Atlantica Global's purchasing process from Top up to item acquisition. But before you can access the 'Item Mall' feature you must finish first the Tutorials in-game, and accumulate some game time.
Step 1: Inside the game access the Item Mall tab (You must finish the Tutorial area first to have access to this feature).
Step 2: After clicking ‘Purchase GC’, a new window will appear, In that window you can pick the amount you want to top up using your Steam credits.
Step 3: After choosing the amount, a confirmation window will appear confirming your purchase. Press OK to proceed.
Step 4: A confirmation message should appear confirming your Top Up.
Step 5: Now access again the Item Mall tab and click the Item ‘Item Mall’, a new window must appear.
Step 6: This is the Item Mall interface where you can buy essentials to help you throughout the game.
Step 7: After choosing an item, kindly press the ‘Buy’ button and a confirmation window will appear.
Step 8: Back in-game, click again the Item Mall tab and click the ‘Item Pickup’ button.
Step 9: A new window will appear with the item you bought. Click that item and click the ‘Move to Inventory’ button.
Step 10: Congratulations! You have successfully bought an Item in the Item Mall!
A good mix of stuff for this week’s patch: - Sexy overhaul of the start menu, character creation, and end screens - New Features, especially Tips! - New content, rooms, icons, and of course… - Polish and bug fixes (most all from y’all letting us chill on your streams and from your typey-typeys in the #feedback channel - thanks for that!)
Not bad for another week in the Pixel Mines. Has it really been 20 Closed Beta updates? Damn!
-Enjoy!
Features: -- New "Game Over" screen added -- Added Gameplay Tips system - randomly generated tips on level transitions -- Tips are chosen on each new run -- Tips appear (or disappear and/or become more or less common) based on your experience level, current run difficulty, current Fan Personality, certain achievements being accomplished, Tip rarity, whether or not you have Twitch set up, etc. ---------------------------- Note: We do have some tester shoutouts in our Tips system, so if you DON’T want your handle in the game - we understand! Let us know and we’ll pull ya out. Except for @Gramstaal, whose 33 second run will forever live in analytics infamy.
Also: Give us a yell on Discord with a fun fact or a callout for yourself or other folks you’ve seen give good feedback and make sure we highlight the right folks - if you’re a frequent participant and we don’t do a callout for ya, it’s probably because of Doug. Somehow. ---------------------------
Content: -- Added new rooms -- Main Menu/intro screen revamp -- New Icons from Icon Swami @LeoFonseca: Covered in Carnage, Replicator, Crusher, Low Tolerance, Shopkeeper Outfit, Cash Dash, Acid Strike, Gadgeteer, Resilience, Wildshots -- New gadget - Glitch Gadget: rerolls nearby items into another possible item from the spawn pool that created it
Twitch: -- Minimap and Twitch chat widgets overlap much less on different aspect ratios (from @ChaoticFear19's stream and others) -- FaceCam re-enabled on Tutorial level wall monitors -- In-world Twitch Chat widgets should overlap more rarely unless yer like super famous and stuff
Polish: -- Chests now cache their spawned loot based on their seeds -- Character select widgets moved into 3D space from the HUD -- Fixed audio concurrency for Magnet -- Fixed an issue where magnets were able to mess up charging shovers and pushers mid-charge -- Recycler now bounces the PC less high in the air -- Sadistic Fans only show up on difficulties Hard and above -- The character select screen now shows a silhouette of locked characters to tease you, but won't let you pick them -- Abacus and Decimus and equipment visibilities are set properly for new New Game screen -- Fixed a potential bug with SpawnCages in DungeonRooms (noted on stream from @ChaoticFear19 - thanks!) -- Added the Gone Viral logo to the new main menu TV asset -- The character details widget in New Game now scales properly with an unknown character -- Announcer no longer clips on widescreen aspect ratios for large messages (thanks @Gruntled, good find) -- Moved two of the main menu mutants to poke through the bars less -- Polished You Win screen -- Adjusted the timings for the announcer dialogues at the beginning of the tutorial and starting level to be easier to read -- Adjusted the animations for the announcer dialogues at the beginning of the tutorial and starting level to better line up with the dialogue -- Moved the "loading" text in the loading new game UI card to the center, made it larger and brighter, and it now animates in instead of sitting on screen from the start -- Death now goes to the new end of run screen, just like victory -- The arrows have been removed from the buttons on the new end of run screen -- The buttons on the new end of run screen can be properly navigates with a gamepad or keyboard -- Adjusted the highlight and pressed colors of the buttons on the new end of run screen so that I can see the change in colors -- Added data for loading screen Tips to the game -- Added font support for BoldItalic, etc. to NotoSans/Rich Text -- Re-scaled Achievement Completed widget for 4K/other resolutions -- Initial pass on showing an enabled webcam feed on the main TV in the main menu -- Tuned size of monitor widget for StartScreen -- Set webcams to scale properly -- Adding a static channel change image and audio transition to the main menu tv asset -- Added movement to Camera/Boom Mic on StartScreen -- Added Static Texture to TV channel change on Main Menu TV -- Fixed an issue where the main menu tv's static sounds were playing while the initial company logos were up -- Fixed an issue where disabling your webcam could cause the disconnected webcam text to appear on the main menu tv -- Fixed an issue where the main menu tv would default to static if nothing happened to update it -- Moved the character details widget back into HUD from World space -- Winning a run now plays the main theme while you are in the ending UIs -- Updated animation montages for Doctor Death: Fire Giant Syringes, Resurrect Surgeons -- Updated Covered in Carnage Icon with newer version from Leo -- Updated Game over screen art with updated key art render -- Added further Gameplay Tips -- Polished Tips system -- Airdrops and the Tips system both now use the proper Custom Fan Name where appropriate -- Game music now continues to play during loading screens -- Game music no longer resets to the start of the song when you start a new floor -- Fixed an issue where you would hear a tiny snippet of the combat music every time you entered a new level -- Significant cleanups to how we handle music in general -- Added webcam monitor on StartScreen- animated, appear/disappears when webcam is active -- Adjusted static sound for main StartScreen monitor -- Main StartScreen monitor only occasionally flips over to webcam -- Added ability to adjust drift min/max per instance for boom mic and camera -- Tuned start screen camera/boom drift to reduce the "Dramatic" in "Dramamine cinematic" -- Bulletproofed the combat sound check in SpawnManager -- Adjusted the ability of the webcam widget to fill available space -- Reduced the volume of the new main menu screen static sound -- Fixed an issue where the main menu screen static sound would double play -- Increased the length of the main menu's tv static effect -- Added the tv's static effect when selecting between characters -- Slightly repositioned the camera on the main menu to not overlap the corner of the webcam TV -- Fixed an issue where music was not properly checking if it was already playing before it was being modified -- Fixed an issue where the main menu tv static effect was being played while the loading screen was up -- Fixed an issue with trying to destroy music that had yet to be created -- Rotated the tutorial camera oompa in the dash room so he snaps less aggressively toward the player -- Added more prisoners to start screen -- Added extra Tips and Tip functionality -- Updated Demo text in Main Menu to tell ya what the demo is all about -- Removed a Mutation from the Murderpedia that isn't actually findable yet to avoid frustrating completionists -- Created main menu version of Decimus armor material to fix rendering errors
Developer Notes -- [DEV] Small cleanups to the level elevators and their interactions with the demo mode -- [DEV] Changed how starting a new run interacts with the demo mode -- [DEV] Changed demo mode to end the run after the second floor -- [DEV] Changed demo mode to no longer wipe your unlock data each run, but to just not apply the unlocks instead -- [DEV] Secret doors now detect when they are openable in a different fashion -- [DEV] Prototyped Scanner Eyes mutation - reveals secret doors and creatures' exact hitpoints -- [DEV] You can no enter the character select screen when in demo mode -- [DEV] Demo mode no longer ignores your unlocks -- [DEV] Added some backend prep for Daily Leaderboards -- [DEV] Rerolling backend in place for Spawnmanager -- [DEV] Updated all discord web links to the new custom invite link -- [DEV] "CLOSED BETA" becomes "CLOSED BETA DEMO" on the leaving main menu card when in demo mode -- [DEV] Character select is once again available in demo mode -- [DEV] Steam achievements can't be completed when in demo mode -- Fixed an issue with Abacus's textures in the character select screen -- Fixed saving issue with certain kinds of Pods which could duplicate mutations -- [DEV] Added support for Rerolls to work on items in Pods -- [DEV] Added support for Reroller Gadget ("Glitch") -- [DEV] The text on the end of run screen now changes slightly if you are in a demo build instead of the beta build -- [DEV] Fixing an odd loading error in the RichTextImages table -- [DEV] Fix for UE4 cooked build issue -- [DEV] 2nd Fix for UE4 cooked build issue -- [DEV] TwitchConnector cleanup -- [DEV] Added public names/icons for prototype mutations
We have released a very tiny hotfix mostly focusing on Linux users! You can discuss it on the forums.
Full Changelog 3.3.3: - Fixed a potential security issue. - Added support for Linux to get access to the currently released rulers for the Monarch's Journey. The rulers for Linux won't be continuously updated however (nevertheless those unlocked will suffice to get all CK3 perks).
The Porsche Carrera Cup Germany 2019 season is now available in RaceRoom! Creating champions since 1990, the one-make series by Porsche has always delivered its share of racing action and excitement. The sprint specification of this car means no ABS, no Traction Control, limited allowance in car setup adjustments as well as stiffer suspensions. The Carrera Cup is a series of pure driving skills.
The 2019 crown went to French driver Julien Andlauer, who finished just 2 points (and a half) ahead of Michael Ammermüller (DE).
The 2019 calendar visited Hockenheim, Autodrome Most, the Red Bull Ring, Norisring, Zandvoort, Nürburgring and Sachsenring. All those tracks are available in RaceRoom for you to immediately recreate the excitement of the Carrera Cup from the comfort of your home and become the virtual champion amongst this huge field of beautiful Porsche liveries.
And remember: the original Porsche 911 Carrera Cup (964) from 1990 is also present in RaceRoom for that back to the roots racing feeling! - Olaf Manthey's livery on the Porsche Carrera Cup 964
Hey everyone, it’s exactly as it says on the tin. We’re going to be delaying Last Regiment’s release date from May 19 to June 2.
We’re sorry the delay happened at the very last minute, but we had to think very carefully about if we could launch with the sort of marketing work we had already done, and the answer was no. We need more time to get the word out, to get those ads up and emails sent, and just overall be better prepared for when the game finally releases. As a bonus, it gives our team some extra time to do easy last-minute bug fixes and quality of life changes too.
Unfortunately, that means our big countdown isn’t quite going to last until June 2 anymore, but in case you wanted to see what the rest of the art looked like, we uploaded the rest of the countdown art over at our blog page!
As always, our ears are always open to your feedback and comments. Come talk to us either here or on our Discord!
We've got a new update for CameraBag users! This one adds the ability to favorite your most-used filters (click the star next to a filter name) and they'll be added to an easy-access list at the top. More info is available over on our blog: https://nevercenter.com/blog/index.php?pid=42
We have thoroughly remade the location “Italy” and would like to show you the updated map “Calabria” for mixed battles.
Hello everyone! Not so long ago, we introduced a “black list” option for locations and missions, in which each player can add maps that are the least enjoyable to them for play. One of the front runners in dislikes was the location "Italy" for mixed battles. We analyzed those aspects that the players did not like in this location, and worked heavily on the issues. Today we would like to introduce you to the updated location that we called “Calabria”, and the changes that will happen there with the release of the next major update of War Thunder.
City planning
The small houses of old “Italy”, connected by countless fences and small gardens, formed a complex labyrinth in which it was sometimes difficult to understand where the enemy was shooting at you from, even if it was sitting a dozen metres away. We have ruthlessly bombed the old town! Now the layout is clear and understandable, split into quarters. There are no more labyrinths, at the same time, through-shooting corridors from the suburbs have also disappeared. Amongst the smoking ruins, it has become easier to navigate, and camping will now be more difficult.
Fences, fences ...
Fences and barriers are beautiful indeed. But in a tank battle it’s quite difficult to get through the fence jungle, especially when you need to quickly capture strategic points. In addition, the HEAT shells that are popular with players are often primed by interfering fences and obstacles, and do not reach their final target. Get off the fences! We removed most of the fences from the location, those that have remained usually did not interfere with driving and shooting.
How’s that?!..
Alas, the through shooting of the town from fields close to the respawn of both teams was a real plague for “Italy”. Moreover, you might have been shot throughout the entire map, directly from the enemy respawn base. The campers’ paradise is over. The landscape of the “Calabria” has been corrected to exclude through shooting in the town, and reduce the possibility of camping from the surrounding fields. We have also protected the respawn points of both teams from distant hits.