Albion streamer FlaccidBaron is no stranger to creative gameplay, often trying out new builds and playstyles in his videos. (You can read our Streamer Spotlight on him here). Recently, he launched a new project: to make a billion silver in Albion Online using a wide variety of tactics, and to document the process for his viewers.
What gave you the idea for this series?
A lot of other similar games have story-driven content. I feel like Albion videos are mostly PvP montages, so I wanted to bring more of a story-based series to the game – the story of how I built my way up to being a very rich Albionian.
What has the community reaction been like?
Very positive. I get private messages ingame and on Discord all the time asking "when is the next episode". So I know I’m doing something right.
Has this series given you experience with new features you hadn't tried yet? I know Faction Transport Missions were fairly new to you.
Yes many. There are so many diverse ways to make money in the game. When people ask "what's the best way to make money?" I can’t really answer that. I can give them suggestions on what to try, but in the end there are so many good methods it's hard to pick just one.
Any unconventional money-making ideas you've discovered along the way?
My audience is always pitching new ideas to me. Some are a bit weird but surprisingly work. One method I never thought would work was buying runes in bulk and enchanting gear, then selling it for a huge profit. I guess some people pay for the convenience of not having to enchant items themselves.
What are your current favorite builds?
The thing I love most about Albion is the variety of builds and the ease of switching between them. So this answer changes almost every week. Currently, however, I'm really in love with the Bloodletter. It has so much damage potential while also being able to make a quick getaway if you need to.
Any ideas for future streaming series along the lines of this one?
As soon as I finish this series and finally become a billionaire, I feel like the obvious next step is to see how quickly I can get back to zero. Full T8.3 solo ganking maybe?
Check out FlaccidBaron's "Road to a Billion" series below, and be sure to subscribe to his channels!
Vampire: The Masquerade - Coteries of New York - jglowacki
Hello dear members of #vamily! I hope this message finds you well and healthy!
Now here comes an announcement, many of you were waiting for – in the next couple of months Vampire: The Masquerade – Coteries of New York will be getting new language versions on Steam and the first one we can confirm is Russian!
Soon we will share further announcements, unveiling other languages you’ll be able to play in. For now we have completed paperwork and allocated resources to sign the agreement with very talented group of Russian and Ukrainian translators.
I’m sure that many of you are angry that it takes so much time to finally sign proper localization documents and we understand you. We’re doing the best we can to add new languages as soon as possible. Yet, as small indie studio which self-publishes Coteries of New York we need to find a lot of money to be able to pay for translations and it’s expensive if you consider that the game has around 210 thousand words in dialogues and narrator’s text!
Still, we’re almost ready to announce more languages coming!
Stay tuned and look out for news! Thank you, as always, for your tremendous support! We’re always open for your feedback and suggestions and we encourage you to take part in discussions.
Best regards, Jacek
//
Здравствуйте, дорогие члены #vamily! Надеюсь, это сообщение застанет вас в здравии и благополучии!
А вот и объявление, многие из вас ждали - в ближайшие пару месяцев что Vampire : The Masquerade - Coteries of New York получит новые языковые версии на Steam, и первая, которую мы сможем подтвердить – это русская!
Скоро мы поделимся дальнейшими анонсами, открывая другие языки, на которых вы сможете играть. На данный момент мы завершили оформление документов и выделили средства для подписания договора с очень талантливой группой русских и украинских переводчиков.
Я уверен, что многие из вас злятся, что на подписание документов по локализации уходит столько времени, и мы вас понимаем. Мы делаем все возможное, чтобы добавить новые языки как можно быстрее. Тем не менее, как небольшая инди-студия, которая самостоятельно издает Coteries of New York, нам нужно найти достаточно много денег, чтобы иметь возможность оплачивать переводы, и это дорого, если учесть, что в игре около 210 тысяч слов в диалогах и текст рассказчика!
Тем не менее, мы почти готовы объявить о появлении новых языков!
Оставайтесь с нами и следите за новостями, так как вскоре вы можете ожидать больше объявлений о локализации! Спасибо, как всегда, за вашу огромную поддержку! Мы всегда открыты для ваших отзывов и предложений и призываем вас принять участие в обсуждениях.
So there was a big update for the little-known horror Wild Russia, which appeared on Steam on April 28.
Updated barriers. Thanks to new visual cues, finding out how much is left to activate leverage is easy.
Updated leverage. You will now hear distinguished sounds of lever activation and deactivation.
Updated snow. Snowflakes will not fall through the roof and you can hide from the snow indoors.
Achievement. Now you will not receive the most difficult achievement "Lost in Russia" instantly. Will have to "try" to execute it.
Advanced settings. Now you can limit the number of frames per second by setting an arbitrary number in the settings. Vertical sync has also been added.
Convenient return. Now it is not necessary to press the “Continue” button to return to the game during a pause, you can do this by pressing the “Esc” button.
Easter egg. Easter egg.
About music
We would not have to write about this without having received so many questions related to music in the horror Wild Russia. As soon as the game came out, it used a remix of one popular song by a British band. This caused some problems. In the first update, this track was replaced with a cover version of "Zero" (gr. Coffee) from a Russian artist, who is in the game to this day. This saved the creators of video content with the game Wild Russia from "strikes" in the AP. Therefore, do not worry about videos or broadcasts. Actually, that’s all you needed to know on this topic.
About unreasonably high prices
In the CIS countries, as well as in some European countries, the price for the Wild Russia project is much higher than in Russia. This is because for all other countries except Russia, prices were set automatically based on a single price for the United States at $ 19.99. As it turned out, the price difference was more than significant, but they did not change it. This is due to the Steam rules, which prohibit the provision of discounts for 30 days after the price change, which is not desirable for the Wild Russia project, since it participates in a seasonal sale with a 75% discount, which will be held on Steam in the summer. Upon completion of the sale, perhaps the price will be adjusted for some countries.
Future projects
At the moment, an unannounced project under the temporary name Utopia Project in the adventure genre is under development. You can find out the first news on the project on our website Andreev.world, as well as in communities in the social networks.
Start your weekend with a blast and save BIG for this short time only! Bump up your Bomber Royale game now and look cool doing it every time in the future.
We’re bursting with joy to present these awesome deals:
Bomber Royale Styles Pack (750 Credits)
250 Bomber Royale Coin Boost (2200 Credits)
Bomber Royale Styles pack includes the Smashing Pumpkin, Howlug, and Sticky Ichor Rubber Bomb styles along with the Jack O’ Lantern, Big, and Blastflower Sticky Bomb styles. The 250 Bomber Royale Coin Boost will double down on the next 250 coins earned through Bomber Royale. That’s not all, there’s an additional offer for a Botanical Blaster Pack with reduced price!
These special blast sales will last from 4:00am PT / 11:00am UTC on Friday, May 22 until 4:00am PT / 11:00am UTC on Monday, May 25.
Be the bombdiggidy in Bomber Royale and show them what you got!
First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.
A few highlights:
The galaxy is now a lot more configurable. You can now use ‘Regions’ for local hotspots and for the general shape and design (amount and type of stars etc).
We have added the ‘Scoreboard’ to the old player overview (Button: B). You can now see a lot of stats and info in a leaderboard style
The Registry now allows to directly jump to a system with the ‘show on map’ button
Please find the full changelog added below.
There is one caveat, though: the flexibility for the galaxy-setup, database changes and other adjustments, now require a new game start. As already announced, old savegames from the previous Experimental phases are no longer compatible anymore.
The good thing: starting a new savegame will allow you to play the updated story missions and explore the reworked POI, as those cannot be updated in existing savegames as well. :)
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum
Have fun with Phase 4 - and tell us what you think about the changes! :)
= CHANGELOG =
GALAXY & GALAXY CONFIG
Better elliptical galaxy generation, improved naming algorithm for stars.
Added REGIONS: up to 99 StarRegions & StarClass are possible (See GalaxyConfig for examples)
Updated GalaxyConfig.ecf and created new galaxy appeal, using the new techniques
Added in-line documentation an info to the GalaxyConfig.ecf
Warp target playfield names 'around the sun' got renamed from f.ex. 'Ellyon_0,0,-1' to 'Ellyon [Sun Back]'
All warp target playfields are now PvE
Add player/hover target position to system/galaxy maps. Make input boxes bigger to accommodate full sector coordinates.
Info cards in the system map for sectors will now show a class of the playfield
Added display names for space sectors map
First draft of galaxy nebulas
GAME WORLD
Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
Adjusted TemperateStart planet and starter zone
Decreased spawning of ground AI on TemperateStarter
Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
Updated: Moved Legacy galactic territory to new position + changed content
Updated playfields: Increased spawn probability of asteroids in space slightly
GAMEPLAY
TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
Added Titanium Rods to MA Corp Traders
First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)
SCOREBOARD
Added Ranking to scoreboard ( press B )
Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
Added sections to scoreboard window: Player, Player's Faction and All Factions
REGISTRY
Registry now remembers last selected entry and selects it again when reopening
Added "Show On Map" for selected stars and solar systems
Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry
POI & BLUEPRINTS
In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
Manually spawning blueprints: limiting the move down into terrain until the first device
Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit (see possible values and default in an gameoptions_example.yaml)
Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
Updated: Small adjustments to Ancient Revelation Control-Station POI
Updated: Xenu POI groups (standard, advanced and special POI)
PDA, DIALOGUE & MISSIONS
All Story Missions are playable on all starter planets now
All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
DialogueSystem: added function GetInstanceTicket()
DialogueSystem: added dbglobal_int
Allow optional scenario Localization.csv (SP and MP!)
BALANCING
Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
Reduced RP gain from killing a member of an NPC faction
DATABASE
Now logging player AI vessel destruction
Now logging player completed PDA chapters
Added network profiling data (package count + size), added IsPvp flag for playfields,
Added dialogue states visited, player structures visited, build nr and version, player credits
CONSOLE COMMANDS
ConsoleCmd GalaxyConfig: added output where the config file is loaded from
Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!
== BUGFIXES ==
(Experimental 12.4 2913)
Fixed: Regeneration of asteroids, POI's etc not working
Fixed: Can’t click "New Game" with some languages
Fixed: Terrain "Walls" appearing in or around structures
Fixed: Planet resource deposits are identifiable with map marker
Fixed: Clone chamber does not appear in the respawn options
Fixed: Autominer cannot be upgrade to T2 and T3 anymore
Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
Fixed: Unable to warp to a waypoint setup in another star
Fixed: Difference in distance between the warp line & "Lock button" distance
Fixed: Infinite fuel/CP access exploit with faction "none" POIs
Fixed: [MP] Vessels don't load/update in correct position for other clients
Fixed: Waypoints persist after picking up a waypointed terrain placeable
Fixed: Added touchable collider to station console hologlobe element
Fixed: Alien turrets should not attack predator animals (like spiders) any more
Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
Fixed: Wipe command to work also with the new DB
Fixed: Label anchors for player position and other labels
Fixed: Incorrect display of LY label and distance in sector list
Fixed: Solar panel in space not producing energy bug
Fixed: Exception sometimes when opening system mapMode
Fixed: Menu tab not updated to system map when double clicking star to open console Window
Fixed: Missing entry for LY distance
Fixed: Access Constructor step did not work in RP-2 tutorial
Avoiding exception when ticks get out of bounds and opening player window
Fixed: Wrong tooltip for minimap when in various screen aspects
Fixed: Legacy planetary playfield issues
Possible fix for sometimes flickers when switching between system and galaxy maps
Fix for bookmarks in instances not showing up
Fixed missing scrollbars in system description panels
Fixed sorting visited star system list
Registry: fixed problem that two entries for some objects appeared
DB: fix for communication abort when entering a server the very first time and opening the player window
A couple of handy features have been added, plus some fixing/balancing.
ADDED: - A New Game Plus option called 'Attack Debuff Mode'. This makes ALL attacks have the effect you can get via the AML HQ upgrades, where it reduces the target's stats for a turn. This includes attacks against you! You can still get the HQ upgrade, which should make it twice as powerful for the player i.e. you get 2 debuffs per hit. Have only tested for like 5 minutes, so this may be terribly unbalanced; consider it an experimental mode.
- You can now click on the little Map that comes up via the 'Map' button, which will jump the camera to the corresponding point in the world.
- You can hold the Space bar while moving around the world, and the usual camera jumps will not happen. So it won't move the camera to show nearby AI moves, or jump back to you at the start of your turn. Use to explore the map while the AI is doing stuff or your party is auto-moving somewhere. But use carefully, don't walk into a load of enemies while not looking!
CHANGED: - I have changed the rules for when AI parties fight. They had a rule similar to the player where 1* battles guaranteed no casualties. However, there are actually cases where they should lose a 1* battle, such as having a vast party of low level agents - their large agent count and cumulative level can potentially make the difficulty calculation go low, but those agents would actually be useless in battle. The change is that the AI no longer gets the 'autoresolve safe' rules when attacking a) player bases or b) settlements given to allies by the player. This will make these settlements more likely to hold against spammed lower level parties, especially if they are much lower level.
Barely tested this, and it might make no difference at all, but let's see how it feels.
FIXED: - You could load the 'start of last turn' save right after a cutscene plays to get put back just before the cutscene, but then it would no longer play and basically break the story mission sequence. It was meant to skip making these saves so you couldn't do this, but my genius code actually didn't work as I thought. Now it does not save on turns where a cutscene plays, so loading the autosave will put you back to the start of the turn on which the cutscene was triggered e.g. before attacking enemy capital. Tested a grand total of 1 time, on 1 cutscene, so advance with care. Or, don't save scum the story decisions, cheaters!
--------------------------
Probably going to only do weekly patches from now on, unless urgent bugs come up. Got a couple of other balancing and QoL things to look into. Keep an eye out for glitches folks!