Mermaids are getting meatier and meatier, ideally we only need 2 more events and the needed Boss battle before we start wrapping them up!
Additions and changes:
Mermaid can now declare wars around the Kingdom!
The Mermaid Reign now uses the new lighting system that, after this test phase, will be used in the rest of the game
Mermaid Celebrations will be held when they manage to raid someone and get their loot
There's treasures to snatch in The BIlge now, dowries stolen from the Reigns the Mermaids raid!
New Slime Route step added: "Battle and Fall"
New Slime Route step added: "Rise of the Slime"
A completely new mechanic is now live: Reigns can now get destroyed in a couple ways if that happens their original occupants will choose a new leader and claim it back!
Patch 3.15a brings a new map for the overrun fans, rebel tutorial fix, various bugfixes and balance tweaks. Be sure to take a look at the patchnotes below!
or_desert (by Akos223)
Patch notes
Maps
- Added new community map called or_desert (Made by Akos223). - Fixed rebel level turorial. - Updated: hlw_skyfight, or_hot_sand. hlw_uzvara: - Added a little detail. - Added new lighting. - Fixed minor bugs.
Balance
- Removed view distance for combine dropships. - Reb. Barracks now requires billet instead of junkyard.
Medic: Heal ability can no longer be used on the unit itself. Acid antlion: Attack range reduced from 750 to 704. Vort: Dispel range increased from 448 to 512.(More chances now to stun units with SG). barricade: added "defense" attribute. Metropolice: price for weapon switch from pistol to SMG changed from 15/7 to 12/0.
Misc
- Fixed lag spike when attacking certain units or buildings, or when ordering constructors to repair a building. - Fixed Rebel veteran not being able to switch enemy targets while in steady position as well as not being able to shoot from garrisoned buildings. - Fixed various units not waiting for their attack animations to finish before switching orders. - Added death sounds to shield generator. - Fixed cancel ability on multiple buildings being constructed only canceling half due the units list being modified during the loop. - The burning effect on the molotov in air no longer causes damage to units. Damage is only caused when burning on the ground. - Fixed molotovs not doing any damage against buildings. - Fixed: unable to move Vortigaunt when doing dispel ability during attack animation. - Fixed glow effects not directly disappearing when a Vortigaunt is killed. - Fixed: units could attack not fortified control points.
Hey, folks! This post also appears in the 30XX feed. If you've seen it there, disregard!
We're happy to get to announce that 30XX will have a playable demo during this year's Steam Summer Festival! You'll be able to get a taste of where the game's headed well before we get there.
We intend to treat the festival week a bit like "Early Access Week Zero" for 30XX - we'll be listening to your feedback, chatting with you about the game (on Discord and on our Steam Community), and iterating as we go! The demo features two of the game's level themes (of 10!), and a light look at our overhauled roguelike progression system. Hope you're ready! The demo will go away when the festival ends (June 14th). We'll be doing some more public streaming/community chats/etc around that time, too! Stay tuned.
--
If you can't wait for the 9th to dig in with the 30XX community, we're also starting up a series of 30XX Town Hall chats on Twitch (https://www.twitch.tv/batterystaplegames). The next one is this coming Friday, May 29th, at 4PM PT. We'll be digging into Ace's new systems, talking about the upcoming Steam Festival, and more! (We might also share some new level stuff.. if it's ready in time. We'll see!)
Hope you can join us - thanks for reading! Stay safe, contractors.
Today I want to tell you a little secret about building history in the game. During the gameplay you will face certain choices that act as a butterfly effect...
What decisions you make or what you do during the beginning of the game will determine how David's story ends.
Remember, there are no right or wrong answers. Everytime you make a decision you may wonder if you're doing the right thing or if your actions have any influence. You may think that being kidnapped by a psycho is a lost cause - your survival depends on him. But the reality is that you create your own fate and your decisions affect the gameplay.
I have prepared the game in such a way that once you fulfill certain conditions, you can open various endings with your choices. But remember, they won’t be obvious. Each of the ending covers a different secret about the whole story. Which version will be happy medium? Maybe this all event could've been avoided? Did you help David? Are you happy with your choices?
I leave you with these questions, see for yourself....
A bunch of bugfixes! PBS materials not casting shadows should be fixed, fixed performance regression due to OVRLipSync and Steamworks integration should finally work both on Windows and Linux. Sorry there's not more, I'm feeling a bit brain dead and trying to focus on the new facets and blocking feature ^^;
New Features:
- Added GetUserAnchor and IsUserAnchored nodes (requested by @ProbablePrime)
Tweaks:
- Draggables (Joint, Slider) now send grab events to the components on the same slot -- This fixes Sliders and such now working with GrabbableAvatarPoseFilter (reported by @H3BO3) - Downgraded to OVRLipSync 1.43 due to performance problems with the new version (reported by @Shifty | Quality Control Lead)
Bugfixes:
- Fixed Linux builds (both client and headless) using Windows version of the Steamworks.NET wrapper - Fixed Linux build of headless including wrong name of the native Steam API library (reported by @Enverex) - Fixed missing shadows on most of the PBS metarials (reported by @H3BO3, @LucasRo7, @GearBell and investigated by @Shifty | Quality Control Lead ) - Wrapped async delays to properly restore synchronization context and updatable context on continuation -- This fixes flood of exceptions from DelayImpulse node after the node has been destroyed (found in a log from @Hayden (PolyLogiX - ZyroDesign)) - Added filtering of invalid/out-of-range values coming from the tracking system, potentially corrupting the user proxy and causing the user to get respanwed -- This can potentially fix the userspace avatar proxy being respawned as reported by @FuzzyFoxe - The userspace proxy avatar won't get respawned anymore because of exceptions (based on issue by @FuzzyFoxe) - Added a mechanism to notify materials of video texture change in cases where the texture is updated by the video playback engine (this is done to potentially fix an issue reported by @H3BO3 where the textures break sometimes) - Added a guard against enormous or invalid sphere check values when releasing objects - Added maximum size clamp for collider dimensions (1e6 currently) to prevent enormous colliders from corrupting the calculations in the physics engine and causing world crashes or random user despawns (reported by @Turk and investigated by @Shifty | Quality Control Lead)
I could have sworn I heard you moaning in the deserts of the canyon: “The companions are not doing what I want them to do!”. Well, they sure are not the brightest, and sometimes you gotta tell them what to do, but at least they don't waste any of your ammo. However, I understand your concern and that's why Colt Canyon features a cooperative game mode in addition to the single-player mode! So, if you do not feel like fighting your way through the canyon alone or with companions that don't match your skill, grab a friend, double the firepower, and double the fun!
Activate the second (or exclusively on PC the experimental third or even fourth) player on the character screen and choose your weapon of choice. Afterward you start the run just like in the single-player mode: Make your way from left to right and back again. The difference is that an additional player-controlled gunslinger helps you out on your mission to save your partner, both shown on one single screen. Do not stray too far from each other tho - it could be fatal!
Away from it all you get the proven Colt Canyon experience: Nine stages, three bosses, dangerous wild animals and traps, and more weapons than you can carry. Ah, of course the opponents noticed you getting support! Two gunslingers are much more effective than one alone after all, so the difficulty level scales up a bit with a second human player. You don't want it to become boring, right?
Team play is of course required! It is essential for survival to give each other fire protection, to heal each other in case of emergency, and to share weapons and ammunition. Another interesting aspect of the cooperative game mode is tactics. For example, when you play together with a friend, the bosses can be defeated using completely different team play tactics. But it is best to try it yourself!
There are two ways to enjoy Colt Canyon together: Play in front of one machine (Player 1 with mouse and keyboard, player 2 with a controller, or both with controller (recommended)) or - if you want to keep a safe distance from another with Steam Remote Play Together. Nowadays I recommend the second one because of course keeping a safe distance will save people not only inn the game but also in real life!
Oh, one more thing - in case you have not seen it in the video yet: Colt Canyon will be released very soon! Stay tuned for more details on that in upcoming updates!
Hey, folks! We're happy to get to announce that 30XX will have a playable demo during this year's Steam Summer Festival! You'll be able to get a taste of where the game's headed well before we get there.
We intend to treat the festival week a bit like "Early Access Week Zero" for 30XX - we'll be listening to your feedback, chatting with you about the game (on Discord and on our Steam Community), and iterating as we go! The demo features two of the game's level themes (of 10!), and a light look at our overhauled roguelike progression system. Hope you're ready! The demo will go away when the festival ends (June 14th). We'll be doing some more public streaming/community chats/etc around that time, too! Stay tuned.
--
If you can't wait for the 9th to dig in with the 30XX community, we're also starting up a series of 30XX Town Hall chats on Twitch (https://www.twitch.tv/batterystaplegames). The next one is this coming Friday, May 29th, at 4PM PT. We'll be digging into Ace's new systems, talking about the upcoming Steam Festival, and more! (We might also share some new level stuff.. if it's ready in time. We'll see!)
Hope you can join us - thanks for reading! Stay safe, contractors.
The servers will undergo maintenance and server update on Tuesday, May 26, 2020, starting at 18:00 server time. The downtime will be approximately 1-3 hours.
Reason:
Routine server checks
Spring Golden Pig event will end.
Hero Band and Master & Disciple list will be reset.
Infinite Dungeon ranking will be reset, and points will be distributed to the top 50.
We'll update this post when the maintenance is complete, and servers are available. Thank you for your patience during the maintenance.
When these two forces collide, their strength is unparalleled.
On May 26, Trinity Prime and Nova Prime return to the Origin System! Find their Relics, build their parts and restore these two Prime Warframes to their former glory. Get instant access to everything with a Prime Vault Pack, which includes three Prime Weapons and exclusive Prime Accessories!
TRINITY PRIME AND NOVA PRIME DUAL PACK FEATURES:
With these two legendary Prime Warframes, nothing will stand in your way. Get Trinity Prime, Nova Prime, their Prime Weapons and Prime Accessories instantly with a Prime Vault Pack! - 1200 Platinum - Trinity Prime Warframe - Nova Prime Warframe - Dual Kamas Prime - Soma Prime - Vasto Prime - Kavasa Kubrow Prime Collar (with Prime Gene Masking Kit and Incubator Upgrade Segment) - Kavasa Kubrow Prime Armor - Edo Prime Armor Set - Velorum Prime Sigil - Naviga Prime Sugatra - Trinity Prime and Nova Prime Glyphs
TRINITY PRIME PACK FEATURES:
- 400 Platinum - Trinity Prime Warframe - Dual Kamas Prime - Kavasa Kubrow Prime Collar (with Prime Gene Masking Kit and Incubator Upgrade Segment) - Naviga Prime Sugatra - Kavasa Kubrow Prime Armor - Trinity Prime Glyphs
NOVA PRIME PACK FEATURES:
- 400 Platinum - Nova Prime Warframe - Soma Prime - Vasto Prime - Edo Prime Armor Set - Velorum Prime Sigil - Nova Prime Glyphs
TRINITY PRIME ACCESSORIES PACK FEATURES:
- 200 Platinum - Naviga Prime Sugatra - Kavasa Kubrow Prime Armor - Prime Gene Masking Kit*
*Note: The Prime Gene Masking Kit will be included in both the Trinity Prime Accessories Pack and the Trinity Prime Pack!
NOVA PRIME ACCESSORIES PACK FEATURES:
- 200 Platinum - Edo Prime Armor Set - Velorum Prime Sigil