Jun 24, 2020
Florensia - lauder
Dear Florensians,

The Essence System is now live! Boost your weapons and armor by collecting monster essences in battle and enjoy the largest amount of new items and recipes ever added in the game!

As an added bonus, we have a 20% AP Sale as well as a Double EXP Event running! Have fun!

Your Florensia Team
Jun 24, 2020
MORDHAU - elwebbaro
Patch 18 is here!
Coming with this update is a variety of content and gameplay additions - starting off, we hope you'll enjoy our newest weapon, the Polehammer. This weapon features high damage coupled with considerable reach, although it's definitely not the most agile - make sure to keep a backup for close quarters!


A new weapon - the Polehammer

That's not all, however, as Viking-lovers haven't been forgotten - make sure to give the new Round Shield a go for some serious defensive capabilities.


All new Round Shield + skins for the Heater and Targe

Aside from weapons, we've added quite a bit more in terms of new cosmetics to the game, improved server stability and optimization, some minor horde improvements, and of course a host of balance and gameplay improvements. Also, 80-player Invasion/Frontline servers will be making a return for select regions as well.


Swiss Saber - Messer Set


Assortment of some of the new cosmetics

While there aren't a ton of major changes this update, there are quite a few minor improvements that we believe you'll enjoy! Make sure to check out the full changelog below. Have fun!


We have also added some new emotes!




Patch #18 Changelog 24/06/2020

Gameplay
  • Servers are now split into 48 and 80 player servers in Europe and North America. Players can now select their desired playercount via checkboxes in the matchmaker
  • Added new weapon: Polehammer
  • Added new shield: Round Shield
  • Added German sallet & variations
  • Added Swiss saber skin set for the messer
  • Added Archer’s sallet
  • Added Archer’s bracer with variations
  • Added Italian armet with 7 variations
  • Added Short poleaxe skin for heavy handaxe
  • Added Knightly coat of plates
  • Added two new maille over gambeson skirts
  • Added Hauberk
  • Added Reinforced greathelm & winged variant
  • Added Italian rapier & Decorated Italian rapier skins
  • Added Savoyard helmet & variations
  • Added Cuirassier arms, pauldrons & gauntlets
  • Added Joined hosen & variations
  • Added Clad veteran chest
  • Added heater shield skin
  • Added targe shield skin
  • Added short maille sleeves over cloth
  • Added hood under helmet as head and/or coif slots
  • Readjusted Elizabethan Legs
  • Allowed for some missing combinations with the existing armory
  • Duel mode no longer allows bandages, medkit and flesh wound. Disabled health regen in duel mode. From now on certain perks will be banned in ranked play and we recommend competitive players to copy these rules.
  • You can now select loadouts with banned equipment/perks, those will be removed/disabled on spawn instead.
  • Updated mod.io plugin
  • Many fixes to mod downloads, should fix problems with joining modded servers
  • Server admins of modded servers no longer need to specify ServerModAuthToken and subscribe to mods, instead mods are installed by adding a Mods=<Mod ID> line for each mod under the \[/script/mordhau.mordhaugamesession] ini section
  • Improvements to backend, improving the gold/xp situation and community server stability
  • Bots can now use ladders
  • Bots can now climb surfaces

Combat
  • Added new Miss detector 5000 - this is a new mechanic that will detect misses of enemies while the player is in the parry window and reduce the parry recovery by a huge amount, sending the player to idle much quicker. Plays a sound and faster animation when it triggers. Heavily nerfs missing on purpose in 1vX scenarios and fixes unparryable miss combos in 1v1.
  • Added new glancing blow calculation based on who players parried - this will remove spinning with ripostes from duels and make those spins glance now, without affecting teamplay or target switching.
  • Maximum lunge reduced by 15cm (15ms) - this makes 120cm the new maximum and means that every weapon shorter than 120cm had its lunge reduced very slightly
  • Maximum strike release reduced 25ms, making 500ms the new max. This means weapons with 525ms strike release now have 500ms strike release. Only affects 525ms release weapons. Reduces float.
  • Parry window reduced 15ms (recovery increased with 10ms ontop, total parry time now 950ms up from 940ms - also nerfs double parries very slightly)
  • Strike chamber window reduced 15ms
  • Stab chamber window reduced 10ms
  • Strike riposte early release increased 1% (Makes riposte accels hit very slightly slower)
  • Reduced knockback across the board
  • Chase mechanic activation time increased 100ms (0.4 -> 0.5)
  • Undercut glance reduced 5%
  • Kicks now ignore hand hitboxes again, fixing “hand kicks” for good
  • Slow kick timer is no longer bound to feint lockout and now uses a global 450ms timer instead across all weapons. This should fix very fast kicks right after a feint on slower weapons.
  • Jump kick slowed down 75ms
  • Jump kick can no longer be feinted
  • Morph to kick slowed down 25ms
  • Kicks now have bonus damage on headshots again (5)
  • Disarms now force slow kick for a short time
  • Third person camera changed to a centered view
  • Better spawn invulnerability, fixes dying to trebuchets etc.
  • Updated CombatTest - now has experimental buckler rework and two new prototype weapons, fix for backparries, experimental new chase mechanic & more
  • Added second combat test map (CombatTest_Casual) with new, more fluid experimental combat based around timed parry with a very short recovery. Full description on the map.

Weapons & Equipment
  • Heater, Kite and Round shield now have a significantly bigger parry window compared to regular parry (115ms bigger), making them much stronger against drags etc. Stamina negation has been reduced.
  • Shield wall turncap is now less strict, shield wall movement speed now faster
  • Shields now cover less of the screen in first person
  • Firepot fire now slightly bigger, covers a round area
  • Firepot direct hit damage buffed to 10 (from 5)
  • Firepot wood damage increased 35% (one pot will now fully destroy toolbox walls that are not being repaired instead of leaving them standing at low health)
  • Firepot now starts damage 150ms faster (1.5s -> 1.35s)
  • Maul raw damage to armored torsos (T2,T3) reduced by 10
  • Maul miss recovery on strike and stab increased 100ms
  • Halberd main mode combos 25ms faster
  • Halberd alt mode strike damage increased by 2 across the board
  • Halberd now cheaper
  • Battle Axe main mode strike damage against plate torso increased to 45
  • Longsword main mode strike windup slowed down 10ms
  • Estoc chamber stamina cost raised to 15 (from 10)
  • Estoc stab turncap now slightly more strict
  • Arming sword stamina drain reduced slightly
  • Rapier strike release reduced 25ms
  • Shortspear range reduced 5cm
  • Shortspear stab windup slowed down 25ms
  • Shortspear stab stamina drain reduced by 1
  • Reduced sledgehammer stamina drain slightly
  • Smith perk repair bonus reduced to 33% from 50%
  • Friendly perk reduced to 1 point cost
  • Tenacious perk reduced to 1 point cost
  • Wrecker perk cost reduced to 2 points
  • Scavenger point cost increased to 2 points
  • Flesh wound buffed, no longer sets stamina to 0
  • Fixed shovel leg damage
  • Toolbox can no longer build directly around players/vehicles


Visuals & Misc
  • Added 4 emotes, Point, Wave, Thumbs Up, Thumbs Down.
  • Fixed server-side constrain aspect ratio setting messing with FOV
  • Fixed exploit relating to 1p/3p camera switch spam
  • Fixed some cases of camera mode being remembered wrong on deaths
  • Several collision fixes on maps
  • Smoothed out failed parry animation slightly
  • Improved shield riposte blending
  • Fixed lute ragdoll physics appearing jittery on clients
  • Reworked how equipment physics are replicated to clients, ensuring better behavior and less oddities like teleporting on death in some instances
  • Bots now turn smoother and jitter less
  • Bots now face movement during attacks if out of range, prevents awkward strafing when not close enough
  • Lowered bot turd spam in Horde
  • Fixed bots super-slowly sliding off of edges when trying to drop down
  • Fixed Elizabethan legs proportions, making them less skinny
  • Fixed Horde bug/exploit with keeping armor
  • Fixed jump on head causing crazy knockback
  • Fixed mouse smoothing affecting bots in certain cases
  • Feitoria - Placed out of bounds volumes on top of the bunk beds, so VIPs don't camp there. Placed ~20 new random weapons and utility items on the map. Added a ladder behind the big house near the port, so there are more ways to get inside. Pushed the last stage INV blue spawns back a bit (right side). On FL pushed the blue castle spawns so they are now behind/inside the town hall. FL red team spawns a bit closer (2nd point). Fixed a dozen stuck spots and adjusted some volumes.
  • Several changes to Castello to improve gameplay
  • Added slightly more hit freeze effect at end of attack hits

Performance
  • Lots of server CPU optimizations
  • Lots of client CPU optimizations
  • Added experimental new anim/code LOD bucketing system m.CharLODAnimNew 1 in console to enable, handles characters that are further away better by rescaling the buckets
  • Added experimental character lod occlusion system m.characterLODOcclusion 1 to enable, reduces quality of heavily occluded characters, best combined with new anim LOD above
  • Added several map optimizations

Sounds
  • Increased volume of enemy footsteps slightly

UI
  • New skins will now appear with an exclamation icon in the armory until the user views them
  • Added HUD button prompts to equipment, vehicles, etc (can be disabled by toggling tips in game settings)
  • Added server mute duration indicator to chat box (appears only when server muted by an admin)
  • Updated post match screen, allowing chat and scoreboard use in the end screen
  • Added warning icon to banned loadouts - banned loadouts can now be selected and edited, spawning with one removes banned items
  • Removed green health bar from allies
  • Menu scoreboard mute/kick/ban dialogs now show selected player's name as hint text

Marvel's Avengers - The Definitive Edition - SEE Tobyc
Join us on June 24 at 10AM PT for the first Marvel’s Avengers WAR TABLE stream where we’ll be showing off electrifying gameplay, story missions, co-op, and much more.
Tabletopia - markh110


Presented by BGG and The Dice Tower, Virtual Gaming Con is on RIGHT NOW, and you can play any game on Tabletopia for FREE! No Premium account or DLC purchase required for any of the games!

There's plenty of events happening, so be sure to check out the Virtual Gaming Con events page, as well as the VGC Discord server! And don't forget to join our Tabletopia Discord!
Main Assembly - Josh_Team17
Hello Inventors!

Because we wanted more interactions with the environment - and because smashing things is fun – we decided to add a new type of objects in our game.

We call them
'destructibles'.



Since our game is not going for realism, we wanted and simple way to handle those destructible objects while keeping them flexible enough to be used in many different contexts throughout the game.

The system ended up working like this:



Destructibles have states, with an associated health.

When the health of that state is depleted the destructible moves on to the next state.

While doing so they can swap the 3D model they are using, spawn debris and particles, and many other things.

They will go through those states until the last one, where they are – for all intents and purposes – destroyed.

(3Dmodels used for each state of destructible objects)








Feedback is important to maximize players’ enjoyment:



A shine effect as shown above on destructible objects lets players know they can go nuts!



When hit the destructibles spawn a stylized hit VFX.



The model is slightly deformed on impact (it also flashes). This makes it clear to the player that they have damaged it even if it was not enough to force a state change.

Some weapons are more efficient that others against specific materials:



These destructibles can be used in many situations:



Roadmap

A new development roadmap is coming soon folks, keep your eyes peeled on Steam and our socials for our plans on content coming through Early Access! We can't wait for you all to see it!

Community Creation Spotlight

This is a Hover Bike by 紫川幽冥, our team liked it so much, that they added a grabber to save dummies!



We hope you are enjoying the game so far, we are really enjoying trying out all of your creations! We'll see you next week for the Dev Log #14!

You can also keep up with Main Assembly's development on all these channels:
Main Assembly Twitter
Main Assembly Reddit
Main Assembly Facebook
Main Assembly Discord
Team17 Twitter
Team17 Facebook



Exophobia - Zarc Attack
Hello everyone! The Steam Game Festival was crazy, I can't express how anxious I was to get so many new eyes on the game. I couldn't even work on the game, I was just so focused on absorbing all the feedback ahah which, by the way, has been very valuable.

I just want to thank everyone who tried the demo, streamed it, posted it on Youtube, filled the feedback form and joined my dev stream and Discord. You just made this event so amazing and helped a lot! And congrats to everyone who beat the demo, it turns out it was not as easy as I thought.. (as always).

You can always join the Zarc Attack Discord to chat with me and other fans.

Also, due to some requests,
I will keep the demo available for the next couple of days.
If you didn't had the chance to play it, you can do it now, for maybe the end of this week. After that I want to take it out, because I will focus on all your feedback and turn Exophobia into an even better game than this demo shows!

Here's some extra challenges if you want to replay the demo:
  • Collect all discs (5/5)
  • Collect all health upgrades (3/3)
  • Push an enemy into the conveyor belt end
  • Lure an alien into some lasers
  • Find the hidden helmet powerup (3/3)
  • Beat the final boss with no damage

Thank you once again, Zarc
Chicory: A Colorful Tale - banov
There's no mistaking the fact that Chicory is inspired by plenty of other games, but in a lot of big ways it's like no other game we've seen before. Where did the idea start? How did we get here, and why does it look the way it does? I wanna address these questions today! Let's go...

Back to the beginning


August 20th, 2018. Wandersong had entered the final stage of certification, our launch date was scheduled (9/27/2018) and I had nothing to do!!! So I started thinking about some new game ideas. I wanted to make a game about drawing, in the same way Wandersong was about music and singing, but I wasn't sure what kind of shape that game would take. I started out by modding an idea into Wandersong.

I was thinking about games like Crayon Physics, and the fun, tactile way they let you draw anywhere! I really enjoy that sense of freedom. But there were a few ways that experience didn't quite click for me. Because the game is built around goals and puzzles, you end up having to think more about problem-solving, and you're not really having fun with drawing anymore... you're solving physics puzzles! I also found the lack of limitations made it really hard to think about interesting challenges as I brainstormed my way further through the above Wandersong thought exercise. If you can just draw platforms anywhere, what would an interesting challenge be? And if I add restrictions to your drawing ie. limited "ink" and/or lots of no-draw zones, then doesn't it lose the sense of fun with drawing and just become a physics puzzle again?

I looked around for other drawing games to see how others had tackled it, but I couldn't find anything satisfying. In many, "drawing" would be something you did sometimes but wasn't the main verb of the game (ie. Drawn to Life, which is mostly a platformer). I didn't want to draw only for special events!!! I needed to ABD (Always Be Drawing). I would settle for nothing less.

Shifting Perspective


When I tried going from side-on to top-down suddenly unlocked a huge gate of ideas! The whole screen became a flat canvas you can walk on, full of things to interact with your drawings. And your drawings would just be that--drawings! They're not platforms or solid or have weight or anything, so all you have to think about is how they look. Wandersong had prepared me pretty well to make a game like this. I knew from experience that if I couched creative challenges in character interactions (ie. have a character ask you to "draw me something tough!!!") that it's going to be fun and people are going to feel open to solving problems their own way. It becomes less about strict problem-solving and more about setting up jokes where the player gets to make the punchline. And when I want to challenge the player more, I can create unique props and paint interactions that don't necessarily need to scale up for the entire game (whereas if you were painting platforms or something, that's pretty much going to be the gameplay forever...).

Coming from an intensive period of optimization and console porting on Wandersong, I was pretty worried about optimization from the get-go, so I cautiously chose to make the game really low resolution so that there were only so many paintable pixels on the screen to deal with and calculate. But the style felt like it would be creatively restrictive for a player. Also, I noticed that when the game world was so bright and vivid like in Wandersong, it was pretty tough to make your paint stand out. I love extremes, so I decided to go completely in the other direction...

Black and White

I also scaled the game up a lot, using a programming technique called Marching Squares to keep the terrain and paint high-resolution looking but still optimized. I felt like I was getting somewhere!!! The look was clean and simple, but it was lacking the character and energy it had before. And to be honest, I really like working with colors... looking at an entire game where the art was going to be black and white, I was feeling really out of my depths. Enter Madeline.

Madeline's a local comics artist with an artstyle I really adore; also, they happen to be my roommate. I sent something like the above screenshot to Madeline and asked if they could draw over it, as if it were a background in their comics or something. They sent this back:



Awesome!!!!!

I dropped that drawing directly into the game and tried walking around, but found almost right away that it was really tough to parse from a gameplay perspective. When you're navigating a space in games, you absolutely need to understand basic information like "what can I walk on?" at a glance, and this art was failing that test. Also, because of the organic human-drawn lines, it was quite difficult to line up the points of collision... and since this is a game about coloring things in, that was a pretty major obstacle, since you (might) want your colors to stay in the lines.



So I went back to program-generated lines, and we started to look at how Madeline could spice it up with props and decorations. This was getting closer! The game geometry was clearly separate and easy to read, but the screen had more life than before. It still was missing some of the "zing" of the fully hand-drawn screen. On some level that was going to be inevitable, because we had to compromise some of the organic-ness to make it work in a game. But there was clearly a lot of room to grow and improve to make it closer to Madeline's concept. Also, that pixel dog really needed to change... with the help of Alexis Dean-Jones!!!

The Final Step


It took a LOT of trial and error, but eventually we settled on line weights and a set of terrain patterns that worked well without needing to re-haul the rendering style in a major way. Amazing what a difference those things make, right?! Having an animated character also breathed a ton of life into the game. It was at this point that I decided I liked the look of the game, and started to build out what would become the first area of the game. In January 2019, 4+ months after my first experiment, we showed this first little peek to a surprisingly energetic audience on Twitter. And the rest is history.

In hindsight, it's easy to talk about where our mistakes were and why our different ideas didn't work. But when we were still in the process, we really had no idea! It took a lot of thought, time and dead-end experiments to find our footing and turn this game into what it is. And compared to plenty of other games, I would still say this was one of the easier, less painful stories I've heard of early development! I hope sharing it will give others courage to experiment with weird ideas, think outside the box and find new solutions to tough problems. The world needs more weird games!
Fast and Low - Huskinator
Quick patch to address some issues I noticed from recent testing. Game Version updated to 1.42

- Easier navigation of the VR Options Board in the Main Menu. Made Page 2 and Page 3 Buttons separate, so that Page 2 Options won't be skipped as easily.

- Tweaked Enemy Animations so they take less time to acquire targets before firing their first shot.
- Tweaked Fake Surrender Animation for enemies so it looks less janky.

- Fixed Lighting in Map 6 - Office

- Blond Asian Tec Thug now shoots in the proper direction...
Audio Trip - VauseKV
Golden Pineapple Choreography Contest Results

Firstly, we would like to thank all of the participants for submitting their amazing entries to the contest! We played every single one of them and absolutely loved the creativity you have injected into Golden Pineapple to make it your very own trip. It was not an easy task to pick a winner. Three judges were tasked to assign scores to each trip according to the scoring rubric provided at the beginning of this contest, and now we present to you the winners of Audio Trip’s Choreography Contest!

WINNING CHOREOGRAPHIES
First place - $1000
OkDisplay

Second place - $500
Mystikmol

Third place - $250
TheMixedReality

-------------------------------

SHOW US YOUR FLAIR
Congratulations to TheMixedReality for also being the winner of a brand new Woojer Edge Strap with this flair-tastic video submission! Way to dance to your custom Trip!



Thank you to EVERYONE who participated. It's amazing seeing you make this YOUR Audio Trip! We can’t wait to have you dance to these nifty new custom maps for Golden Pineapple. Keep creating, and keep dancing!

Watch the videos of the rest of the winners here: {LINK REMOVED}
Hang out with us in our Discord community: http://audio.chat

<3 Kinemotik
Othercide - chaton


Greetings Chosen Ones,

With Othercide releasing in roughly one month, we’d like to take this opportunity to showcase some compelling artwork from our Art Director, Alexandre Chaudret.

As a child, Alexandre suffered from a very rare blood disease which ultimately became the impetus for the Othercide universe. His pain, nightmares, and trauma created the nightmarish creatures and world of the game. Are you facing your own nightmares now? Or someone else’s? The Artbook preview below will give you an idea of what to expect in the game, including the lore, the concept art, and so on.


Face the Child who ever gives you pain and fear.

In Othercide, you will lead an army of Daughters who are the echoes of the Mother’s past. Have you ever thought that each of your life’s moments could have their own personification? These figures have their own identity and always haunt you. That’s the idea of Othercide. You need to lead these figures, the Daughters, to confront nightmarish creatures born from our own trauma.

Get a first look at the Othercide Artbook to learn more about the universe, lore, key characters, and more. If you like our work, the Othercide Artbook will be available on Steam on July 28. You can also pre-order the Othercide Base Game + OST + Artbook bundle at a 26% discount.

The Daughters


Descend into Humanity’s last hope. Lead your army of Daughters to fight against deadly nightmarish foes.


The one and only color you will see in Othercide is red.

The Mother


In this endless night, she was like a candle in the dark...


The Mother’s life moments will turn into the Daughters.


The Mother has learnt a lot of gun-fight techniques. This life moment will become the Soulslinger that you will need to muster.

Deacon


“Come into my arms, repent your wicked ways. I pray for your redemption.”

Nightmarish Creatures


The Plague Cultists are one of the filthy creatures directly linked to the Child's tragic past.

Environments


Thousands of souls perished, swallowed by the void...


The world of Othercide is fractured, just like we are as people...

Codex











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