This weekend brings the final reset day of the season, with all Season Points doubled... and we'll be covering it live on the AlbionTV Twitch channel starting Saturday at 17:30 UTC! Join our hosts Lewpac, Bogul, and Shozenwon as they cover the Invasion Day madness live.
Starting at 18:00 UTC, guilds will have new opportunities to claim territories and launch attacks. Those in the North and South American time zones can also tune in for the second round of territory resets on Sunday at 00:30UTC with hosts Bogul, Shozenwon, and Robinhoodrs.
Between the two reset broadcasts, we'll also be broadcasting Level 5-7 Crystal League fights with no delay at 20:30, 21:00, and 21:30 UTC.
For the complete Guild Season schedule, check out this forum post.
It's finally time! After 10 months and 5 massive updates, GrowRilla is finally releasing it's 1.0 update. Working on the game has been a lot of fun and allowed us to try out many new things we wanted to implement in a singleplayer VR roguelite game. We want to say a big "thank you" to all of our loyal fans, who encouraged and supported us throughout this time. Without much further ado, here are the big additions we've added to GrowRilla for the 1.0 update:
New Campaign Mode
Not only can you play through the regular GrowRilla islands (renamed to "free mode"), but we've also introduced a brand new campaign mode. How far can you make it through a barrage of challenging island with only one life? The islands are, as per usual, randomly generated and now come with a variety of goals to accomplish. From disabling military recruitment campaigns, to getting rid of nuclear bombs, all the way to the final boss in his snow covered fortress (hint: it's an enemy you've encountered many times so far, but with a new, much more menacing body).
New Maps
With the campaign, we've also released a completely redesigned new island type: the desert island. Just like the snow island, it's a harsh environment which will make surviving and growing big even tougher. It also has a variety of new enemies and secrets to discover. We've also experimented quite a bit more with vertical structures. The desert map can only be encountered in the campaign, so make sure to give it a try.
Along with the desert map, we've redesigned some of the other maps to add new variations as well as some new Points of Interests (some of which you can only discover in the campaign). These range from simple Stonehenge formations all the way to nuclear power plants.
Redesigned Menu
Additionally we've completely reworked the in-game menu. This has been a sore point for a long time, but until now we we've focused on the gameplay. It wouldn't be an 1.0 release without a proper menu. The new menu features a slick, high-tech computer monitor straight from the sixties! With new icons, new options and many Quality-of-Life improvements. We hope you'll enjoy it!
LIV Integration
Also part of the update is new support for LIV. LIV is a tool that lets you easily record and stream your VR experiences (with mixed reality support). You can now use LIV to record yourself playing GrowRilla and even insert yourself into the game. We're also now listed on the officially supported list of games. We've also added a way to quickly toggle your GrowRilla avatar's visibility. Simply press the J key to toggle it between visible and invisible. If you stream the game, please make sure to let us know, we're always excited to see what funny things you come up with.
The Future of GrowRilla
GrowRilla has been an incredible learning experience for us. Compared to Late For Work, it's a huge step forward, not just in terms of performance but also for gameplay and usability. Everything feels more intuitive and we've built up a sophisticated pipeline and VR toolset.
With this 1.0 release, we are going to take a step back and watch how it's received by the community. We've got a few other projects brewing in the background and can't wait to share them with you. Make sure to join our discord to stay updated.
Changelist - Build 362
Campaign
Added a campaign mode, with multiple missions and a branching progression system
Added themed islands for campaign; the further you go the more unique islands you'll encounter
Added 14 different goals as random objectives
Added desert island with plateau mountains, as well as unique enemies and plants
Added new PoI to campaign maps, such as new military bases and nuclear power plants
Added a jungle map, as an alternate forest map
Added a jungle specific base
Added an easy farmland island
Added a Stonehenge themed island
Added a Global buff system for campaign
Added a super secret final boss to the campaign mode
Added a new result screen for the campaign, as well as a trophy for beating it
Menu
Updated the menu with a new slick design and layout
Improved island visualization
Added extra options to the "settings" sub-menu
Reworked the design for the buttons in the menu
Added a campaign section to the menu
The quit button now properly takes you back to the lab when you are ingame and closes the game when you are already in the lab
Improvements
Improved the loading screen layout
You can now find food and potions on top of the grain tower
Tanks now attack you from further away
Turrets can now turn their gun 360° and will do so faster
Adjusted shotgun shots to be more precise
Adjusted the volume of animals sounds
You can now knock over fences when you reach the 3rd size
Improved the map previews
Added a tip to toggle your weapon the first time you shoot one
Removed the "empty magazine" sound from spiders
Made bears attack faster
Added a farm variant with bulls
Fixes
Adjusted the weight of the windmill, so you can no longer pick it up and eat it
Fixed an issue that would cause the game to crash when resetting your save
Fixed a bug that would set your height too low to the ground after increasing in size
Fixed the pivot point of snow covered trees
Bananas on top of tanks are no longer floating
Objectives no longer spawn above water
The view cones of jeeps are no longer floating
Fixed an issue that would cause floating hp bars to appear in the sky
The last episode for Cold Cable: Lifeshift is now Live!
Episode 10 - The Border Settlement
Now the single player campaign is finished, and the next goal for the game is to include a multiplayer option, with coop style and new maps for this mode. I'll keep working on games performance and bugfixes that eventually appear.
A new shade visual has been add to the game, to fit more to its atmosphere. Between some levels, a new map calling "Trading Post" is now available to purchase upgrades with the remaining supplies.
Also, CCLS need more feedback for this project to continue. Share with your friends, tell me what do you think about the new version and what could be improved. All feedback is welcome.
Now that we took a bit of a break and a breather, it’s time to say those special words. *CLEARS THROAT* To all our Kickstarter supporters - backers, publishers, developers and everyone who took their faith in us and took part in this crazy adventure with us - thank you!! Thanks to all of you, we collected $73,329 - that is phenomenal! We still can’t believe this sum (neither could Godfrey, but Hildegard said she had a feeling that this would be it. Damn those visionaries…). Every day during the campaign we wiped our eyes from disbelief seeing your commitment to helping us. So thank you so much for everything - the love, support, encouragement, well wishes, and everything else in between.
To the 2349 extraordinary Backers of ours, we have two announcements for you. Next week we will send you a little poll. In this poll we want you to decide which new unit we will add to our game. In the final moments of our campaign, we almost reached our next Stretch Goal - $75 000 for 2 New Units of Baker's Choice. Since we reached that goal halfway, we thought that it’s only fair to let you choose 1 of these Units. So prepare yourself for this hard vote and choose wisely! We are glad that we don’t have to make this decision - this could end with the silent treatment. Master has his favourite, Sir Robin has his favourite, Godfrey, Bishop Cat - you catch my drift. It’s a debate for the ages. Also, at the end of July, we will send our Bakers our Inkulinati digital wallpapers. Without a doubt, it promises to be an exciting month.
We want to end this Update with something really special. Remember our Kickstarter trailer? The one with the actors. Yes, that one! Well, we have some behind the scenes photos from that day. A special thanks goes to everyone who helped us with this special movie!
Last week, we announced a heap of July updates coming to Age of Empires II: Definitive Edition, including COMMUNITY VOTING on the ranked map pools.
With COMMUNITY VOTING, you’ll be able to use your voice to help determine the ranked map pool for the next two weeks. Our own BBQTurkman breaks down how this will work:
Ranked Map Picks!
As of the July update, there will be four available map pools in Ranked matchmaking:
1v1 RANDOM MATCH
TEAM GAME RANDOM MATCH
1v1 DEATHMATCH
TEAM DEATHMATCH
This week, community voting will be available for the 1v1 RANDOM and TEAM GAME map pools. Each will have several fixed maps available by default:
1v1 RANKED: ✔ Arena, ✔ Arabia
TEAM GAMES: ✔ Arena, ✔ Arabia, ✔ Black Forest
Based on telemetry and player feedback, the developers will then select several maps for each map pool:
+2 maps for 1v1 RM
+3 maps for Team Games
The final three maps for both pools will be determined by the community! Of the nine maps listed in each poll, the three that receive the most votes will be added to their respective map pools.
The polls are open until NOON Pacific on Sunday, July 12 (or 3:00p Eastern / 19:00 UTC), so be sure cast your vote and check back to see which maps come out on top!
New quests for "Alchemist" and "Sword Master" added; Now can place the mouse on the keywords in the description of cards and relics to display detailed information.