1) Added the ability to throw grenades from hatches for some armored vehicles (Stug3, SU-152, Mk2/Mk3). 2) The ammo save modifier is stored in savegame. 3) Fixed a number of minor bugs.
Hey all, DaraDef here. It is with a heavy heart that I announce my departure from New World. I have the utmost respect for my coworkers and for the awesome members of the community who have been so welcoming and kind to me this past year, and it will be hard to walk away. This has certainly been a wild ride with all sorts of ups and downs, but I wouldn’t have traded it for the world. While I am sad to be leaving, I am looking forward to a new step in my career in video games at a AAA studio. I will miss many of you dearly. I leave my position in the incredibly capable hands of fatherHank, who I have no doubt will excel in Community Development.
Thank you all for your kindness,
DaraDef OUT! ---------------------
Hello Gamers™, it’s me, fatherHank. This is a really bittersweet day for me and for all of us at New World. Dara’s been given an amazing opportunity so we’re extremely happy for her… at the same time someone has been cutting onions at our desks, and we are incredibly sad to see her move on.
Dara has done a lot with and for this community in a short amount of time. Luckily for me she has also taught me a hell of a lot in an even shorter amount of time and I’m hoping I can fill her shoes. Her real feet may be small, but those metaphorical boots are pretty big. I’m going to do my best but the bar has been set high.
I am DaraDefinitely not happy to see her go though, New World is a little less bright today. ---------------------
With our personal sentiment out of the way, let’s move on to more game-related info:
1.7 has been released since the last blog. There were some issues with the initial release including audio that made some of you want to throw their headphones, ghost attachments and magazines, and even a suicide bomber harnessing an explosive so powerful it could crash the entire game.
Bugs are a part of life but we realize this release was a bit worse than normal. With 1.7 came an upgrade to our engine which tends to complicate things. With that being said we are talking about ways to improve information gathering from our public CTEs in the future.
We currently have a survey available that is helping us gather feedback on what everyone thought about having night maps available in PvP. If you played and want to let us know what you thought, please do by clicking here!
We will have another broader community survey coming up that will help us refine just what you all want from the continued development of Sandstorm. Please keep in mind we can’t act on all the feedback you give us, that sometimes it’s not something we can act on yet, and that sometimes you straight up will not agree with a choice we make.
We are actively doing what we think is in the best interest of keeping the game healthy and fresh. If there were a way to keep every single one of you happy all the time, that's how I would operate. It's part of my job to make sure that even when the community doesn't agree with a decision we make, that you're at least feeling heard. I’m here to pass on your feedback and I will continue to do that, so please keep it coming.
Soon we will have a release date and more details about 1.7.1, affectionately known as Operation: Clean Sweep. While most of the changes are not considered exciting (unless you’re a fiend for patch notes like I am) we do have some community requests up our sleeves that are in the works.
One small change we are working on is reducing the amount of glare on optic reticles while wearing NVGs. We have heard you loud and clear that you think the reticle itself is too bright so we are adjusting it.
Before
In Progress
That’s it for now, we are hard at work finalizing 1.7.1 and have even fleshed out most of the content being added in 1.8 👀. It’s looking to be a great update come autumn, and we’re excited to start sharing more details as they become nailed down.
I’ll talk to you all soon, let’s pour one out for my homie Dara,
We’re hard at work on Blue Fire and wanted to share the news that we've started a Discord channel! On this channel we’ll share updates on development, announcements, fun stuff like Umbra memes and much more. You can also ask us any questions you may have about the game, and we’ll answer them as best we can.
GOAT Shaq is HERE 🙌🐐 Dominate with the big man in all-new Flash Packs. Also available:
Glitched GO Griffin (PG eligible) Glitched GO Porzingis (SG eligible) GO Cousins GO Jaylen Brown PD Bryon Russell PD Jim Jackson PD Kenny Anderson PD Anthony Edwards
-prevent building impossible track layouts, when a room was in it's path. -prevent build track if platform length not equal to track length -prevent build track if rooms in path of platforms edges either side -prevent building tracks when there is non contiguous floor on the platform (1 cell left or right of track). This is a slight change in the rules to ensure there is always space to reduce or extend your track along a 3 cell channel beyond it's start/end. In very rare cases, some users maye have deliberately been building concourse onto platforms onto platform reserved cells beyond the end of the track. This was possible only by building up on those cells before building the track and was a loophole in the system and the cause of some unknown bugs in the past. This is no longer possible, so if you have done this, when you load a station that has this set up, you will notice that any track not conforming to the new rules will have sold itself. Sorry about that inconvenience, this is one of the only times I have permanently changed the building rules surrounding tracks in early access. -commuters that say "NO WAY OUT" more robustly recreate needs -if you change a turnstile/stair/target that a commuter is pathing towards they will despawn. While it may be slightly less realistic, this is just more robust and less bug-prone than attempting to recalculate routes. in most cases it is not noticeable. -fix potential hard crash when building/cancelling building of two celled shops.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hi everyone, we’re back with some more information about what we’re up to and how we want to arrange things for our release, which will take place later this year. Since we made our announcement last month, a lot has happened and many questions were asked. In this blog we want to answer some of the questions we got.
Buying the game, and game price
“Will I need to buy 2 games if I want to have Gates of Hell?” No. We will release Gates of Hell as a DLC for Call to Arms in such a way that you pay an amount that would be a reasonable price for 1 game.
There are 2 possible situations; either you already have Call to Arms or you don’t.
If you own any version of Call to Arms already, Gates of Hell will be available at a reduced price. It does not matter which version of Call to Arms you own.
If you DO NOT own any version of Call to Arms yet, Gates of Hell and the Basic Edition of Call to Arms will come bundled together for a single, moderate price. We will decide this soon.
“Isn’t a 2020 release a far too ambitious goal, given that you are switching engines?” No. Thanks to our specialists and to very energetic support from DMS we have already finished porting to the new engine. The waiting we had to endure earlier this year resulted in more time to produce content, and that’s exactly what we used that time for. This will allow us to offer way more content than we had planned for Early Access, which in itself is a step we will skip completely.
What will be the release date?” The last thing we want to do is make a promise we can’t keep. We have dependencies in the process that cannot be ignored. But let’s just say we’ll be beta testing by the end of this summer, and that we will plan a date as soon as the beta is completed and any bugs we might find have been reworked. We aim to tell you in september.
“When can we play the beta?” We will beta test in a closed environment. Our testers have already been selected and we have no plans for doing an open beta, because we think that would be too much of a challenge to manage with our indie team.
“Will you be using the first person view that is typical of Call to Arms?” This is not part of our original intentions with GoH, so the answer is no. Maybe this can be a future consideration, but for now we do not intend to use it.
“Will Gates of Hell be just like Call to Arms?” Even though we use the Call to Arms engine, Gates of hell will look and feel completely different. This is the result of implementing our own features and using our own philosophy for the game dynamics. For example, we have our own way of determining any damage in- game, based on entities like munition types, armor thickness and shot angles. The result will be a game that doesn’t feel or look like Call to Arms.
“Which game modes will be available?” We plan to have different modes of course; in the first place, we will have SP and MP content. The SP content will be a historical campaign for each faction, and the MP will be a historically-based asymmetrical PvP with the possibility of playing with AI bots. You will be able to experience the evolution of the armies and their traits as the war evolved. A more competitive mode will be included for the ranked auto-matchmaker but nonetheless will still be historically accurate. We will tell you our own names for these modes at some point, and they will resemble earlier games to a certain extent, so maybe you could compare these to “assault zones” (which we call Territory) where controlling an area is not down to a small circle around a flag but to an entire area of the map. more modes will be revealed later.
We will also implement a dynamic campaign, which will allow you to grow your army from mission to mission and will provide an immersive continuous campaign, outside of the singleplayer missions which due to their strict historical setup, cannot be interlinked story-driven. We will tell you about our game modes in a later devblog, most likely a blog that will give you an overview of features as well.
”When can we see a trailer?” We have our specialist, and right now he is working on a new trailer. The previous one, which was almost finished, became obsolete the moment we knew we were going to use another engine. That’s life, but it basically meant “back to square one”. If this hadn’t happened it would have been finished months ago. So we’re working on it; this is as important to us as it is to you.
”Will there be workshop support?” Yes. We love the creative community and we will welcome any effort to add something special to the game by means of mods. In fact, we would encourage anyone who considers a mod for our game to use our forum as a starting point; over time, we have grown a big collection of suggestions and ideas that can be turned into scenarios. In fact, our forum is a perfect starting point for modders that are looking for ideas for mods that portray a historical battle which the world has forgotten.
That’s it for now. We will be back with another update in about 4 weeks. If you haven’t done it yet, you could subscribe and follow us on social media to make sure you miss nothing! Click on as many links as you want:
Dear players in the Blackthorn Gladiator: Greeting, thank you very much for your support and patience during this time, Blackthorn Arena finally moves towards its next level. The following is the content of 1.1 major updates. In addition, we launched a new DLC: Blackthorn Arena - Gods of War Expansion Pack. It contains a new story mission and a new story challenge. The final rewards are two sets of legendary armor symbolizing the goddess of victory, Alyanas, and the god of war, Gortus. You are most welcome to go to the store page to view detailed information: https://store.steampowered.com/app/1352030/_/
Dear players in the Blackthorn Gladiator: Greeting, thank you very much for your support and patience during this time, Blackthorn Arena finally moves towards its next level. The following is the content of 1.1 major updates. In addition, we launched a new DLC: Blackthorn Arena - Gods of War Expansion Pack. It contains a new story mission and a new story challenge. The final rewards are two sets of legendary armor symbolizing the goddess of victory, Alyanas, and the god of war, Gortus. You are most welcome to go to the store page to view detailed information: https://store.steampowered.com/app/1352030/_/
Blackthorn Arena v1.1- Gods of War Major update:
(The following updates are not related to DLC)
Massive new content:
1) Localization support:
Added localization of French, German, Italian, Spanish and Russian to the game (Due to time constraints, some languages have imperfections, we will improve as soon as possible in the next two weeks, we sincerely apologize for the inconvenience )
The localization of Korean is still in progress and will be updated in two weeks!
2) Add a "Growth plan" system:
Players will be able to create own "Growth plan" ( template of how to assign each skill points, potential point to attribution, Genre and weapon mastery, etc..) in the role library, or save one of their existing characters as a specific "Growth plan", and apply this template to their own characters. The characters will automatically learn skills and assign attribute points according to the "Growth plan" when upgrading.
3) Powerful Epithet NPC gladiator:
We have built more than twenty sets of NPC's Growth plans. NPC gladiators have a certain probability to apply these Growth plans to replace the previous random growth. This kind of Epithet NPC gladiators will theoretically become stronger as the game progresses, and an epithet/nickname will appear in their name for players to distinguish:
The shrine of Gods of War Gortus will now be open to players before the Grand Ventiones. Here, players will encounter an endless challenge against ten groups of powerful monsters. Each time you win the challenge, you will receive the grace of Gortus, which can be used to exchange legendary equipment with the sacrifice of the Shrine. In the Eternal challenge, once the player defeats all 10 groups of monsters, the challenge will enter the next level, and all monsters will come back and become more powerful, and of course, the reward will also double.
5) New Arena- Gortus' Shrine.
-Added a total of 6 new epic and legendary amulets.
-Added a legendary belt and a legendary cloak.
6) New arena—Izziel Temple.
One month before the spring game, the Izziel temple, located in the mysterious Kadar rainforest, will be open to players. The Temple of Izziel resembles an arena, but its gladiators are all monks. They have unique monk genre skills, use fist and war sticks as weapons, and will be powerful opponents that players will encounter in the middle of the game. Not only that, but the Temple of Izziel will also open the challenge to the player. After the first challenge, the player would obtain a scroll that can unlock the unarmed weapon mastery and the battle monk genre.
7) New weapon mastery: Unarmed! (Unlock by Storyline)
The Unarmed weapon skill can be used without any weapons or only with a fist (a few skills are not compatible with fist). The unarmed skill is flexible, and most of them have a control effect. However, the disadvantage of unarmed skills are also obvious - The damage is not as strong as others and unarmed skills are not very good at defense.
8) New genre: Battle Monk! (Unlock by Storyline)
The monk is a mysterious battle genre from the Eastern Kingdom Singhi. The Izziel sect Spread the monk to the rest of the world. Monks are good at manipulating mysterious inner energy to fight and can be used to protect themselves or to increase the strength of the attack on the enemy. It can even launch a powerful shock wave to attack the enemy from a distance. In addition, the monk has very good maneuverability, and can quickly change positions on the battlefield.
- In the main while, three sets of monk suits have been added to the game. Players can obtain it by participating in competitions held in the Temple of Izziel or by completing treasure hunt side missions. - Two new "helmets" have been added: Banboo hat and Iron hat. - Added two new legendary champions to the game, they all belong to Izziel Temple. Yes, they are the Masters - Two most powerful monk champions in Izziel Temple. They will also appear in important games at the same time.
9) Two new weapons have been added! Four for each department.
1. Stick weapons. Stick weapons can be regarded as two-handed weapons and Polearm weapons at the same time. 2. Fist weapon. Fist weapons can be regarded as one-handed weapons and Unarmed at the same time.
10) Five new legendary weapons have been added:
-Justice: Attacks have a 33% chance of crushing the target's armor, reducing its physical resistance by 25% for 4 seconds. -Spear of Destiny: There is a 50% chance of turning a critical strike you receive into a non-critical strike. -Frozen tooth: Attack will apply frost to the target, reduce its attack speed and movement speed by 30%, and suppress its health recovery by 5 points for 2 seconds. -Zander's truncheon: Zander's truncheon: The duration of the Energy Shield is increased by 200%. -Lekha's claw: The duration of all sustained damage (damage of Dot) effects is doubled.
11) New monster:
- Chimera: It will appear in "Very Hard" hunting side mission or certain specific venationes, it will drop advanced alchemy materials. - Wyvern: It will become the player's biggest challenge in some form. - Several rare materials of the advanced monsters have been added to the game.
12) New recipe:
- Rebirth Potion: Return all potential points and reset the character's all current attribute points to 5 . - Food recipe: Griffon omelette
13) Others:
- Added execution animation to the game. - Added a new side mission map. (Spider's Nest) - Two new legendary champions: Alyanas' chosen champion- Bianca and Gortus' chosen champion - Adrian, will appear in the NPC arena and become a strong enemy in the middle/ late game (if the player purchases Gods of War DLC, they will only appear under certain circumstances).
14) Online Leaderboard : ( will update in two weeks)
Online leaderboards will allow players to upload their gladiators to the online server as well as download other players' gladiators' data to their local! This function is currently in progress and will update within 2-3 weeks.
Improvement:
1) Overall:
-Reclassified the game's sound effects to make the audio control sliders more helpful, Now the game should be able to completely silent. -The permanent attribute potions that have been used now appear in the character trait list, which helps to remind players which characters have consumed which attribute potions. -All of the gladiator's skills and talents will now reset the CD at the beginning of a new match. -The character's standing animation has been reworked to make it more natural and smooth. -Beautified the living area and training area of the Blackthorn Arena. -Improved the initial camera angle of all dispatch quest scenes, and a hint will show when the player entered an unwalkable area. -Reworked all sewer scenes. Now their paths are wider, and players can descend into the water through ladders. -Optimized the occlusion handing system of almost all the arena, and added air walls to keep the fighters inside the battle area. -Reduced the trigger chance of gladiator argue events. -Modified the appearance of some armor and added dynamic cloth effect to some advanced skirts.
2) UI:
-Added some tips about some obscure but helpful game information on the loading screen. -Improved the UI in the management scene and added some handy shortcut keys. -The buff's tooltip now shows its creator. -The character status panel now displays the character's weapon type, block angle, attack angle, and various resistance penetration values. -Added different icons to all belts. -During the battle, you can see the blood bars of both parties
3) Trigger:
-Added copy and save buttons to the trigger. You can now copy a trigger to another character, and you can save a trigger to a local database for any character in any archive to use. -Added more command target to the trigger: self, event enemy, event ally, nearest ally, current attack target, nearest enemy, highest health enemy, lowest health enemy, highest level enemy, lowest level enemy enemy. -Added "AND" and "OR" logic switcher to trigger condition. -Added target's weapon type and armor type in the condition. -You can now dray a trigger up and down.
Balance adjustment:
1) Duelist: Countercut now has a smoother animation.
2) Khal Dela: Disarm effect trigger chance increased from 18% to 30%.
3) Duelist's glory: Block rate bonus reduced from 15 to 12, dodge rate bonus reduced from 10 to 8.
4) Slightly reduced the weapon damage of Orc Master.
5) A large number of monsters' attributes have been adjusted, and middle-level monsters have been more strengthened.
6) Reduced Cyclops' skill damage.
7) Balance adjustments were made to the attributes, skills, and equipments of several champions.
8) Change Kiara - the champion of the Terrell Arena to a dual-wielding berserker, and the new legendary axe Frosttooth will now be her offhand weapon.
9) Skills: -Ranger: Double shots now reduces the attack distance by 4 meters. -Polearms: Stretching attack is changed to Sweeping attack, and increased attack distance is changed to increase attack angle.
Bug fix:
1) Fixed a bug that, in a tag match the death of both sides at the same time would cause the game to get stuck.
2) Fixed a bug that could cause the Blackthorn armor mission to get stuck.
3) Fixed a bug where activating skills will be canceled immediately after activation.
4) Fixed a bug where the tracking target may get lost.
5) Fixed a bug where an extra crit rate was added to a Rogue's surprise attack.
6) Fixed a bug that could trigger the passive effect of Berserker from a ranged weapon
7) Fixed a bug where the player gets challenged event won't spawn.
8) Fixed a bug where the achievement of the Intermediate gladiator master would not be unlocked correctly.
9) Fixed the bug that the game cannot continue after a match is over because the UI is hidden.
10) Fixed a bug where Centaur archers cannot shot arrows.
11) Fixed some traits that show the wrong requirements of the race.
12) Fixed a bug where the hidden helmet function sometimes fails.
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper
Greetings, dear readers!
This time your regular issue of CRONUS weekly will be extra educational. Every day you ask a lot of questions about absolutely basic things that every resident of the Dome should know. It seems that large training manuals aren’t easy to read through. In this issue, we will briefly outline the basics that every newcomer should be familiar with.
M.I.N.E.R.V.A.
Readers often ask us how CRONUS manages to record, systematize and analyze the vast amount of knowledge of the forefathers. M.I.N.E.R.V.A. helps us to do this.
The intelligent computer system M.I.N.E.R.V.A. is the latest invention of our scientists and engineers.
It connects all computers under the Dome into a single network: servers, work terminals, personal communicators — everything is connected. But the main advantage of M.I.N.E.R.V.A. is an artificial intelligence, with each day it’s getting smarter and smarter thanks to the machine learning module. And thanks to regular scanning of the environment by the handheld devices, M.I.N.E.R.V.A. database is able to update constantly.
One day, it’ll be able to play chess with you or solve mysteries of the Dome. And today M.I.N.E.R.V.A. is already the best friend of any user!
CRONUS Knowledge Points
Many of you have already familiarized yourself with scanning. But did you know that CRONUS scanner is not a toy. When you scan the property of a company or its employees, both alive and dead, you get CRONUS points.
You can exchange those points for the most needed items: medical supplies, equipment and gear. It’s a support of independent research projects.
Psionics and Psi Glove
As always, we left the most interesting things for last. Psionics are not yet fully understood and mastered. But thanks to painstaking work of the best scientists, many have already learned to use this energy for the benefit of the corporation. CRONUS scientists have found that each person has a special attribute in the body called Psycho. Don’t rejoice just yet, only people with the highest attributes can use Psycho in the field. Those lucky ones will need a special glove that concentrates their energy.
Encased community is the most important for us - we are going to follow up those closely for your feedback on the game.
The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.