When trying to loot a crate from a Pod the crate will disappear and you will be notified that you do not have enough cargo space while in a pod. The crate disappears for the pod user so as not to distract them and keep them thinking they can loot it Vanguard Missions have been added - Report to GFI Proxima 1 to start first mission (Must be GFI Rank 10 to see Assignment) New long-range NPC weapon added to Mother Drones
All Fixes:
Resolution reset after server restart Various bugs with Options Menu Stability and Performance fixes
As we come close to wrapping up this week, we are happy to get this hotfix update out to you guys!
This update should fix the following problems:
Fixed bug allowing selection of other character's abilities (ie. Xenna's shield ability on Monkus) Seems like we didn't get all of it ːsteamsadː time to crawl back into our caves and back to work.
Fixed multiple performance issues due to corrupted user data files
As always, thank you to everyone for helping us to gather logs around these issues and being patient with us while we figure out where mistakes were made.
Please continue to notify us of other bugs you are experiencing in the game. You can do this by sending a message (along with your logs) in our Discord, or by using the "Report Bugs" button in game.
After being cooped up inside for so long, the girls are eager to get out and have some fun beneath the sun! Liv wants to take you on out onto the tennis courts for a hot and heavy match with her! As a Quest Reward, get an Image of Liv fucking herself with the tennis racket. She just can't hold it in any longer!!
Updated Keenfolk Golem text to say that it doesn't discard your whole hand.
Gameplay
Plans Within Plans attack buff reduced to 1 round duration.
Wildwing Bait now starts with 3 charges and uses a charge each time a Wildwing replaces a Melee Creep.
Ventiloquy causes taunted units to deal 1 battle damage to their new target.
Tidehunter replaces Kraken Shell with Anchor Smash: The first time you play a non-item card from Tidehunter's lane, deal 1 damage to its adjacent enemies and give them -1 Attack this round. If there are none, battle the enemy tower instead.
Temple of War can bounce cursed items.
Bugs
Fixed a bug preventing reward popups from showing after players gained ranks.
Blink scrolls are no longer handed out when the game ends before the combat phase.
Fixed a bug where cards with multiple targeting steps would get stuck if the shot clock expired while choosing targets.
Fixed various effects being treated as Auras for the purpose of Devour when they shouldn't have been.
Fixed hero draft decks sometimes having more than the legal number of copies of a card.
Spiked Carapace no longer updates the game mid-combat.
Lethal trample damage to the tower no longer causes damage effects to happen twice.
First off, thank you all for your amazing feedback!
Based on your feedback, it's clear that combat needs some improvements. Turn-based has been generally well-received but people feel that real-time could be improved. With that in mind, I've decided to take the time to try and upgrade the combat flow in the [beta] branch. I'm hoping to have this update out in a couple of weeks, until then I won't be pushing out any other updates (unless additional critical bugs are found).
I'll be posting a more comprehensive writeup on this subject next week, but I just wanted to let you know what's being worked on. If there is something in the combat you'd like to see (or not) just let me know here or on discord!
Old Gods Rising now has a new chapter that picks things back up immediately after the final credits have ended.
Prepare yourself for the unexpected, as a total genre-flip sees Professor Winston continue his journey into the mysterious, dangerous world of the Old Gods.
(Jump straight to the new section by typing OGR into the main menu screen)
Additional fixes and improvements include:
- Inverse mouse setting added - Increased mouse sensitivity control - Autosave system updated - Streaming system upgrades
With the release of Gnomes & Goblins quickly approaching, now seems like a great time to revisit some key points along the journey that led Wevr here – in particular, some of the key VR learnings from our original title, theBlu.
FN CAL assault rifle has been released for World of Guns!
What's interesting in this model: Disassembly/Assembly: 119 parts Operation: 1. Semi Fire, Burst Fire, Full Auto Fire, Reload, Unload, Safety 2.Rear Sight adjustment, Trigger guard adjustment, Folding Stock 3. HD textures 4.Real sounds 5. Cutaway mode, flying bullet
PROMOCODE which unlocks FN CAL assault rifle for free for the first 50 users: 9JS0 Instructions: run the game, go to the main menu, open console by pressing ~, type promo <code>, use CAPS LOCK, press Enter Example: promo 9JS0 Attention on different languages key for console may be different Promo code has to be entered in the main menu!
Hello! Today's 20XX 1.42.0 test patch paves the way for crossplay with the upcoming Epic build of the game. It's not super exciting - the exciting part is all the new players coming next week, but we thought we'd get this out a week in advance and see if there are any ancient bugs we ought to squash.
It's live on the test branch now (public branch "20xxtest"). Thanks for playing!
CHANGES:
Public play now uses a "passphrase" system to find lobbies. When searching for a game, you'll only return games that match the passphrase you set before hitting "join" - when you host with a passphrase, players will only see your game if they type it in exactly. This lets players coordinate across platforms where we don't have traditional support for friends/invite systems.
Leave the passphrase blank if you're looking to find a random partner!
This new public matching system applies to all players on either Epic or Steam - the passphrase system applies on both platforms, whether or not a passphrase is used or left blank.
Improved Seed Racer entry UX (it uses the same logic as the new Passphrase system) - controllers can now enter/exit the field entry instead of it feeling like the game's softlocked (because it previously ignored controller input), and the text field's highlighted while active.
The other changes from 1.41's last test push, which never made it live! The notable one here's an ancient invisible enemy error.
(Coming later this cycle, before this test patch goes live) We'll be adding a Russian translation of the game's long-form Datalore for Augs, Enemies, and Bosses, courtesy of Canary, a member of 20XX's community. Thanks!
To be fair, you have to have a very high IQ to understand Meme Run 2.
The humour is extremely subtle, and without a solid grasp of dank memes most of the jokes will go over a typical gamer's head. There's also Illumanti's nihilistic outlook, which is deftly woven into his characterization- his personal philosophy draws heavily from internet 'SoundCloud' rappers, for instance.
The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realize that they're not just funny - they say something deep about LIFE.
As a consequence people who dislike Meme Run 2 truly ARE idiots - of course they wouldn't appreciate, for instance, the humour itself is a cryptic reference to Montage Parodies back in 2011 when they weren't trash. This game was never made to be good, it was made as a joke but now I made a sequel because people keep asking me for it. So don't be mad, just be thankful I wasted 69 minutes of my life making this game. What fools ... how I pity them.
And yes, by the way, I DO have a Meme Run 2 tattoo. And no, you cannot see it. It's for the ladies' eyes only - and even then they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid . . .
After years, the sequel to Meme Run is finally available. Hope you enjoy the game! Make sure to stream your reactions to Twitch and YouTube.