1. Fixed the overexposed metronome under character's feet in France/Egypt. 2. Changed the Beaten to a Pulp achievement from Stage 5 to Stage 6. 3. Optimized the performance of game. Now the gameplay is smoother.
The server will be temporary down for maintenance at around 1am PDT. The estimated maintaining time would be around two and half an hour. Sorry for the inconvenience. We will send 30 coupons to you after the server reopen.
- New Feature: Bestiary. Now the Enemypedia has become the Bestiary and can be acquired from Ursula in the Sky Village (talk to Marlon to find her). Donate enemy parts for her to analyze them and give you more details about each enemy. - New Feature: Recipes Notepad. Now you receive a Recipes Notepad during Chapter 2 (you'll receive yours automatically in case you're past it). Find more recipes to make your journey even more interesting! - New Feature: Schedule. Use your schedule to check your current and completed tasks, missions and goals - General balancing of skills, items and enemies in Story Mode. Important: Now the potions, magic waters and other restoring items give more HP and MP (and cost the same price). New items drop from various enemies (and can also be donated to Ursula) - Several bugs fixes. Finding bats will no longer have a chance of causing a black screen error. - Improved texts and translations. In case you find untranslated text, get in touch via Steam Discussions or e-mail: auroramidiagames@gmail.com.
Note from Zoe: Thank you, Vitor Rubião Vieira, for all your help, translations and support, and War-Machine, for finding the bats bug! :)
I've put out another patch that addresses a few issues. We apologize to those who have been experiencing technical issues, but everything should be cleared up now.
Changes & Fixes
Resolution setting will now successfully save upon exiting and starting up the game
Enemies will not get stuck on dead bodies
Tweaked the dodge window
Tweaked the deflection window
Set default Total Enemies in Custom Survival to 50
Lowered the frequency that the Grunt will use the combo attack
Thank you for your patience, as always continue to let us know your thoughts and if you experience any issues!
You're invited to play Super Squad THIS FRIDAY, August 21st at 2 PM Eastern (11 AM PST / 7 PM BST) and SATURDAY, August 22nd at 4 PM Eastern (1 PM PST / 9 PM BST). Servers will stay open for at least two hours.
Mark your calendars, soldiers! We'll see you on the battlefield.
Another new subsystem was added for the new World UI - modal dialog system for UIX. I've switched over the Login page to it if you'd like to see it in action.
This build also has a bunch of other smaller additions, like ability to save photos captured by others as you local screenshots or exposed MipMap bias property on textures, as well as several bugfixes (e.g. making the new LogiX wire grabbing work with multitools).
New Features:
- Added ModalOverlayManager component (UIX/Interaction) which will take care of instantiating modal dialogs for any elements under its hierarchy that requests them -- It allow configuring the root where the modal dialog is spawned and the modal UI template - Added ModalOverlay component which is the base behavior for the modal overlays, exposing ShowLerp property which allows animating the modal overlay in and out (you can use this to build your custom visuals) - Added RadiantModalOverlay component which is a programmatic ModalOverlay template that blurs and partially fades the background and displays the content on top - Added "InteractionBlock" component (under UIX/Interaction) which allows explicitly blocking any UIX interactions from passing through the graphic it's on (it will respect the Enabled state) - Added "FillRect" to RawGraphic, which allows controlling the relative size of the generated quad to the RectTransform it's on - Added a diagnostic of unread notifications by pressing the F9 key, which will print out where the number is coming from to the log (based on report by @Faolan (RAD)) - Added ability to save photos captured by other users as own screenshots, by grabbing them and selecting "Save as screenshot" in the context menu (requested by @orange) -- This will save the screenshot to all locations (Steam Screenshots, "Pictures" folder in Documents and any other future locations) as if it was photo captured by you - Added "MipMap Bias" property to Static Texture 2D and procedural textures (requested by @H3BO3) -- Negative values will make the textures sharper (at cost of performance impact), while positive ones will make them blurrier -- Asset variant system will automatically combine texture requests to use the lowest bias requested. If there is a request for texture with lower bias, it will affect all textures
Tweaks:
- The login dialog now uses the new modal overlay system instead of a separate dash screen - RTF tags are now stripped from world name when generating debugging strings (this is mostly internal change, will improve readability of logs and other debugging information) - Additional security improvements (based on report from @Rue Shejn | Artist 3D) - Upgraded Oculus SDK to 19.1 (this includes OVRPlugin upgrade to 1.51.0 from 1.48.0) - Neos will now auto-initialize SR Anipal (HTC Vive Eye & Lip tracking) if it finds it installed in default location ("C:\Program Files\VIVE\SRanipal") (based on feedback from @フリック)
Bugfixes:
- Fixed TooltipMultiplexer not passing through grabbing events -- This fixes the LogiX tooltip grab to create new relays not working with multitools (reported by @Alex from Alaska) - Fixed LogiX tip breaking when trying to drag-grab wires on some wires with missing targets (reported by @Gunnar0 and @Shifty | Quality Control Lead) - Added guard to prevent user from getting respawned due to errors in OnGrabbing event in ToolTips (based on report by @Gunnar0) - InteractiveCamera will cleanup itself on startup if it's corrupted (missing main or secondary camera) (found in a log from @Enverex) - Fixed potential bugs in the cloud message fetching mechanism due to local system timezone issues due to not using UTC time - Fixed "Recieved" typo when receiving tokens (NCR, CDFT, KFC) in the friends list (reported by @Blaze)
The maintenance is now finished, and you can now access the game.
Thank you for your patience during the maintenance; we have sent you compensation as a token of our apology for the inconvenience you may have experienced.
Maintenance Compensation Details
- Who is Eligible: Accounts created before the maintenance
- Compensation: 1,000 silver
- Expiration Date: August 27, 2020 (Fri) 23:59
* Note
- If you do not receive the compensation enclosed in the in-game mail before the expiration date, the compensation will expire and no longer be receivable.
Greetings, this is ShadowArena.
We will be performing our maintenance on August 20 (Thu).
During the maintenance, you will be unable to access the game service and website.
■ Game Maintenance Schedule
Server
Maintenance Schedule
Asia
August 20, 2020 (Thu) 15:00 - 19:00 (UTC+9)
NA
August 19 (Wed) 23:00 - August 20, 2020 (Thu) 03:00 (PDT)
EU/RU
August 20, 2020 (Thu) 08:00 - 12:00 (CEST)
August 20, 2020 (Thu) 09:00 - 13:00 (MSK)
SA
August 20, 2020 (Thu) 03:00 - 07:00 (BRT)
■GameMaintenanceImpact
- Unable to access the game
■ Reason
- Update, fixes, and improvements to certain content
■ WebsiteMaintenance Schedule
Server
Maintenance Schedule
Asia
August 20, 2020 (Thu) 15:00 - 18:00 (UTC+9)
NA
August 19 (Wed) 23:00 - August 20, 2020 (Thu) 02:00 (PDT)
EU/RU
August 20, 2020 (Thu) 08:00 - 11:00 (CEST)
August 20, 2020 (Thu) 09:00 - 12:00 (MSK)
SA
August 20, 2020 (Thu) 03:00 - 06:00 (BRT)
■ Maintenance Impact - Unable to access website and Parental Controls site
■ Reason
- Update, fixes, and improvements to certain content
* Additional Notices
- The maintenance times are subject to change, extension, and/or early completion. Any changes will be provided as an update on this page.
- Once the maintenance begins, you will be automatically disconnected from the game, even if you are waiting in-queue or in a match.
Tonight's update includes the new resource tool system and some controller enhancements.
Resource Tools Pickaxes and hatchets have been added to the game!
Two new equipment slots have been added to the "Equipped" part of the inventory UI, one for your pickaxe and the other for your hatchet.
If you have a pickaxe or a hatchet in their slots, your character will automatically switch to use the correct tool based on what you are hitting. There is no need to manually switch using a hot key or opening your inventory. If you swing at nothing or attack a monster, your weapon will appear.
For trees the better the hatchet the less hits it takes to chop it down. The same is true for mining stone with a pickaxe. For ore, you need the right pick to mine ore deposits. Copper picks can mine copper and iron. Iron picks can mine copper through jade. Jade picks can mine copper through diamond. And diamond picks can mine any of the ore including Blood Stone.
You'll also need a hatchet to smash Alchemy Logs, Supply Crates, and Dungeon Crates. These all still take only one hit regardless of what kind of hatchet you have.
Copper, iron, and jade tools can be crafted by the Metalworker. These can also be crafted at the Weaponsmith, in addition to the diamond tools. Metalworkers can also craft jade ingots. This is to make sure you can make jade tools if you haven't placed a Weaponsmith or Armorsmith yet. If you start a new character you get a copper pickaxe along with your weapons and potions.
This update also changes out the starting axe with a starting hammer. You can see that in the above video as well.
Controller Updates
Mappable buttons. This is still in testing so if you encounter any issues with it please let me know.
You can now use a controller to place and rotate furniture.
You can now invert the right stick on a controller.
You can change the sensitivity of the left and right sticks on a controller.
Fixed a bug that caused the footstep volume slider to ignore controller input.
I have to admit this was one of the more fun updates I've worked on in a long time. I really enjoyed getting the pickaxes and hatchets to automatically appear before your "attack" hit the object. It feels really good and I want to say thank you to everyone who suggested adding pickaxes and hatchets.