- Added destructibility for all fences and walls in the game (destructible even from small arms). Over time, the number of destructible objects in the game will increase. - Added a new mechanic for restoring (repairing) destroyed buildings in the location. Now you can populate your people in them. To do this, you need to clear the house of garbage (resources, using a resource collection point) and start the recovery process. - Added a new type of elite opponents - Colonel Madson's Guard. - Added Colonel Madson to the game. You can find and destroy it at the location "Military base". - Added torture and interrogation mechanics. - Added the ability to take enemy soldiers prisoner (To do this, you need to study the "Torture" research, build a "Propaganda Center"). - Added new locations for raids (Prison, Supply Point, Checkpoint, Food Base, Military Base, Marauder Base). These are special locations that open only after the successful completion of the interrogation of the prisoner. - Added a new transport - an army truck M35 (crew - 8 people, soldiers are firing from vehicle), you can find it at the location "Prison" and "Military base" (locations open after a successful interrogation of a prisoner). - Added a new type of hostages - soldiers of the US National Guard (soldiers can be released at the location "Prison", they will join the player). - Added random cars that can be found in the raid (Sedan, Van, Taxi, Police, Pickup, HMMWV) - Added new music from Ficus Pro Sound Studios Barcelona. - Added a system of dynamic music change, depending on the situation in the game (with a enemy attack). - The storylines of Colonel Madson's Army and the Marauders have been completed. After the destruction of enemy bases, attacks on the player stop. You just have to live until spring. - Fixed minor visual bugs at the starting location. - Fixed loot at the starting location (Now you can find good loot in the later stages of the game). - Fixed selection of resources in buildings (left mouse click did not work). - Improved AI.
P. S .: Now that the main story has been almost completed, I'm starting to work on new scenarios for the game (Campaign for the US National Guard, Sandbox mode, Ironman mode). The new starting location is almost ready.
P. P. S .: Thank you for your understanding and trust. Leave review on Steam, it will be the best reward for me! :)
In this video, we take a look at the progress we are making with perks, before taking a look at some of the new maps and UI changes that will arrive in upcoming beta patches. We hope you enjoy the video, and for those that prefer to read, a text version is available below.
INTRO
Greetings warriors of Calradia and welcome to Development Update #4!
In this video, we’ll be taking a look at the progress we’ve been making on perks before having a quick peek at some of the new maps that are being added to the game.
MODDING TOOLS BETA
But before we move on to look at the upcoming changes to the game, we just want to remind you all that we recently released the first batch of modding tools alongside some documentation to get you up to speed. Currently, you will need to own the game on Steam in order to access this beta version of the tools. This is something we hope to rectify in the future by making the tools available to everyone who owns the game, regardless of where they bought it. To access the tools, you need to head to your Steam library, select Tools from the filter, and search for Mount & Blade II: Bannerlord - Modding Kit. You will need to ensure that you have the game installed alongside the tools and that the version numbers match between the two for the tools to work. Then, you can simply launch the modding kit and press CTRL+E at the main menu to open the editor.
To keep up to date with the latest announcements regarding the tools, or to leave feedback or seek assistance, we encourage you to head on over to our modding forums or to join the modding Discord. Links can be found in the description below.
Perks have been a work in progress for quite some time now, to the point that community member Gregorio246 made a useful website for checking which perks are implemented and working in-game.
Thankfully, this is something that we’ve made great progress on as of late, with many skill trees now almost fully implemented, and the remaining few being actively worked on. You can expect to see Crossbow, Throwing, Trade, and Scouting completed very soon, with others to follow shortly after.
NEW EMPIRE VILLAGES
Another part of the game that we are starting to make progress on is singleplayer scenes, with 5 new Empire village maps being added to the game, bringing some additional variety to the world. Scening will be an ongoing long-term process, so you should expect to see new scenes added to the game over time, and well on into the distant future.
SAVE CATEGORIES
A new structure for organising save files has been added to the game. This new structure groups saves from the same playthrough under a single header, making your save files easier to navigate.
TOWN QUICK-TALK
A quick talk button has been added to the town menu, allowing you to talk to settlement notables without needing to load the entire scene. This works in the same way as conversations on the world map and massively reduces dead time.
CLASSIC CROSSHAIR
A three-part crosshair has been added to the game allowing ranged veterans of the series to use something a little more familiar when hunting their prey.
CRAFTING POP-UP
The weapon crafting pop-up has been reworked to display a weapon’s stats more clearly, as well as to show which weapons are classed as civilian, meaning that they can be used in town scenes.
CAPTAIN MAPS
And finally, two new maps are almost ready to be added to the multiplayer Captain mode map pool.
The Cliffs of Akkalat is a map from the early days of the multiplayer beta that has been reworked and made ready to reintroduce to the game. This map pitches players against each other amongst canyons and over steppes, with a wide front line that gives plenty of opportunities for flanking and intercepting manoeuvres.
Ebereth Hillfort is a walled settlement in the Battanian highlands. Both teams start outside of the walls and will have to push to secure valuable positions within the settlement. The map’s close quarters approach lends itself to ambushes and crossfires, while the asymmetrical layout will demand that teams constantly have to adjust their tactics.
OUTRO
And that’s it for development update #4! Please be aware that most of these changes are not currently on the live branch just yet, and will be arriving in upcoming beta patches.
Make sure to leave a reply in the comment section below to let us know what you think, and as always, thank you for watching and we hope to see you again next time!
The creators of Onsen Master are going live for the Steam Game Festival to play the limited-time demo and share progress on the development. Join some of the team and chat about what got us started on Onsen Master and what's to come!
The experimental branch is now updated with a new custom level / character selection. You can now choose which level to load from in-game, and Royal characters can choose custom characters exported from the level editor tool.
It's been quiet here for a few months so I wanted to update everyone on the status of development on GRITS Racing. First, the project is not dead even though I can't say there has been a lot of interest in GRITS. I get it, I haven't given anyone a game worth talking about yet. Rather than trying to compete with all the other games in this genre, I tried finding something new. I own the failures there. There does, however, seem to be a tiny fan base and sales do trickle in. Not enough, however, to pay any bills with. Thus, much of my time lately has been spent looking for work and/or working small contracts. That is also where I'll be for the next few months. Considering that I don't do well in tech interviews and tech quizzes (I'm just not geeky-cool enough), finding work is no small task. No one looks at the work you actually do or your references anymore. They certainly don't care about how productive you are with real-world challenges. So it seems the occasional freelance work is all I'm good for these days.
Those who know my other game-dev work (mostly found on itch.io) know that I also often spend time on weekend side projects (currently, Sendit Soccer -- too early to show off yet). I will continue to do so, as well as maybe putting some of that weekend time into GRITS.
Other than that, the current plan is to come back to GRITS full time for a few weeks here and there to get bigger updates and new tracks out. I am also putting some serious consideration into what a single-player spinoff of GRITS should look like. Bigger tracks, no playground rules, serious racing, stuff like that. There's some solid physics modeling here that shouldn't go to waste. The hope is that maybe these two games (weird party game and semi-serious racing game) could help promote each other as a bundle. Regardless, I need to finish the single-player features of GRITS first (such as leaderboards) before I can jump into that.
Knight Dice participate in Steam Game Festival, so Demo is available during the festival. If you've played the game, please tell your impression, every suggestion/critics are welcome! The game will be released in the next few week, probably in the second half of October.
Toxic swings away from the wall when attached to it
Removed hitbox from placing a Toxic tag on the wall
The Toxic tag no longer disappears when her parry is grabbed
second BETA (10/16/2020)
Dust and Toxic deobfuscated for modding
corrected fixed camera setting for story mode comics
tweaked new up pivots for better execution (press up first)
forward movement cancel for the run stop
reverted Toxic neutral wall swing direction
added jump cancel to early Toxic wall release
made Nitro special activation effect loop
reign in Ashes to default distance by holding swing/grab
tweaked Ashes extra distance based on Dusts height
tweaked Ashes speed increase to retain existing setups
allow picking Ashes direction earlier
allow controlling Dust during Ashes drop
Ashes is smarter about bunting towards Dust
steeper grounded down angle for Ashes
allow using Ashes special at lower speeds without buffer
fixed Dust special getting stuck on a corpse during burst transition
added a Mysterious Figure
In addition to that the beta already runs the next ranked season and your division will carry over once the update goes live. So jump in to get a head start!
Dair Productions is hosting a gobal tournament on the anniversary of Lethal League Blaze: October 24. It has a massive crowd sourced prize pool of over $2000!
But that's not everything! Leading up to that are several other tournaments. Including regional ones, teams, Lethal League 1 and even a Free For All bracket.
And we are providing free outfit DLC keys to be given away during each streamed event. One for every 5 participants of the main tournament. So join up to increase your chances!
NEW ANIMATIONS FOR INFECTED (HIT REACTION & DEATH).
NEW INFECTED MODELS FOR NUKESITE.
ADDED REGION SELECT.
ADDED BULLET CASINGS.
ADDED NEW SFX FOR IMPACTS.
ADDED NEW UI FOR MENUS.
ADDED NEW GAMEOVER SONG.
ADDED NEW CALLING CARD.
ADDED NEW GAMEMODE WEAPON ROULETTE.
ADDED NEW WEAPONS MP40, DESERT EAGLE, M1 GARAND AND THE JUNKMAN.
STARTED HALLOWEEN EVENT.
IMPROVED NETCODE.
WE ARE STILL WORKING ON A NEW MAP WE ARE NEARLY READY TO RELEASE IT SO BE ON THE LOOK OUT FOR THAT ALSO THERE IS A FEW MINOR BUGS IN THIS BUILD WE WILL BE WORKING TO FIX THEM BUT DEVELOPMENT ON L.S.S HAS SLOWED AS WE ARE WORKING ON A NEW TITLE!