Looks like this October will see Halloween overshadowed by a far more exciting event! Forget Trick-or-Treating and better do some real monster fighting, cuz you’re in for the ultimate Gar tournament! But don’t let these powerful giants make you forget that you also have other opponents, represented by some of the best anglers walking our Planet! Make sure to register and head out on the most exciting competitive journey of your life as you travel through some of North America’s top Gar fishing destinations - from the luscious green wetlands of Florida’s Everglades, on to the banks of North Carolina’s Neherrin River and finally to face the Top-20 Gar fighters in the swampy wilderness of Louisiana’s Quanchkin Lake! Compete against the most ferocious opponents and make your glorious way through the 2 preliminary Qualifiers as well as the Semifinal and the Great Finale that’ll show who’s who on the monster fishing arena! Gars&Glory Cup will be held October 14th through October 18th, with the Registration starting on October 13th, 24 hours prior to the First Qualifier. The
Tournament’s timetable is as follows: 13th of October - Registration for the Tournament begins. 14th of October - Qualifier 1 on the Everglades. 15th of October - Qualifier 2 on Neherrin River. 17th of October - Semifinal Round in the marshy wetland of Lake Quanchkin. 18st of October - the Grand Finale on Quanchkin Lake.
Only for the duration of the tournament, you can get special tour pack Gars&Glory Pack at 30% OFF!
Hi folks! There was a bit of a technical hiccup in Steam's system during our original livestream yesterday, and our stream wasn't promoted at all in the Autumn Festival. So, we're going to give it another go on Tuesday, 10/13 at 11:00 am EDT. Swing by our store page to watch and interact with the dev team!
We are aware that people on Twitch may not be able to stream on the platform and we are getting it resolved. We have tweeted at Twitch see if they could resolve it. If you have any more issues, email us to our support team. Thanks for letting us know.
If you have a lot of questions about golf. You come to the wrong place - since we now nothing about golf. We do know how to make games and have fun.
So if you want to listen to Lasse and Rune's war stories about making the worst golf game ever, be sure to check out this stream.
Rune and Lasse will tell you their inside stories in a fun and casual way. Join them, we guarantee it won't make you a better golfer - but it will make you laugh :)
- Updated Unity Engine to 2019.4.11f1 - Removed and replaced the Resource Manager with an advanced level editor - Added Quicksearch, a matchmaking feature to find games with players with similar skill - Added level system: - Every match grants experience points - Weapons now have to be unlocked at certain levels before being avaliable for use, see http://igtgames.de/wordpress/wbtr/info/unlocklevels/ - Note: This doesn't apply to Training Mode - Updated the Main Menu Theme
Gameplay:
- Added teams - Added climbing: - Press Space while jumping to hang onto walls, fences or similar to hang onto them - Press W while hanging to climb up, S to climb down -Added wallrunning: - Press Space while walking against a wall to your side to start wallrunning - Hold down W to slow down your descent - Smoothened player movement - Walking and sprinting animations now play correctly - Changed damage calculation - Adjusted player speed values - Added different damage areas: - Head: 1.4x - Chest: 1x - Legs: 0.7x - Arms 0.8x
Networking:
- Improved lag compensation - Improved movement prediction for clients
Graphics:
- Added Global Illumination to all maps - Improved performance on lower-end devices - Changed post-processing: - Lowered color correction - Added motion blur - Post-processing now has to be toggled in the settings menu - Remade player models - Changed the way player customization works - Light now reflects better on some surfaces - Improved weapon smoke effects - Added bullet decals - Improved performance on custom levels without baked lighting or occlusion culling
Weapons:
- Added AKM - Reloading while aiming is no longer possible - Sprinting while aiming in no longer possible - Updated all weapon animations to be more fluid - Scopes now behave more realistic - Changed the way shooting sounds are being played back - Weapon behaviour is more realistic - Remade recoil system to be more random
Sound:
- Updated footstep sounds for different surfaces - All weapons now have more realistic sounds, especially at full-auto - Updated reload sound playback method to be more flexible - Updated reload sounds to fit new reload animations - Bullets are now audibly whizzing if they travel close to the player - Added bullet impact sounds based on the hit material - Added ambient sound on all maps
Bugfixes:
- Fixed aiming issues on the AKM - Players can now join matches in progress without any issues - Fixed an issue where some menus could overlap each other - Fixed some clipping issues on all weapons - Fixed an issue where the viewmodel didn't align with the weapon when turning - Fixed several problems with networking - Ragdolls now work as intended - Idle animations now always play after shooting
Note: If you encounter any bugs, glitches or crashes please let us know in the Steam Forum.
Hey there! We've been hard at work making improvements and additions to Griefhelm since launch. Based on community feedback, we've focused on combat feel, hit detection, and adding more interesting options to the combat experience. But we also found time to add a new game mode that we think you'll love.
We've departed from the original content update schedule a good bit, so we'll get an updated calendar soon. But we plan to continue making improvements to campaign and multiplayer through the end of year at least, as well as adding content well into next year. Hope you enjoy!
Gameplay Enhancements
New Ability: Dash
Players are able to dash or dodge backward or forward with Left Alt (LB on Xbox Controller)
This can be used to move away from an opponent to avoid a swing, or through your opponent to force your opponent to turn around
New Ability: Dagger
Everyone has a dagger equipped at all times
Press Z (B on Xbox Controller) to drop your weapon and pull out the dagger
After the dagger has been pulled out, it cannot be put away
Dagger cannot be used to block incoming blows
Dagger increases movement speed while out
New Gamemode: Battle
Available in Campaign, Encounters, and Online Custom Matches
Two teams with large groups of AI fight for control of the map!
In Campaign, this gamemode is a prerequisite to fight Leaders
Player must capture points to progress through the map, fighting groups of enemies
Capture points heal the player’s team and replenish fallen teammates
If the player’s whole team is slain, the player loses
Massive overhaul to the combat/movement system as a whole
Weapon hitbox changes across the board
Shoving/kicking is now possible immediately following a successful block
Attacks should now blend into each other more accurately and fluidly
You can now buffer other inputs and attack while turning your knight
Knights occupying the same space should now automatically distance themselves
Knights on mounts now backpedal much more slowly
Other slight tweaks to movement and combat to improve game feel
The audio that plays when the non-lethal part of some weapons strike an opponent has been updated
AI and Campaign Changes
Team-based Campaign nodes should now only generate as a 1v1 or a 2v2
Depending on the gamemode, AI in Campaign should now use the perk that is shown to be that node's reward, where applicable
Fight enemies with flaming swords, mounts, or damaging shoves!
AI should now adopt various fighting styles, and fight differently at different times
AI can be disarmed and forced to pull out their dagger
This can be done if the player strikes their weapon right as they finish an attack
This change is experimental - we want to see how players react to this change before making further adjustments
Map Changes
Beach: New terrain and background elements
Throne: Gaps have been sealed and replaced with stairs
Woods: Reduced foreground elements
Crypts: Reduced foreground elements, updated hazards with new visuals
New Armor
This can be unlocked through a duel with a new Adversary
New Plume
This can be unlocked through a duel with a new Adversary
Bugfixes
Fixed a bug where the host was forced to spectate multiplayer matches in certain instances
Fixed a bug that stripped a knight of certain stats when respawning in Tug of War
Your ULTIMATECOMP™ gems bonus is getting a little spooooooky🎃!
Face your fears and collect these 💎gems💎 by heading to the HD Poker in-game store, clicking Enter Code, and entering ULTIMATECOMP. This bonus is available for the next 48 hours, so get it … before it’s too late!
Have a 🕷frighteningly awesome👻 rest of your weekend, players!
I have had a lot of people reporting that their game slowed down at certain times or did not run as well on lower grade machines, so these past few days I have been working on hard on optimising the game and it will now run so much better for all players.
Below is a list of what I have done to better the games performance:
Hidden-surface determination (Occlusion Culling)
In layman's terms, what ever the player is not looking at, will not be rendered in game.
I remember this was a big problem for some people who went to one corner of the mall and then looked diagonally across at the other, there were so many things being drawn on the screen that didn't need to be there.
Pre-Baking Sunset Mall's lighting
This one is a simple but time consuming one, instead of showing light in real time, Sunset Mall will now already know where all the light and shadows should be meaning less time for calculations.
This should make the game run faster in general and will not affect the game graphics as it was not rendering shadows anyway!
Other Minor things...
Some other small things I did were to do with Collision Detection and Physics, although I could talk for hours about this stuff, I would like to keep this short and simple so I won't continue!
Some other, non performance-enhancing things I did...
All Toys now have their own sprites
NPC's will no longer bounce around when collided with
Enemies can no longer mug you through walls (Sorry it took me so long to fix this)
The outside of the mall now looks much nicer although it is not completely finished
Cars now drive on the road instead of the sidewalk (Sorry there have been a lot of DUI's recently)
The Sunset Mall Monument is being revamped
The Sunset Mall Wiki has been linked to the game and can be found on the Social Links Page and even in Pause Menu so you can quickly get help when you need it
New posters have been added to the game to make it more dynamic
And Finally...
Again, thanks to everyone that is still playing the game and those that have purchased it recently, thank you to all the people who have reviewed the game, I have taken all feedback into consideration and I feel the game is continuing to get better day by day!
Lots of new things are being considered for the game and I have now assembled a nice team of Alpha and Beta testers on the Sunset Mall Discord Server!