All PC servers will come down Thursday, November 5, 2020, at 7am PST (4pm CET), for the game update below. Downtime is expected to last up to two hours.
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Full patch notes below:
Fixed an issue where some players were not able to claim Campaign Chapter rewards without completing certain side missions. All players should now be able to collect Chapter rewards after completing all primary missions.
Changed the "spot" experience portion of the Training: Infiltrator and Reconnaissance missions to require "motion detection" experience instead.
Fixed an issue where certain Directive Pistols weren't activating sidearm-related implants or directives.
The Halloween event has ended, and Sanctuary is no longer haunted.
Jelly Brawl V 1.2.1 / 1.2.2 - Death reset in Race solo removes bodies and resets time for perfecting runs - Fixed Early Access to Level Editor bug in full game - Fixed Flag being cheatable on Quadrant - Added server region player count to match select screen - Speed up Classic and Hit & Run Level transitions (less time on progress bar if game in progress) - Other small bug fixes
As we close in on our December release on Steam for Year One Edition, we wanted to share some of the work the team has been doing to date. For current players of Phoenix Point, we have released our latest free content update, ARKHAM, which includes a host of UI improvements and new content, alongside game tweaks and fixes. Expect to see Memorial screens for fallen soldiers, while watching your back as other enemy AI factions now may invade your base if you are at war. The good news? You can now also join factions as they lead attacks on Pandoran nests.
We've also optimized controller support to be even more comfortable for those playing with controllers, and our reworked soldier management screen will help you get your troops back into the fight. For a quick look at what's in Arkham, check out our update overview:
As a reminder, all free content updates we've produced thus far will be part of Year One Edition, and naturally we'll continue to update post-release with more! For the full list of patch notes, see below.
Geoscape
Improved aircraft selection UI
Added Phoenix base selection functionality
Reworked personnel screen
Vehicles are shown along with the soldiers
Soldiers and vehicles are divided by the location they are at
Added basic stats for each soldier and service record
Character equipment and training screens are merged and information for stealth, accuracy, and perception is added
Dismiss of soldiers is now accessible only from this screen
There is a new tab in personnel screen showing the soldier memorial
New game over screen with gameplay statistics
Factions can now attack Phoenix bases when at war with Phoenix
When New Jericho is attacking a Pandoran base now you can join in the attack and you will encounter some of their soldiers in battle
Ancient Guardians: expanded list of resistances
Project Glory now researchable after the first mention of the ancient civilization in the main story
Bionic Fortress: increased deployment
DLC 1 and 2: a number of missions have rewards increased
Tactical
Visual upgrade of the tactical UI
Portraits are now showing hit points along with will points and action points
Advanced information about weapons can be activated from the gameplay options
Other
Controller scheme rework - complete rework of Tactical and Geoscape controller scheme, there is no longer a free cursor in the game
New neutral haven special mission
Bug Fixes
Fixed a hang when evacuating from an Ancient Site defense mission.
Fixed an exploit where players could scrap items that were already scrapped thus gaining infinite resources.
Fixed an issue where some evacuation points on Anu maps would appear floating in the air.
A materials reward is now present in the Victory briefing screen after capturing an Ancient site.
Disabling an enemy unit's equipment/weapon will trigger its flinching animations.
Fixed an issue where boulders were blocking an evacuation zone on some Scavenging maps.
Fixed an issue where Triton enemies could spawn inside some environmental props on Scavenging maps.
Fixed an issue where the player's units couldn't use ladders on some New Jericho maps.
Fixed an issue where vehicles couldn't move on some New Jericho maps.
Fixed an issue where a Pure soldier's shield would remain in the air after the unit gets killed.
Fixed an issue where a string of text appeared while aiming a Chiron enemy's Agile Leg body part.
Fixed an issue where The Exalted could overcharge her Will Points above her maximum value of 28.
Fixed an issue where the Dazed animation would sometimes appear on the ground.
The Hatching Sentinel's electrical visual effects can no longer be viewed before discovering the enemy.
The Status - Psychic Ward ability should appear only once in the character info section.
Fixed a hang when a Heavy damages its own Fury-2 launcher while shooting with it
Fixed an issue where players couldn't save their game when loading an autosave
Mind control can't be used by targets that are Dazed anymore
Fixed an issue where the players were receiving notification for Timed Missions expiring when they weren't revealed yet
Jet Jump can no longer be used in some Alien Nest missions
Fixed the fence at the start of the Prisoner of Ice mission from blocking vehicles
Poison stacks will no longer be reduced upon loading saves where units have been poisoned
Fixed an issue where units entering cover in a specific corner of an Anu building would kill them
Sentinels can no longer enter their Preparing state when under the effects of Daze
EMP grenades now deal damage and disable Spider Drones
Fixed an issue where vehicles could deploy in buildings on certain Haven Defense missions
The Neural Disruption ability will now disable the Siren's Mind Control ability
Fixed an issue where the Priest's Radiant Hope aura was still in effect after being evacuated
Hey there! Since we re received a big influx of people over the past weeks, we decided to do a quick update about something we've been doing under the shadows. So, let's get it out of the way:
🎉 We decided to adopt Unity Technologies! 🎉
This is an incredible important change for our project, in regards of features, performance, visual effects and workflow!
We are currently doing a direct port. That means, in this step we are only focusing on making a 1:1 representation of what we had under our previous engine.
After that step is done, we plan of using 100% of what Unity allows us to do. Here's a tiny list of what we have planned:
Better terrain. This means that tiles will be gone. Being able to do terrains in any shape will make levels much more interesting and nicer to look at!
Post processing. We wanted to achieve a special, distinctive look from quite a while. One step in cartoon like visuals, another step in reality. Now our visuals will be able to achieve quality in the likes from Rayman Origins, Ori and the Blind Forest!
Small video tutorials. I love these games where they use a small video box that shows you what to do, in a quick, effective way. This will be in.
Better water/blood. Since the fundation of the project, we played around liquids. They used 'metaballs' and some rendering tech that let us spawn realistic blood squirts. These rendering techniques weren't available for us but now we are able to make them again!
Better lighting. We had a very simple light system, but we want to extend this to serve a gameplay purpose:
Ultra-wide support + HDR!
More than 4 gamepads for an amazing local play!
Multiplayer online!
Something about exploration? Due to our linear nature of our levels, we can't get much exploration in. But we are planning to improve that, so you can do quests around the map, or just exploring and finding a very special item!
As for gameplay features, everything will stay intact. However, we are planning to use multiple weapons at once, on story mode, and implement an AI feature that reacts to that. More info on this later.
Speaking of AI, we already worked on most of it:
[Smarty AI in action]
[Generic AI in action]
One of the things we are most proud about, is the "what you see is what you get" workflow. That makes things incredibly fast. Plus, we run scripts inside the editor itself, so we don't need to compile each time we do a little change. The editor itself is our game! We also took advantage of these called Gizmos, so we can quickly see what triggers what, in a quick glance:
Good thing is that most of the features are already implemented on this Unity port, but still there's a bunch to do, specially on the multiplayer side of things, but since we improved our workflow a lot (we are implementing 2 or 3 features each day!) we believe this will be done super fast.
Speaking of progress and what to do, here's a nice picture to let you see where we at:
ROADMAP
Well, that's it for now. Hope you are as excited as we are, and thanks for your continued support over the years!
After receiving many requests to make Simplode Suite available in other languages, especially from Chinese users who have been very supportive, I have added internationalization support. I did not originally write the code with internationalization in mind, but I have implemented a custom solution which seems to work. I am not fluent in any language besides English, so I will be relying heavily on users to report any issues. I have added automatically generated translations for the following languages:
Arabic (العربية) - Arabic may face a lot of issues regarding right to left text support.
Bulgarian (Български)
Chinese (Simplified) (简体中文)
Chinese (Traditional) (繁體中文)
Czech (Čeština)
Danish (Dansk)
Dutch (Nederlands)
Finnish (Suomi)
French (Français)
German (Deutsch)
Greek (Ελληνικά)
Hungarian (Magyar)
Italian (Italiano)
Japanese (日本語)
Korean (한국어)
Norwegian (Norsk)
Polish (Polski)
Portuguese (Português)
Romanian (Română)
Russian (Русский)
Spanish (Español)
Swedish (Svenska)
Thai (ไทย)
Turkish (Türkçe)
Ukrainian (Українська)
Vietnamese (Tiếng Việt)
The translation files automatically download when selected in the Welcome Menu. I am prepared to add more automatically translated languages in the future, but for now I want to see if there is any important feedback that may impact my automatic translation process before proceeding. If anyone would like to offer improvements to the translation files, I will gratefully accept. The files are downloaded to "%localappdata%\Simplode Suite\translations" and probably need little explanation, as they are simple JSON formatted mappings from English to other languages, though they do include replacement variables in many cases in the format of {0}, {1}, {2}, etc.
I have also included other small feature improvements and bug fixes:
The Toggle Ring Menu to Favorites option now works when the application first starts, and has been modified to open the favorites menu when left clicking on the Simplode button.
Folders that are mirrored in the favorites menu will now ignore hidden files and folders.
Reintroduced flyout locking. By default, flyout windows that have not been clicked will close automatically when clicking another window.Detailed options are available in the flyout, which you can use to determine if and when to prevent flyouts from automatically closing, which can be used to get the old behavior of leaving flyout windows open always.
Added VSync option to the Red Cyan 3D feature.
Added VSync option to the Equalizer Ring feature.
Fixed bug with some windows not having a action button available.This had caused exceptions in some cases.
Fixed an exception that would occur sometimes when closing a window too quickly after being opened.
Adjusted readonly text boxes to have normal appearance.
We're in the process of deploying the 3.12.4d update that introduces the Stash Tab folders and affinities system, as well as a number of improvements and bug fixes. Check out the full patch notes below:
Added support for Stash Tab Folders and Stash Tab Affinities. Stash Tab Folders can have stash tabs placed in them, allowing you to organise your stash tabs however you'd like. Additionally, stash tabs can now have Affinities applied to them. The Stash Tab Affinity system allows you to designate a stash tab to store selected specialised item types in. Ctrl+clicking an applicable item from your inventory into your stash will always send it directly to the stash tab with an affinity set for that item, regardless of which stash tab you currently have open. Affinities are available for the following item types: Currency, Map, Essence, Divination Card, Fragment, Unique, Delve, Blight, Metamorph and Delirium.
Perception doors in Repository Heists can now be walked through as soon as the door is visibly opened.
The quality effect granted by Anomalous Lesser Poison now grants "chance to gain a Frenzy Charge on Killing Blow against Enemies with at least 5 Poisons" as the previous quality effect did not work.
The Azurite Mine is now capped at Depth Level 65,535.
Spectred They of Tul no longer use abilities when not in combat.
Improved the variability of ground textures in the Glacial Expanse Hideout.
Updated the Towering Hideout features to more closely match its preview video.
Fixed an issue where Gianna could fail to open a Heist door when in a Grand Heist Wing which also contained Nenet.
Fixed an issue which could cause Agility Jobs to not be completable if the Job was aborted after the lever had been pulled.
Fixed an issue introduced in 3.12.4b which could cause "increased Job Speed" modifiers to instead reduce Job Speed.
Fixed an issue where Engineering and Agility traps could get into a state of being unable to be deactivated during Lockdown if you had previously deactivated them during the Imminent Lockdown period.
Fixed an issue where stacks of currency that were converted to a different currency type as a result of a Heist Trinket modifier didn't retain the correct stack size. This affects Chromatic Orbs and Jewellers Orbs.
Fixed a bug where the Jeweller's Touch prophecy didn't respect Heist enchantments which restrict the colour of sockets to a specific colour.
Fixed an issue which could cause distant Delve areas to not be clickable, preventing you from travelling to it.
Fixed an issue where The Purifier's weapons were unable to perform any attacks.
Fixed an issue which prevented the quality effects on Anomalous Caustic Arrow, Anomalous Onslaught Support and Divergent Nightblade Support from working.
Fixed an issue where Shift-Attacking an enemy with Flicker Strike could bypass Flicker Strike's maximum range.
Fixed an issue which could prevent throwing Mines after using Shield Charge.
Fixed a rare issue where the order, names and colours of Stash Tabs were not correctly inherited from those in the parent league.
Fixed an issue on Mac where enabling Antialiasing Quality caused the game to only display Bloom effects.
Fixed an instance crash that could occur during the Arakaali, Spinner of Shadows encounter.
Fixed a client crash that could occur when exiting Path of Exile.
Fixed a client crash that could occur on Mac when opening the Map Device.
Private Pook Games's solo developer, Mike Grosso, here, confirming that a Linux build will be available on Steam on day one! Windows, macOS, and Linux users will all be drilling this Monday, November 9th.
PaymoneyWubby: The Game - Travis Scott (sicko mode)
PaymoneyWubby the game releases on Monday, the 9th of November. I want to take a minute to thank everyone who has wishlisted the game, and whoever reads this! We are releasing this build with minimal content, but thought it was important to let people have access as we work through future content to release. Throughout these two years, the game has taken on many forms. A 2D platformer, an RPG, a roguelike, a card game... but this current build is only about 5-6 months old. Perhaps we might be able to include some of the elements from these old builds into this newest one, but that's just a thought. It's been a long journey, and I want to thank the people who have supported me along the way, as well as my programming / composing team, backing up this project so that you all can play it!
crmusic - responsible for some of the great tunes you'll be able to listen to in this project! Not all of them are in just yet, but there will be more added as new levels come out!
ben64 / kilkerko - both of these guys are a huge reason the game is even playable now. They've worked with the messy code I've provided and worked it all into a working project, and one that we're still building upon.
Previous people who have donated in the past, which was a great help for some of the handful of assets we use in this project. We don't want it to be an asset flip of any kind, but there are some things we've bought to make the process doable. We want this to be an original, enjoyable experience for everyone.
AnD vIeWeRs LiKe YoU. Thank you for wishlisting the PMW game... Even as my first real video game project, this is really a game that I'm trying to make the best I can. I hope you stick with me throughout this process :)
Thank you all for reading, and I hope you enjoy Beef Mountain and some of the easter eggs in the Wub Hub when the game releases on the 9th!