[BASIC RULE : LEAGUE] 1. Everyday, Tournament will be open at 06:00 AM (Pacific Time) 2. The daily tournament results are recorded, and players who participated will receive points based on the results. 3. At the end of the league, they are ranked according to the total points of each player received.
[BASIC RULE : TOURNAMENT] 1. All players can enter the tournament channel 10 minutes before the tournament starts. 2. When the tournament begins, all players on the channel become tournament participants and will automatically enter the tournament. 3. Based on the number of participants, the total number of rounds in the tournament is automatically determined. 4. Rounds are divided into the Qualifier and the finals, and different rules apply. 5. In the qualifier round, all participants are sorted in order of score and the top players are selected after the game is over. 6. In the final rounds, such as round 64 and 32, the top players in each game will advance to the next round 7. In the final round, 8 players will play and top 3 players will be the winner of the tournament.
[ADDITIONAL RULES FOR TOURNAMENT] 1. You cannot leave the channel while registered as a tournament participant. 2. If you leave the channel (including termination of connection or termination of the Lovebeat, etc), you will be excluded from the tournament. 3. After dropping out or enter tournament channel after the tournament starts, you can join a room as an observer or leave the channel freely.
[TOURNAMENT WINNER REWARD] When a player win a tournament, the player will receive reward that last for a day. 1. When the player enter a waiting room, You will dance as a winner of tournament. 2. At waiting room, A trophy is shown besides your character’s name.
[LEAGUE WINNER REWARD]
[BASIC REWARD] 1. Each participants will be rewarded as their total points earned. 2. The Reward will be sent to users at the next maintenance after tournament league is over. < REWARDS ARE NOT CUMULATIVE > REWARD LIST
[ADDITIONAL REWARD] 1. This reward can be awarded multiple times. Therefore you can still receive these rewards even if you have received basic reward. 2. All winners will receive a “Discount Coupon Box2” as a reward.
Thank you for playing Lovebeat. And we hope you enjoy “TOURNAMENT LEAGUE SEASON 1” like you enjoyed pre season.
As the day quickly approaches to Project Wingman’s 1.0 release, we think it’s best to put out some reports whose goals are to bring us all to a common understanding as to what the game will be on release. So sit right there and let’s all get ready, together.
The story mode of Project Wingman, the campaign, is the first half of Project Wingman’s single player mode. It is the constructed mission experience of a mercenary pilot known as Monarch, leading his allies to save a country against an imperial power known as the Federation. We’ve all heard this type of story before, and what better way to pay homage to these types of games than having such a campaign in Project Wingman?
This campaign will put you in the position to show off your mettle as a fighter pilot, destroying enemies that will do everything in their power to stop you. Ace pilots, flying airships, insurmountable odds and excruciating firepower will be turned against you, but you’ll kill them all on your path to complete a contract for a country under siege. No big deal right?
All this while you’re accompanied by two wingmen, an AWACS (and maybe a WSO), with a cadre of supporting voices from the sidelines.
In a world where history has reset, the earth itself is at hazard as people fight over its resources. Mercenary is a common term and great air ships crowd the skies as fire keeps the world turning. That’s where Project Wingman finds itself.
Lore-wise, this world has a history, a before, and even an after this game’s events. It is a stage that we may yet do many things in, but for now, this is our first foray into the World on Fire.
This is our first major game trying to pull anything like this off, and the standards which we speak to from other games are among the highest in not only this genre, but this industry.
The storytelling of those games which precede us are on a measure we strive to match, but remaining realistic, we do not have the outright capacity to completely match. As a two man team in regards to developing the campaign, it would be unreasonable to expect us to do such a thing on our first time around, and to expect something that is equal to the old masters in terms of our campaign and story telling is perhaps fanciful. We ask you to temper those expectations.
Unfortunately we couldn’t afford cutscenes, as is tradition in this genre, and for this reason the game’s story progresses entirely in what we consider ingame. Rather than try to half-ass a story which relied on external storytelling elements, we decided to rather work with what we have and contain it down to what we are able to do ingame.
In Project Wingman’s story lies a straightforward, cohesive experience from beginning to end, all of it in service to the gameplay of you, an ace fighter pilot, overcoming an insurmountable foe with pure skill and determination.
Our artbook, due to various Kickstarters, will release following the game, and it will detail further lore bits, alongside some of Project Wingman’s “inside baseball” and even some short stories from me.
With the game's story in particular, we had an image of it in our head that was very cohesive, very focused, that we worked toward, but even then sacrifices had to be made. We wish that we had more resources to work with especially in this department over development, however the lesson of this story, as in the one of Project Wingman’s campaign development, is that it is a progressive experience.
We hope you enjoy the story you'll embark on come December 1st!
-Matt
As always follow us on our Twitter, Facebook, Steam Group and join our Discord if you want to be informed with PW news and discussion. Wishlist us on Steam!
More information will be inbound soon, especially for those due keys for the game.
- Fixed: Player unable to summon a creature after another one dies. - Fixed: After replacing a creature, the player was unable to summon a creature and kept sliding with paused animation.
I wanted to post an update regarding our upcoming schedule and plans. We are currently prepping the next major beta milestone so our schedule is changing a bit. Weekly content updates are suspending for the next few weeks (updates will still go out, but just at a more irregular schedule and mostly foundational for the Dec 1 update!)
The December Season will operate a little differently. We will be doing our first test pack opening! Here's what will happen:
We will have our first collection reset! This is huge. Currently you have access to all currently implemented cards (10 of each). The time has come to start testing the underlying collection system and pack openings! So on Dec 1st when you login you will be welcomed with a message letting you know how to procede. You will receive some starter cards (and some starter packs added to your total) and be able to open them and build a deck.
You can manually reset your collection once during the month Not happy with your collection? Think our rarity distribution sucks? Report it to us! And then you can use the "coupon" everyone has attached to their account to reset your collection an additional time.
You can earn more packs! We will be adding packs to the store on/before Dec 1st. You can spend your beta coins on packs to be added to your total. When you reset your collection ALL packs will be reset. For example: You opened 60 packs from the preorder, bought 20 more in the store but did not open them. When you reset your collection you will have 80 packs ready. Even if you opened the 20 new packs, you would have 80 to open since you have earned a total of 80 packs. We will also sell bundles of packs as well if you need to top off!
You never lose your packs! Beginning of the next few seasons, we will reset the collection and/or refresh your coupons for resetting your collection (Thoughts on this? Let us know on Discord!). When we have finished the last remaining cards and balance patches we will give everyone some warning and do a FINAL reset in which case you will open your packs for the final time.
You get BONUS PACKS! That's right! This has been a long road, so any packs you earn during beta we will grant you BONUS packs on the final opening! We're still deciding the amount, but we appreciate your support during Early Access so if you're willing to support us with your time (earning coins) or your hard earned money (buying packs) we want to reward you as well! So we'll give additional packs on the final reset to say thank you!
This is a HUGE milestone for the Doomtrooper community and I'm excited to finally share it with you! I'll post another update soon with "what comes next" but once this cycle begins, the focus is all on balance, new cards and new tutorial/AI events! The train is moving fast and as always, I appreciate the community support on this!
Come hang out while we finish the milestones! I (Justin) stream development on Twitch Tues/Thurs at 8pm PST and we do a community stream to discuss updates like this every Sunday at 11am PST! https://www.twitch.tv/justinreynard
Come give feedback on Discord! We're always hanging out on Discord if you have feedback, bug reports or anything else to chat about! https://discord.gg/secretcowlevel
So excited to hit this next milestone with you guys! See you in-game!
Swords and Sandals Crusader Redux - Whiskeybarrel Studios
"So your feet hurt. So you are cold. So you miss your home. So, I say to you, go home! I only need those who yearn for hardships, those who yearn to overcome them. They shall stand beside me on the battlefield and enjoy the sweet mead of victory." - Bors the Mighty of Warmhaven.
Patch 1.0.4 isn't as big as the earlier patches but still has some handy improvements, balances and bugfixes to the game - most importantly, I think I've found a solution to the game stalling after sieges ( where it goes to the black screen) ... do let me know if you still encounter this!
Thanks for your patience while I work to improve and stabilize the game. This is one of the more complicated beasts I've worked on and it's been a real challenge to iron out all the bugs just because there are so many situations that can arise in the course of a long strategic campaign.
As always, if you find any issues, hit me up here or on Discord and I'll try and fix them.
Cheers, Oliver Joyce Whiskeybarrel Studios
Balance Tweaks + New Features
Rebalanced auto battles to make them fairer. Armies can now flee autobattles and lose, but still keep remaining troops.
Troops from armies with low morale more likely to break
You now gain 1 GOLDEN SANDAL for taking an enemy's castle (nothing for Auto battle victories).
You now gain 3 GOLDEN SANDALS for defeating wandering monsters.
You can now click BACK when selecting ranged troops in battle
You can now down enemy leaders with arrow fire in the castle phase of a siege. This will win you that phase (gaining entry to the castle), though the leader will return to fight in the courtyard.
Enemy leader health is now visible during the siege phase of battle
Enemy leaders always appear in the courtyard phase of battle when defending a castle
Enemy leaders now upgrade their boulders slowly (unless in Quick Battle )
Removed the retreat option from the defending army during sieges
Enemy leaders no longer have random powers (spells) in Quick Battle or Survival modes, only their starting ones.
Enemy leaders in Quick Battle and Survival modes powers will scale with their level ( 1 power level per 5 crusader levels )
Antares' morale now shows as IMMUNE on the battle scroll.
Wandering monsters (supercolossi) stats have been nerfed so they are a little easier to defeat.
Doubled the damage heavy troops do when ramming walls
Bugfixes
Fixed a major bug where sieges would fade to black and not continue with the game
Fixed a bug where debris textures from battle stayed on screen after the battle ended.
Fixed a bug where enemies you had declared war on stayed allied to you
Fixed a bug where you could not buy more than 98 soldiers if you had a colossus.
Some small memory optimizations - more work to come on this in future patches.
Fixed a bug where fleeing soldiers did not return to the army after the battle.
Fixed a graphical glitch where ladders appeared behind the castle's main wall
Fixed a bug where players with wizards beside them in battle had 2 powers to use, not 3
Fixed a bug where characters stats continued from campaign to conquer the realm mode
Fixed a bug where the player got a free move after picking up a collectable item ( chest/adventure/troops etc)
Fixed a bug where wandering monster quests would not respawn after a tournament /battle
We are happy to announce a new update 0.135 for Hybrid Beasts that adds a completely new feature called "Random Events".
These random events are happening unexpectedly during a battle and have the potential to change the course of battle or drastically change fighting conditions. For example, in the first random event that is now available with the new update, a deadly asteroid impacts the battlefield wreaking havok where it hits. Currently, only this one random event is available, but many more will be available, soon. The frequency and kind of random events can be controlled in the settings menu.
A number of further sound effects have been added.
Have fun!!
PS: If you have any issues or problems with the new update, there is now the possibility to select the beta branch "former" to choose the previous game version instead of the newest. Please contact us at support@hybridbeasts.com if this is necessary such that we can fix the issue as fast as possible.
A new gumbys' family member has been spawned on Dragonia, We are talking about Blumby, a cute water slime. Get a 1050 Game Card(Or superior) and you will receive completely FREE an amazing giftbox containing either a Blumby Mount or a Gumy Mount.
Added character color customization - you can now change the appearance of your avatar with a selection of 10 colors.
Player names are now displayed above vehicles.
Bug fixes
Fixed resolution not applying correctly under certain circumstances.
Fixed issues with sleeping in multiplayer.
Fixed screen flickering during load screen.
Fixed blue lounge chair position/rotation not syncing correctly.
Fixed equipped item label staying visible after the item has been dropped.
Fixed various occurs that sometimes occured when exiting to the main menu from multiplayer.
Hey everyone, My exams are finally done, and I'm excited to get back on track with Mechanica's development. This is a relatively minor update as I've only had a few days to work on it. However, the next update (v1.5) will introduce the remaining features I'd like to add before fully releasing multiplayer. I'll keep v1.5 in beta for a few days and fix any issues that pop up, and then release multiplayer fully.
Once multiplayer is fully released, my biggest focus will be introducing more content - more defenses, more machines, more base building options, and other neat stuff. After I've introduced quite a bit more content, I'll start reworking some major systems to hopefully improve the flow and progression of the game. I'm super excited for this - Mechanica is now for the first time my only responsibility, and will remain so for a few months.