Our Happy Holiday Sale 2020 starts today at 12 PM noon (PST) and ends on Fri. Dec.18th at the same time. Thank you all for your kind support for spreading out the word:) ! Our entire staff wishes you all a Happy Holiday Season 2020!
Our Happy Holiday Sale 2020 starts today at 12 PM noon (PST) and ends on Fri. Dec.18th at the same time. Thank you all for your kind support for spreading out the word:) ! Our entire staff wishes you all a Happy Holiday Season 2020!
If you purchased RUNE II before May 2019 via rune2.com and Xsolla, we have already sent you your keys. If you’re missing that email, please email Runekeys@reverbinc.com with a copy of your Xsolla receipt and we’ll get you sorted.
As a special thanks for all the feedback you’ve given us since RUNE II: Decapitation Edition’s launch, all players will soon be able to claim the FREE Wolf Armor and Gear set DLC.
GIVEAWAYS AND TOURNAMENTS
We’re running a $1500 RTX 3070 Gaming PC Giveaway with our friends at Vast! Three lucky winners will be drawn and contacted via email. No purchase necessary to enter or win. 1 Grand Prize winner will win a $1,500 Gaming PC and 4 RUNE II: Decapitation Edition Keys. 2 Runner Up Winners receive 4x RUNE II: Decapitation Edition Keys Hit up https://vast.gg/rune-2-1500-pc-game-key-giveaway/ for more details.
Our Clips of Awesome tournament voting will conclude on Thursday, December 3rd! Head over to the #clips-round-2 channel on the RUNE II Discord and vote for your favorite clips before voting ends.
THE STEAM AWARDS
It is time again to convene the Steam Award Selection Committee, whose sole task is to nominate the best and brightest of the year. This esteemed committee is composed of those most qualified to judge: you! You must determine who elevated the medium of games with metrics as unique as the field of contenders.
The BETTER WITH FRIENDS award is for games that just aren’t the same when you play by yourself. Maybe you need to have a friend to watch your back. Maybe you need to have a friend that you can stab in the back. Either way, fun is awaiting those who gather friends together to play this game. Whether it’s synergizing Thor’s lightning hammer with Hel’s frost shards skills, or gearing up at Heimdall’s village to search for the Gjallarhorn pieces together and trading loot, we think RUNE II: Decapitation Edition shines the brightest during co-op with your friends.
On behalf of everyone on our indie development team, thank you for nominating us for the BETTER WITH FRIENDS Steam Award.
Let’s turn our attention to what’s coming next. We’ve gone through as many forum posts, reviews, tweets, discord messages, survey feedback responses as possible. Here’s a more detailed look into what we’re working on right now and what we’ll be working on next: https://rune2.com/roadmap
As mentioned in our roadmap, our highest priority items we’re working on are:
Performance and Optimization
Steamworks Multiplayer Integration
Universal characters that you can take between local and co-op games
Combat Improvements
Audio improvements
Key rebindings
Look for a more detailed post about how we’ll be improving combat and addressing your feedback later this week.
GOTTA PATCH EM ALL
Our next update will include the following highlights...
☆ Universal Characters
Pre-Existing Campaign characters will be automatically converted to UNIVERSAL CHARACTERS which you can bring into your friend's hosted games.
Characters that you have created on a friend's hosted session will be available to COPY into a universal character slot when you join your friend's session.
When you join your friend's hosted session, RUNE II will ask you if you want to use this legacy character as one of your universal characters. This is a one time process.
If you have no free slots, you must replace an existing character.
In PvP modes, you will use your universal character’s appearance ONLY. No levels, gear, or skills will carry over.
☆ Keybindings and Controller Remapping
Added the ability to remap gamepad buttons
Added a system that restores missing input values automatically so users no longer need to manually delete their input.ini files to reset inputs.
Fixed inputs that could not be remapped
Fixed resetting defaults inputs would corrupt input axis values
Free Wolf Gear and Weapons DLC
As a special thanks for all the feedback you’ve given us since RUNE II: Decapitation Edition’s launch, all players will be able to claim the FREE Wolf Armor and Gear set DLC.
As always, look for the full patch notes to be posted when our newest update goes live. _________________________________________
I feel like I say it every month, but I can’t believe that November is already over. It’s been a busy month for us. A game launch, lots of patches, I got to play D&D for the first time ever in our Raredrop Vikings of Valhalla campaign, and a lot of meetings leading up to our public roadmap. We’ll have a small RUNE II: Decapitation Edition update dropping later this week. See you then.
We want to thank everyone for the tremendous amount of support and feedback provided during the recent Steam sale! To all of the new players joining us, welcome and we can’t wait to meet each of you in game! Over the sale our servers were filled to capacity and what a wonderful thing it was to see everyone enjoying the game, learning the game for the first time, and giving our team many great suggestions along the way. With the influx of new players, our community has grown to over 73,000 players and it’s an exciting time for sure.
As we continue throughout early access, many people may not have seen the changes that have been made to the development roadmap and we would like to take some time in this development blog to highlight some of the progress that has been made since the last time we posted an update on things. If you haven’t taken time, feel free to visit https://trello.com/b/yGBsrAZF/xera-survival-public-roadmap where we have listed a lot of the plans over the next 6 months.
Art
As a team we’ve been focusing heavily on the art side of the game, throughout season 3 we started the rollout of our weapon animation pass - which has been a big polish added to the game. We’re also working on a lot of assets that will be going into the next map.
As we have shown on our Discord’s #art channel, we are working on new humanoid designs - which will also come with a rework of the AI mechanics. For example the exploding robot will be upgraded to a flame throwing robot - with gas tanks (weak points) which will explode instead. We will also be implementing weak points into the other humanoid designs.
Connor: Hey Gamers,
I’ve spent the past few months reworking and creating custom weapon animations such as idle, firing, reloads and melee attacks for each weapon we have. We think they add such a massive improvement to the overall feel of the game and I hope you all have been enjoying them. In the future I’d love to do another pass on the animations and bring up the quality to a higher level, but as a character artist primarily I’m pretty proud of the work we have done on them so far! For now, I am working hard to bring a character customization system to you all so you can create your own survivor with a variety of options including changing your clothes and hairstyles, skin color, gender and more to be announced later!
Here’s a little behind the scenes look at my rigging and animation setup in maya:
Here’s some very early WIP character assets that show a tiny preview of what you will be able to customize your character with, and there is a lot more to come!
Work in progress xGen hair and bodies in maya: Note: Base models will be wearing underwear, no full nudity is planned.
Mikhail: Hello everyone, in the last few months I have been working on the new weapons that were recently added to Season 3, cosmetics for the recent and upcoming events as well as the newly designed humanoids.
Karan: Hey everyone, this past month I've continued working on the new road system, this time on new street models, different junction types as well as on a big highway system. Also to complement this new road network, I've created new bridges. I've also been working on new base building props, which are mainly going to be part of the resource gathering/processing system.
New Map Progress (Erekose)
Hello everyone! I hope you’ve been enjoying Season 3 and the changes we’ve been making to the current map. I’ve been working hard on researching and developing the brand new map for Season 4. This has been a long and challenging path for me and the team as we figure out our design pipeline and how this new map fits into the direction the game is heading, so we appreciate everyone's patience (It’ll all be worth it, trust me!)
The new map was designed outside of Unreal Engine in a program called World Creator. This allows us to make a larger, more realistic map with multiple biomes. This new map is 8km x 8km (64km squared) and features many interesting areas, from rocky mountains and alpine forests, to deep woods and a mysterious crater. I cannot wait for everyone to explore it! We’re also adding new foliage types to accompany the terrain.
Base Building
We are very excited to begin working on our implementation of Base Building. We’ve always been driven by bringing new ideas to the survival genre, and we believe that our implementation of base building will be refreshing. A combination of modular and prefabricated designs will allow us to keep creative control and balancing aspects over the bases, while giving you the ability to focus on the gameplay elements bases will enable - such as resource generation and manufacturing. We also have considered how safe settlements will play a role alongside bases and the combination of both will be great for a sense of progression.
As mentioned in previous dev blogs, we plan to implement a “capture” period - which means you can essentially raid someone's base and keep the majority of the structure. Doing this will reduce the amount of work required to build a new base from scratch, and allow you to retake your old base once you gather enough fighting power. This will also enable more diverse raids and fights where multiple teams can be attempting to capture a base, and will need to defend it as more teams attempt to take it as well. Winner takes all!
We will have more information to share in future dev blogs in the new year - exciting times ahead!
Missions
The mission system which is planned for Season 3 will provide players with additional goals while adventuring the world. These will have various rewards, including currency, loot, skin crates and experience. We plan to have a set of seasonal missions which will take a bit longer to complete, and daily missions which will be quicker to complete.
Big Bunker Event
The big bunker event will require a combination of gameplay elements to open and get through. We’re working on a Keycard system which will play a big part in the big bunker event. Opening the bunker will require all radio towers to be active and 2 players will be required to swipe a keycard at the same time in order to open the bunker. So there will be some degree of collaboration required to access the bunker.
Skin Trade Up
The skin trade-up system has been something that has been suggested many times. There are a lot of common and rare skins that players have gathered throughout the seasons and some weren’t able to get an Epic or Legendary, so this will help clean up your skin inventory and grant access to some of those skins which were no longer accessible due to seasonal rotations of skins. More information will be available when we get closer to releasing this feature.
Winter Event 2020
It’s that time of year again! Our Winter 2020 event is just around the corner, dates are still being assessed - and will be announced closer to the time. Similar to the previous Winter events there will be Christmas trees placed around the map which will spawn presents. Presents will have a random chance of giving a holiday gear, skin crate, normal loot, military loot and high-tiered loot. There’s also a chance of a grenade spawning - so watch out! Will you be naughty or nice?
Here’s a preview of 2 of the skins made by Mikhail that will be available in the Winter 2020 Skin Crate!
We hope that you have enjoyed reading about all of the exciting things that are coming soon and look forward to reading your feedback. Remember, as a community driven game, we count on everyone for your feedback and suggestions as we expand the content available to all of our players. Feel free to connect with us via our discord at https://discord.gg/xera and let us know your thoughts!
Hello everyone! In this update, We fixed some bugs reported by players and made adjustments to the content of the last update. New content and optimization of Daily Challenge are in preparation, please stay tuned~
*If you encounter issues such as game crashes, failure to start, etc., and you cannot use the feedback function, please send your Steam name with detailed description of the issue or screenshots to our email (qhstaff@2980.com). We will check and fix the issue as soon as possible.*
Here are the details of this update:
Special Effects & Models:
Optimized the special effect when players switch elements of Talisman
Optimized the crawling performance when the player is knocked down
Levels:
Enhanced the trap damage and slowing effect of the challenge event "Traps will be spawned beneath the hero once in a while"
Optimized the entrance position of Vaults in Longling Tomb-Stage 3
In the theme "Vlad's Dream", the additional special effects "lose 2% of maximum HP per second while fighting" will no longer take effect in the parkour Vault and the mechanical Vault
In response to the high difficulty of Duo Fjord in "Daily Challenge", reduced the attributes of monsters except the boss
Weapons
[Thunder Storm]:
Increased the projectile speed of [Weapon Skill - Lightning ball]
Reduced ammo consumption of weapon skills from 4 to 2
Bug Fixes:
Fixed the issue that in "Guard Seal", if players switch to another window after the interaction, the game UI will be stuck so players can no longer complete current stage
Fixed the issue when players complete "Daily Challenge", music at the checkout page is in error
Fixed the issue that ammo type of default weapon is displayed incorrectly at the checkout page
Fixed the issue that when challenge event "Delay monster's death time when it is killed!" and [Immortal] enhanced monsters appear at the same time, HP bar is in error
Fixed the issue that the additional special effect "Non-crit Hit from weapon will recover enemy's HP" in the theme "Headhunter" will make players unable to deal any damage to summoned monsters/items
Fixed the issue that Orbs summoned by Kapa won't disappear when the skill is over
Fixed the issue that grenades thrown by Elite Bandit Hermit may disappear
Fixed the issue that grenades in the arena may be invalid once Elite Bandit Hermit is killed
Fixed the issue that the text "Daily Challenge" of some languages is in the wrong place
Fixed the issue that when playing against Golem , Qing Yan may fly into floor crevices after using leap
Fixed the issue that players may not be able to complete Duo Fjord-Stage 3 and Anxi Desert-Stage 3
We're releasing an update that addresses some small issues and patches some exploits. Now that Moonrise has been released on mobile, we'll be working more on bug fixes for all platforms.
Note: We've gotten some reports of slowness, and we're looking into it. Please report if your game has felt more sluggish than normal for any reason.
-Zoythrus
Changelog:
- Any unit can capture cities (even if the text says otherwise) - Sanctuaries no longer count animals that live in forests with lumber huts - Fix incorrect score when pushing with Polytaurs - Fix unresponsive buttons - Optimizations - Various bugfixes
Smissmas brings Stocking Stuffers for everyone! It also features new community maps, cosmetics, War Paints, taunts, and Unusual effects!
All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
Featuring 4 new community maps: Pier, Snowfall, SnowVille, and Wutville
Added the Winter 2020 Cosmetic Case
Contains 20 new community-contributed items
The Festivizer can be found as a bonus drop when opening the case
Added the Winter 2020 War Paint Case
Contains 13 new community-created War Paints that make-up the Winter 2020 Collection
Has a chance to give a taunt Unusualifier as a bonus item
Added 8 new community-contributed taunts to the Mann Co. Store
Taunt: The Pooped Deck
Taunt: Time Out Therapy
Taunt: Rocket Jockey
Taunt: The Boston Boarder
Taunt: Scorcher's Solo
Taunt: Texas Truckin'
Taunt: Spin-to-Win
Taunt: The Fist Bump
Added 19 new community-created Unusual effects
12 new effects for Unusual hats
7 new effects for Unusual taunts
All cosmetic and taunt cases will grant Smissmas 2020 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
Sorry for a smaller build, I ended up going another rabbit hole investigating an issue in the cloud yesterday, that ended up with upgrading the whole cloud infrastructure to new Azure Storage SDK, moving away from the deprecated v11 to new v12 version. This was a major change as the API's aren't compatible, so I had to adjust a lot of existing code, but as bonus the cloud API should now be snappier and use fewer resources, as well as have access to latest features.
During the process I also discovered some long-standing bugs and pathological behavior which are now fixed. One of them that started this had to do with the asset variant system, which resulted in a flood of duplicate asset computation requests (it got to up to 8 million in the queue), which pretty much resulted in the whole system griding down and not processing much (it used to try 6 times to get a valid task and then the processor would wait 5 seconds. Since most of them were invalid, this made it go really REALLY slow).
The queue is now being processed rapidly (it's down to 2.7 million), you might still experience some delays with some assets not being processed and loading in original uncompressed versions, but I think it'll clear up within a day or two. The new system also has measures to prevent this from happening again and clearing any duplicate tasks significantly faster.
This build is compatible with previous one.
Tweaks:
- Added new world category icons by @Coffee | Programmer - Upgraded Azure storage & table SDK's to the new v12, moving away from the deprecated v11 API and reworked the cloud code onto this new API -- This should provide some performance benefits for the cloud as well as get the latest bugfixes and features for future development -- This is also major upgrade as a lot of code had to be adjusted. I have tested things thoroughly before pushing this fully live, but please watch out for any cloud weirdness - Switched cloud queue message encoding to UTF-8 from Base64 with the new SDK, improving the cloud performance and reducing bandwidth/storage use - Optimized cloud record preprocessing to reduce overall internal traffic with unecessarily frequent queue processing extensions - Added a mechanism to prevent flood of duplicate asset variant tasks in the queue in the cloud, causing delays before assets actually get processed and wasting cloud performance - AdminX now enforces UTF-8 encoding for the console input/output, fixing cases where non-ASCII characters would be displayed/processed incorrectly (based on report from @Karel | CEO) - Removed MMC world category - Upgraded to Unity 2019.4.16f1 (from 2019.4.15f1)
- Merged Swedish locale additions by @Swingly - Merged Russian locale additions by @Shadow Panther [RU/EN, UTC+3] - Merged Japanese, Esperanto and Chinese locale additions by @Melnus - Merged Czech locale additions by @rampa_3 (UTC +1, DST UTC +2) - Merged Korean locale additions by @MirPASEC
Bugfiixes:
- Fixed asset variant processing falling severely behind when there's a flood of duplicate or invalid entries, causing the processing queue to grow faster than it's processeed, despite barely any assets being actually processsed - Fixed asset variant system requesting invalid metadata type for Cubemaps when a variant is requested, but metadata isn't present - Fixed cloud dependency removal tokens not being scheduled properly, causing some data not being validated or cleaned up -- This is mostly internal bugfix, as the issue is compensated by other failsafe subsystems, but this should reduce some unecessary load and errors in cloud processing - Fixed cloud queue system not deleting processed tasks from the queue properly due to task extension, causing a lot of unecessary reprocessing to occur - Added generic argument validation to ButtonValueShift<T> to prevent instantiating wrong type and causing crash (reported by @Komdog)
Here are the updates made to Shadow Arena during the December 4th (Fri) maintenance. * Patch Size: 12.77 MB (Approx)
Check out all the details below, and we will see you in the arena!
- Added wind visual effect when sprinting - Changed the visual effect when attacking while sitting and crouched to be same as the visual effect when using sprint jump attack
ㅣSummons
- Improved the summon AI as following. > Fixed an issue where Skeleton Soldiers’ attack range was awkward > Improved Undead Knight to attack immediately after teleporting. > Added light pillar visual effect when summoning Level 1~2 Skeleton Solider. > Fixed an issue where Level 3 or higher Undead summons move to abnormal location when teleporting. > Fixed an issue where Level 3 or higher Undead summons continue to chase the target even when they are far away from Hexe Marie. > Fixed an intermittent issue where Shamanic Tree is summoned twice in Death Match.
ㅣWickedSorcery (RMB)
- Changed Shamanic Tree to not attack non-living targets. > Example: Gorgath’s rock, Gorgath’s alchemy, Venslar’s shield, hungry Black Spirit, Sealed Relic Tower, Ancient Altar, etc - Changed Shamanic Tree’s damage to match the skill description. - Improved visual effect for Shamanic Tree’s scythe attack. - Added information regarding low level soldiers disappearing when the distance is too great in the skill description of Shamanic Tree.
ㅣDarkOmen(1)
- Fixed an issue where Level 3 of the skill increases the number of hits.
ㅣHarbinger'sScythe(3)
- Changed the visual effect range to match the actual damage range.
ㅣSacrificial Offering (4)
- Changed skill damage to match the skill description. - Changed the color of the visual effect when summons are exploded.
The stage is set for a brand new point of interest in Super Animal World, and some new trash animals are congregating outside for the big live premiere!
Watch the Season Premiere of SAR Tonight
Season 2 of our animated series is here, with a first look at some of the surprises in today's update!
If you're new to Super Animal Royale Tonight, you can catch up with our Season 1 Recap or watch full episodes of Season 1 in our YouTube playlist here. The show has continued to expand in scope over time, so if you want to save time you can safely skip straight to episode 3 and not miss much storytelling (although the pilot episode really highlights how much the production of the show has evolved).
Note: "Season 2" in this context just refers to our SAR Tonight animated series, so there's no changes to the new Early Access Season 0 of the Animal Pass that we released 2 weeks ago. The Early Access Season of the Animal Pass will continue until the end of Early Access, which is tentatively scheduled for Spring 2021!
Update Highlights
Map Update
A major new point of interest has been added to Super Animal Island! Visit the Super Animal Super Stage just north of the Welcome Center, next to Giant Eagle Landing.
Just like all points of interest in SAR, the theater holds secrets about Super Animal World's past, and the building is surrounded by gardens, a construction site, and a courtyard with water fountains.
West S.A.W. Villas have been removed to make way for the new building and complete the highway. We plan to overhaul the villas in the future to better connect them to SAR's backstory as they're one of the oldest points of interest in the game.
New Super Animals
Super Pigeon and Super Possum have arrived at the Research Lab! Play matches to earn their respective DNA, with the pigeon DNA beginning to drop at level 10 and possum DNA beginning at level 50.
Super Pigeon + 4 Super Breeds:
Super Brown Pigeon
Super Purple Pigeon
Super Satinette Pigeon
Super Dove
Super Possum + 4 Super Breeds:
Super White Possum
Super Purple Paw Possum
Super Pink Possum
Super Goth Possum
Punk cosmetic items to dress up your favorite trash animals
S.A.W. Shop Additions The first set of items will enter rotation on Friday, December 4th at 4pm PST, and the Broken Bottle will debut in Sunday's rotation.
Fish Bone melee
Punk Skirt
Punk Jacket
Broken Bottle melee
Cackling Carl's Cart Additions These new items will enter rotation on December 4th as well, and during the following week.
Punk Shorts
Recycling Tee
Green Mohawk
Blue Mohawk
Purple Mohawk
Menu Updates
New design for mode selection added to help make active game modes more clear as we continue to add more, and provide descriptions of each mode.
The news box now supports dynamic news and multiple pieces of news. As of the update, you can use it to open the patch notes and watch the new episode of SAR Tonight!
The Howloween event has concluded and has been removed from the main menu. You can look forward to CRISPRmas starting in 2 weeks!
Exclamation marks on the Milestones screen will now only show if you can claim an item. This fixes the issue for users being unable to clear exclamation marks for locked milestones.
Fixed Animal Pass level on main menu displaying wrong number (off by one).
Cosmetic Changes
Pinwheel melee weapon now animates.
The hockey mask and Howl mask now display over top of hats.
Adjusted some animals' glasses/masks position (rat, capybara, hippo).
Fixed the Desert Goggles on penguins.
Fix for floss animation glitch with the S.A.W. Uniform.
Fixed Graduate Hat icon.
Game Updates
Added some more night lighting to the map: Welcome Center flag poles, Super Milk Bar sign, and the Lab To Table sign. The new Super Animal Super Stage also has lights for its popcorn machine and stage.
Adjusted many of the weapon reload sounds to better match the actual reload time.
Fixed bug with Skunk Vial where player speed was incorrect.
Expanded server-side hit registry rollback, to hopefully fix shots not being registered.
High ping mode now activates if the last 3 pings were above the threshold (rather than on individual spikes). Also adjusted the duration to 10s rather than 15s. Note: these changes mostly affect players whose temporary ping spike would push them into high ping mode.
Increased collision height on tall concrete walls (affects throwables).