Ash of Legends is in free closed alpha! We are looking for alpha testers. Testers that give significant feedback will get the Early Access version for free! Sign up here...Link to google form. Our target start date is Friday, December 18, 2020.
You can read some reviews on our discussion page. Please give us a way to contact you or just post "I want to join" here or on our Steam discussion page. Please give your extremely valuable feedback on our Steam discussion page.
If you use a Vive headset and Valve Index controllers, you can use the launch option: "-platform index" without the quotes. No longer needed.
Our game supports both native Oculus and SteamVR apps. If you have an Oculus and want, for some reason, to use the SteamVR app, then the Oculus app must not be installed.
We recommend using thumbstick click to jump. If you use the Valve Index controllers, both thumbstick click and touchpad press work. For Windows Mixed Reality players, if your thumbstick click opens a dashboard, please select the WMR icon and set "Use joystick press to open Steam VR dashboard" to off. You can change jump styles in our options menu.
Just a quick note today to let any console fans among you know that we have released an update allowing Xbox and PlayStation gamers to play Verdun and Tannenberg together!
Sadly we couldn’t add cross-play for PC users due to differences in their game versions, such as 64 player matches rather than the 40 player games on console, and other cross-platform balance issues like controller auto-aim.
It's also a free weekend on consoles from December 11-13, meaning Verdun and Tannenberg are open to everyone to try out!
Celebration giveaways!
Even if you don’t own a console, you might be interested in the giveaways running on our Twitter – you’ve got a chance to win some tasty mints!
Holidays are coming to the Western Front
With temperatures and snowflakes that are starting to fall, we do not only remember those who have fallen or the conflict they were involved in, we also remember the rare moments of humanity during the war. But more on that later...
...for now! Which means that the Wolf Truce has ended. Did you manage to get your special Wolf Truce medal? If you have somehow missed it, don't worry! The beasts are likely to return for some fresh meat sometime in the future.
Here are some community highlights of the truce from players 'Matthias' and 'SadAlice'
Crossing the borders on consoles
Just a quick note today to let any console fans among you know that we have released an update allowing Xbox and PlayStation gamers to play Verdun and Tannenberg together!
Sadly we couldn’t add cross-play for PC users due to differences in their game versions, such as 64 player matches rather than the 40 player games on console, and other cross-platform balance issues like controller auto-aim.
It's also a free weekend on consoles from December 11-13, meaning Verdun and Tannenberg are open to everyone to try out!
Celebration giveaways!
Even if you don’t own a console, you might be interested in the giveaways running on our Twitter – you’ve got a chance to win some tasty mints!
Holidays are coming to the Western Front
With temperatures and snowflakes that are starting to fall, we do not only remember those who have fallen or the conflict they were involved in, we also remember the rare moments of humanity during the war. But more on that later....
We've got some interesting updates this week, including those related to Mortis and Millenis, so study carefully:
― Fixed the problem of the game freezing when Millenis dies from bleeding ― Mortis in the battle with Millennis added immunity to any damage ― Undead removes all negative effects from themselves upon rebirth ― Fixed the effect of the item "Armor of Purification" ― Removed from the game the achievements "Enjoy the last moments" and "Genocide"
It may seem to you that all the secrets of KOTCL have already been discovered by you, but we will still be able to surprise you ;)
We'll be starting at 10pm EST / 2a UTC on the US-Mid Official Server and voice chat on http://discord.gg/playhanako
We are now using the new Steam Playtest feature for our Wednesday Events. Anyone can request access and play during these events from here on out and access will end when the event ends. To continue playing anytime, simply purchase the game.
Note: If you requested access this week it will be granted Wednesday morning to download in time for the night event. Keep in mind that access may be disabled outside of events.
See the testing initiatives below for what we'll be testing tonight.
Testing Initiatives/Test Patch Notes
- Environment art updates to all maps; we've begun some art polish. There will be many art updates to all maps throughout the rest of 2020. - Audio updates for rituals.
We do development streams of our dev and preparation for our weekly events usually Sun-Tues around 11pm EST on http://twitch.tv/hanakogame
The Uncharted Depths update has just been released. Be sure to update your game to the latest version to be able to host and join multiplayer servers! You can find a summary of the update in this this earlier post, and scroll further below for the full list of changes.
Let us know what you think!
Feedback about the update? Drop us a line on the forums or in our official Discord server!
Problems or questions? Please check our Trello board for possible solutions!
v0.11.0.9
Environment overhaul: - Remade textures. - Branching level paths. - More varied level layouts. - Added small explorable caves alongside the main path. - Made the floating ice chunks destructible. - The areas outside the traversable path are solid instead of hollow, so it's no longer possible for monsters to spawn "outside the level" or for the sub to get lost at the wrong side of the level walls. - Ice spires: tall, protrusions that cut holes in the submarine if you hit them. - Piezo crystals: environmental objects that drain power from the submarine when you get too close to them. - The biomes further on the campaign map are deeper down in the ocean, meaning that crush depth starts higher up in the level. The biomes near the end of the map require hull upgrades to traverse safely. - Improved resource (minerals and plants) spawning: resources now spawn in clusters which can contain multiple instances of the same resource. - Made thermal artifacts a bit more manageable: they now start a fires periodically, not continuously.
New missions: - Nest missions where you need to enter a cave to destroy a monster nest. - Beacon missions where you have to repair and power up a "beacon station". - Mineral collection missions where you have to locate and mine a mineral cluster.
Additions and changes: - Added ballast flora, a plant-like organism that can infect the submarine and leech power from junction boxes and batteries. A ballast flora infection may be contracted by passing through a colony of ballast flora spores (which are faintly visible on the sonar). - Added a new monster, "Spineling". - Adjustments and balancing to the way locations change to other types of locations: habitation now spreads faster as the player explores the campaign map further. - Added new military outpost music track. - Submarine hull upgrades increase the submarine's tolerance to pressure, allowing it to dive deeper without getting crushed by pressure. - Deep Diver subs can dive 20% deeper than other subs without getting crushed. - Added mineral scanning functionality for sonars: enabled by default for handheld sonars, can be enabled for other sonar devices in the Sub Editor with Sonar component's "HasMineralScanner" property - Added concatenation component (a signal component that joins two inputs together). - Added a ready check that can be used to check if everyone is ready to depart from an outpost in multiplayer. - Added "ignore" order that can be used to prevent bots from using/repairing/taking specific items or devices. - Discharge coil's range can be visualized by holding space while one is selected in the sub editor. - Level difficulty affects the way outpost events are chosen (the more difficult events don't occur until later in the campaign). - Non-wiring-related items become transparent in the sub editor's wiring mode. - Improved turret range visualization in the sub editor. - Made skill checks in outpost events probability-based: a low skill doesn't mean you'll always fail, just that you're less likely to succeed. - Reworked bonethresher's behavior and attacks. Tigerthreshers now protect Bonethreshers with a low priority. Minor tweaks to the ragdolls and animations. - Added water percentage output to water detector. - Reduced scrap spawn rates in wrecks. - Removed the explosive cargo mission variant where one of the explosives spontaneously explodes. - Split combat missions into a separate game mode. - Added a toggle for transparent wiring mode. - The "Leaving Start Location" track isn't played at outposts. - Increased default KillDisconnectTime to 5 minutes. - Added pet food item. - Added support for defining sonar icon colors in XML. - Neutralize ballasts in submarine test level. - Items can be attached to level walls. - Fixed watcher's gaze causing severe effects inside the submarine. - UI: Moved the navigation controls to the right side of the sonar view and readjusted the layout. - Moved the cleanup order to the last in the maintenance category. - Flagged certain parts of the nose and tail of the vanilla submarines as non-targetable, because the monsters tended to go inside the nose/tail parts too often. - Increased the sound ranges for Tigerthresher, Leucocyte, Terminal cell, Mudraptor, and Crawler (should make them more audible). - Crawlers, Tigerthershers, and Spinelings now avoid being killed by the engine (more or less). - Adjusted the avoiding behavior for monsters.
Bots: - Bots don't anymore clean up other diving suits when they have one equipped already. - Bots don't anymore take diving suits off inside outposts (unless they have to). - Fixed bots getting stuck on ladders when their body is near the floor. - Fixed bots equipping diving gear too eagerly when the oxygen level drops in the room. - Fixed all npcs and bots using the "Passive" idle behavior. Changed the guard idling so that they now more and prefer longer distances. Also other crew members should now move slightly more than previously. - Increase combat priority of some tools so that the bots prefer those to toy hammer. - More descriptive bot dialog when they can't find items they're looking for. - Diving suits the bots have dropped in an outpost are automatically moved to the cargo bay when departing from the outpost. - Outpost security allows "stealing" diving masks and suits if the outpost is flooding. - Bots keep more distance to the player while following underwater and outside the sub. - Fixed a rare crash in AIObjectiveIdle.Wander method. - Bots now defend themselves (if possible) also when they are being attacked outside of the submarine. - Bots should no longer hoard fuel rods. - Fixed bots getting stuck while swimming near the submarine, because they kept switching between different steering modes. - Fixed bots not avoiding other submarines connected to the submarine they are heading to while swimming around the submarine using waypoints. - Fixed broken walls near hatches/doors sometimes preventing characters from entering the sub/outpost through the hatch/door. - Fixed security or bots that have been ordered to fight enemies first fleeing from the enemies. - Fixed bots sometimes failing to put out fires in multi-hull rooms. - Fixed bots not being able to clean up items that occupy both hands (like the fire extinguisher). - Fixed bots having issues with empty items while operating the reactor or the turrets, causing them e.g. to not knowing how to load the target item. - Fixed outpost NPCs sometimes "cleaning up" the spawned toolbox in the event "clownrelations1". - Fixed bots loading more rods to the reactor when the load is too high, even if the current amount of fuel is already enough to maximize the output.
Modding: - Added "IgnoreWhileInside" and "IgnoreWhileOutside" parameters on character targeting parameters. - Added ranged projectile attacks for monsters. See Spineling for an example. Note that there are five different rotation modes for the projectile aiming: Fixed, Target, Limb, MainLimb, and Collider. - Added a "sweep attack", which makes the creature sinuate while closing to the target instead of moving straight towards it. Used on Spineling. - Added limb hiding (permanent or temporary) with status effects. Used on Spineling. - Added limb breaking with status effects. - Allow characters to move full speed after attacking, when the cooldown is active. The property is found in the attack definition. - Allow to use the idle behavior (wandering) after attacking, during the cooldown. - Added "OnlyOutside" and "OnlyInside" attributes for status effects. Affects only the targets of the effect. - Fixed particle's "LoopAnim" property doing nothing.
Bugfixes: - Fixed occasional "missing entity" errors caused by the server failing to write an ID card's data in a network message. - Fixed a bug that sometimes caused power to desync in multiplayer: when connecting the second end of a wire to a device other than a junction box, the server would sometimes not register the wire as being connected. - Fixed previous messages disappearing from terminals and logbooks when transitioning to a new level in the campaign. - Fixed sprite depths in dockingmodule 2, should prevent z-fighting. - Fixed crashing when a bot abandons AIObjectiveCombat due to the target being in a different sub (e.g. if a character the outpost security is chasing moves from the outpost to the sub). - Fixed undocking enabling all disabled nodes instead of just those that were connected to the docking port in question. - Fixed EventManager to always choosing the same events from identical event sets in a given level. Meaning that if a level for example had 3 monster spawns that spawn either a crawler or a mudraptor, and the first event spawned a crawler, the rest would as well. In practice this lead to there being less variation in monster spawns than intended. - Kastrull: Added more waypoints around the drone so that bots know how to get around it when it's docked to the main sub. Also fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them. - Fixed Health Scanner HUD showing a disguised character's true identity. - Fixed health interface showing the original face and occupation of disguised characters. - Fixed changelog layout getting messed up in the main menu after changing the resolution. - Fixed some structures turning into wrecked versions when reloading the core content package with the "reloadcorepackage" console command. - Fixed vent output being calculated incorrectly in multi-hull rooms. - Fixed switch state being toggled when selecting them in the sub editor's wiring mode. - Fixed engine not being affected by low power unless the voltage is low enough to turn it off completely (in practice meaning that there's not benefit to supplying the engine more than 50% of it's power consumption). - Fixed characters getting healed between campaign rounds in single player. - Fixed atan component output being inconsistent: the output was only correct if the y input was received after the x input during the same frame. - Fixed crashing if a character's hands get severed while repairing something. - Fixed stored non-shadow-casting lights being subtracted from the shadow-casting light count in the sub editor. - Fixed autocalculated submarine price not being saved if the player doesn't touch the price field in the sub editor's save dialog. - Fixed OnContained/OnNotContained StatusEffects not running if the itemcomponent is not active. In practice prevented oxygenite shards from supplying power until someone moves them. May have caused some other issues as well. - Fixed console error when deconstruction Bufotoxin. - Fixed reputation loss when "stealing" fire extinguishers from outposts when there's a fire. - Fixed periscopes outputting rotation values incorrectly when connected to something else than a turret (e.g. camera). - Fixed resetting game settings reloading content packages, causing items to disappear if the settings are reset when a round is running. - Fixed pet's hunger/happiness values and inventories not getting saved between rounds. - Fixed pet name tags disappearing client-side between rounds. - Fixed empty oxygen tank not triggering the warning sound of a diving suit's oxygen supply. - Fixed StatusEffects targeting "NearbyItems" only being able to target the Item instance, not the ItemComponents. - Fixed "deceased" text wrapping in the health interface on small resolutions. - Fixed open subinventories remaining visible on screen when using a railgun, coilgun or periscope. - Fixed zoom getting stuck whenever exiting a railgun, coilgun or periscope and instantly hovering on an inventory slot. - Fixed turret range upgrades not increasing the range of the turret's spotlight. - Fixed all monsters spawned by the same monster event having the same sets of items. - Fixed disconnected, hanging wires sometimes appearing at the wrong end of the wire. - Fixed progress bar saying "welding" instead of "cutting" when cutting open a welded door. - Fixed explosion damage to items not being diminished if there are obstacles between the explosion and the item. - Fixes to flamer particles going through walls. - Fixed items that are included in multiple categories (e.g. oxygen tanks, battery cells) not appearing in the sub editor's entity list unless using the search bar. - Fixed psychosis sounds affecting all players. - Fixed fabricators and deconstructors deteriorating even if they're not running. - Fixed crashing when selecting a fabricator linked to a deconstructor or vice versa. - Fixed "hide offensive server names" tickbox working the wrong way around in the server browser. - Fixed console errors when setting an engine's max force to 0. - Fixed in ability to damage huskified crew members if friendly fire is disabled. - Fixed prototype steam cannon particles going through walls. - Fixed "engineers are special" outpost event not giving XP when successfully helping the NPC. - Fixed "propaganda" and "clown outbreak" outpost events not triggering. - Fixed wires not appearing in some item assemblies placed in the sub editor until the sub is saved. - Fixed decorative sprites being positioned incorrectly on mirrored items (such as pumps and fabricators). - Fixed rotation limits being incorrect on turrets that have been mirrored before saving the sub. - Fixed crashing when a bot is left to idle inside ruins. - Fixed deconstructing an SMG magazine causing an SMG round to drop on the ground. - Fixed empty SMG magazines not deconstructing to plastic. - Fixed SMG magazines in character's inventories spawning SMG rounds at the start of a round (again). - Fixed console errors in StatusEffect.GetPosition when applying a delayed status effect on a removed character. - Fixed the latching behavior on Crawlers. - Fixed latched creatures not releasing the sub when the submarine moves fast enough (defined in the latching behavior definition). - Fixed outpost events sometimes triggering on dead/unconscious players. - Fixed wifi component accepting input from chat regardless of the "link to chat" setting (the setting only determined if the component outputs the messages to the chat of the player holding the item, making it only useful for headsets). - Fixed an issue that caused freezes when opening the server browser. - Fixed "there is not enough room in the input inventory" error when placing a legacy medical fabricator in the sub editor. - Fixed picking up a captain's pipe selecting it, preventing aiming until the item is deselected. - Fixed hitscan projectiles briefly dropping out of the weapon client-side when fired. - Fixed inability to play the campaign from the same local network when hosting with the dedicated server. - Fixed crashing when clicking "spectate" in the server lobby after connection has been lost. - Fixed occasional "too much data in network event" error messages. - Fixed clients assigning different initial location reputations than the server, causing the round summary to display random reputation loss/gain when leaving the first outpost. - Fixed "No AI Target" property not working properly. - Fixed a rare crash when crawlers latch to a submarine. - Fixed the vanilla submarines not always having any wrenches, which causes the bots not being able to fix mechanical items if they don't have a wrench in their inventory. Also made sure that all engineers have a wrench when they spawn. - Fixed recovering and repairing a shuttle not removing the wall damage client-side. - Fixed crashing when a hull smaller than 16x16px is painted or becomes dirty. - Fixed characters not being visible when viewing an area far away from the player with a drone in multiplayer.
We have what's sure to be a fun and festive KI Live today! Join the KingsIsle team at 4pm CT on Twitch as we celebrate the holidays with all of you. Several of our team will also be in Wizard101 to play Beastmoon Hunt matches with the community!
As the year comes to a close, and before we hang up our adventuring boots for a well-deserved break, we’re introducing an exciting new update full of new gameplay previews and quality of life changes.
This month, you can preview the deep dark depths of The Ameria Crypts, our brand new dungeon. Hidden below the cathedral in Ameria, the crypts are home to the final resting place of royals, nobles and other important Amerians. The peace of the crypts is disturbed, however, and an evil power has seeped into their eternal sleep and threatens the city above if nothing is done to lay the undead to rest…
Dark mysteries await in the depths of the Ameria Crypts
This dungeon introduces a new enemy type - the Undead, who can be slowed and knocked down with mortal weapons but will continue to get back up and fight. The only way to defeat them once and for all is to find a mysterious and powerful weapon hidden deep within the crypts: Lumeria’s Staff.
Will you find Lumeria’s Staff and harness its power?
The Ameria Crypts also introduce new gameplay features to enrich your dungeon experience, including ladders and magical switches. We are also hard at work designing the final boss for the dungeon, which you can test your mettle against early next year!
To trial the dungeon preview chat to Farinn, the friendly Vandrmark by the tutorial ruins exit, who will be able to send you on your way.
For more information about Adventures in Aellion and to keep up to date with our progress, you can join our lovely Discord server. We have a fantastic community, and are always looking to welcome new adventurers!
Thank you for your continuing support this year, it has been a pleasure sharing our little world with you.
We're continuing to feature Epic Crossovers for the first time on the free-to-play Legend rotation! Last week, we introduced Jake the Dog from Cartoon Network's Adventure Time as the first Epic Crossover to be featured, and now this week his best friend Finn the Human debuts.
Additionally, we are also featuring Buddy as the Brawl of the Week to continue on with the Adventure Time celebration. For those in the pursuit of Glory, the new Ranked Season 19 will start on January 20th.
Be sure to tune in this Friday at 1pm ET on Twitch for Brawlhalla’s 12 hour Charity Stream!
Algebraic! To celebrate Adventure Time: Distant Lands – Obsidian, Finn the Human is making his debut as an Epic Crossover to join the free-to-play Legend Rotation.
Finn Epic Crossover – “He’ll slay anything that’s evil – that’s his deal!”
Finn sports the metal arm Princess Bubblegum made for him.
Weapons: Finn Sword & Grass Axe
Mirrors the abilities of Jhala.
All of the Adventure Time Crossover items can be found in the “Crossovers” section and “KO Effect” section of Mallhalla.
Come on grab your friend in this mathematical mode! Pick the ultimate 2v2 team and play as both Legends at the same time! Build up enough damage on your opponent's two Legends to bounce them around into oblivion. Hold Down or Dodge to help position your dudes. Score the most KOs to win!
Buddy Game Mode
1v1 Teams
Control 2 Legends at the same time!
Score the most KOs to win!
This Friday, December 11th, Brawlhalla will be holding a Charity Stream on Twitch! Featuring a slew of Brawlhalla developers, we will be playing various games starting at 1pm ET for 12 hours to raise money for St. Jude Children's Research Hospital.
By tuning in to the Brawlhalla Twitch stream, viewers can earn exclusive Viewership Rewards. This Friday’s free Rewards are:
Community Colors - Show your love to the Brawlhalla community by donning these blue, brown, and gold colors.
Be A Hero Emote - Swoop in and make a heroic statement by claiming this one-of-a-kind Emote!
Spear of Wisdom - Exclusive to this Charity Stream, may the All-Mother’s spirit guide you to strike true on your opponents with this exquisite Spear Weapon Skin.
The Solidarity Emote benefiting Campaign Zero is still available. To find out more information about this non-profit organization, check out http://www.joincampaignzero.org.
Looking for a certain chest? We’re rapidly rotating through chests, so check out the in-game timer to know when the next chest will rotate.
Find the new Sales items!
Finn from Cartoon Network's Adventure Time is debuting on the Legend rotation! The free-to-play Legend rotation for this week also includes: Rayman, Sentinel, Onyx, Thor, Isaiah, Hattori, Ada, and Ember.
Finn - He’ll slay anything that’s evil – that’s his deal! Finn the Human from Cartoon Network’s Adventure Time enters the Grand Tournament to show off his mathematical skills!
Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
Sentinel – The first and greatest costumed superhero in America has come to Asgard, finding those who need protecting and vanquishing injustice with his Katars and Grappling Hammer.
Onyx - The powerful Guardian and Protector of Castle Batavia, Onyx has been offered a place in Valhalla and now defends it ruthlessly with her Cannon and Gauntlets.
Thor - Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb.
Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
Hattori – A gifted ninja with unparalleled skill with the Sword and Spear has discovered Valhalla. Will she find any worthy challengers there?
Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.