- Full Demo potential unleashed! For those who want to see a TowerMancer full potential, we've included all rooms and threats on the demo. Give it a try and let us know what you think! They'll be progressively unlocked throughout the levels.
If you enjoy the game, please leave your review! It makes us really happy to see your feedback!
Mirage now uses very little RAM. How much? Just 2GB of RAM! I was working on these RAM optimizations for a long time and finally finished them today, like 30 mins ago. Enjoy this new build and if Mirage crashed before on your PC and now works after this update - please tell me, I am desperately trying to fix that "Loading" bug for you, guys.
Hey everyone, today's patch brings back the Spring Festival with some shiny new rewards, adds some new dragon colors to breed, and includes many bug fixes we've been working on the past weeks.
Full Notes:
Added 3 new colors for dragon breeding
Added tool tip data to all dragons bred from today’s patch forward will contain the name of the Player that bred the dragon All previous dragons will not see a change to the tool tip data (IE: No new breeder information for prior dragons)
Added “Edge of Nowhere” community event area This area is accessed through the Highsteppe Tavern next to the player house Enter the door behind the Long Term Mission Vendor, then use the portal to return to the Highsteppe Tavern The entire zone will have no permanent game-play content (fishing, monster grinding, harvestables, etc) but may have limited time community events with game-play (like a community world boss event)
Added Spring Festival event Can earn a new cape, Flower helm transmog and shoulder transmog The Spring Festival Mount from last year can also be earned
Removed 3 Year Anniversary Festival
Removed Winter Festival
Fixed an error related to the Net Gun
Fixed an error Teleportation Device causing problems when activated sometimes
Fixed an error related to the Health bars above players
Fixed an error with the Server wide bomb notifications
Fixed an error with nearby players This has the possibility of reducing the number of players experiencing the “invisible” bug, while we don’t think it was causing it, we believe it was part of the problem
Fixed an error related to the DLC on the server
Updated the Khopesh harvester weight to 0
Fixed an error with the player load out system
Fixed an error with the plunder trait on pets
Fixed an error with the Scoundrel card deck when drawing a card
Fixed an error related to the fog/darkness in caves
Fixed an error with the player world map
Fixed an error related to activating dungeon shards
Fixed error when carrying tool in hand across zones.
Spring Cleaning! This update doesn't actually have any new features, and instead is all about bug fixes and polishing. The last update featured a new smelter, which had a few minor bugs, and frankly it worked too slowly for most players to appreciate it. Apart from smelter improvement, things were fixed and improved in lots of little ways, based on a list of minor bugs that had not be addressed yet, and a bunch of small improvements that could be made, based on recent player feedback and (indirectly) suggested by some recent videos that featured the game.
Feel free to post bug reports and other feedback on the Steam community site or by using the in-game button on the pause menu to Send Feedback (via email). Thanks to everyone who has emailed with feedback and bug reports!
Need to push this back another few days. Everything's ready except for the duel system which still has a few serious bugs that need fixing. Sorry about the delay. New release date is March 9.
target of this update is mainly about Vanilla balancing, more precisely the invasion part. Some of the balancing efforts have already been live on the servers since mid-February. Invasion players might have noticed it already. The invasion servers are usually a good mix of newcomers and veterans and we want all of them to have equally fun, which is not a self-evident task as both parties are usually acting on a different skill level.
From our experience, we can say that there are always at least a couple of veteran players on populated servers and they will have (and are expected) to use a more tactical approach to the metagame while newer players will help pushing the frontlines until they feel confident and fulfill some tactical tasks themselves. Of course, they can also do it right away, there are certainly some tactical talents out there :)
Therefore, we hope to have found a good compromise to satisfy all runners out there!
We also reworked the artillery strikes to have less spread as it was just too much. Now they have a smaller, yet more focused effective area damage zone. You can see in the image right below a random example of artillery strikes before and after the update.
Speaking of artillery stuff, elite soldier AI can now also use higher Tier Artillery, Gunship and A10 gun runs. Beware! As for the vehicles overall, the wrecks now behave similar to what you've been used to in the WW2 DLCs, hence having a reduced wreck mass so that they can be bulldozed away, unless a jeep tries to push a heavy tank, that will not work. A bump into those wrecks can also cause them to disappear, which should help with vehicle jams.
We also put some work into the "man vs. zombies" mode for those of you who want to slay some monsters. Beside adding a new monster race, the Elite Ripper, we also made some adjustments, try it out!
Don't forget to give us some love in the reviews, as not a lot of you guys wrote or adapted their review since our last WW2 balancing patch which had fixed pretty much all issues people were complaining about! Much appreciated! Feel also free to join other Runners on our Discord!
Happy Running! Osumia Games
Changelog v1.83 (Vanilla):
vehicles: FT-Croc tank buff - doubled the amount of ammo, increased the turret rotation speed by 25% and increased the flame projectile radius by 20%
vehicles: added broken_mass physics parameter to most medium to heavy vehicles to that other vehicles can easier bulldoze them when destroyed, avoiding navigation paths bottleneck situations
vehicles: added remove_collision_threshold physics parameter to most medium to heavy vehicles to remove the wrecks on collision
vehicles: increased the simulated_speed_factor control parameter of the Legion tank
vehicles: supply quad now has the camouflage suit and the faction's silenced stock pistol in his inventory
weapons: VVS-Vintorez XP requirement increased. Also lowered the commonness (invasion only)
projectiles: cleaning activated projectiles after 90 seconds (Claymore), 30 seconds (C4) and 10 seconds (XM-25)
equipment: slightly increased the sight range of binoculars
calls: "A-10 gun run" radio call added to campaign - was invasion only
calls: "Gunship run" radio call added to campaign - was invasion only
calls: effective area of the Artillerie calls has been slightly reduced. The amount of shell fired has been reduced accordingly
gameplay: in "King of the Hill" mode maps, the final enemy assault timer starts 30 seconds earlier
invasion: tweaking the difficulty to make it a bit more challenging for veterans while still being accessible for newcomers - official servers already have those values gone live mid-February
invasion: "Vigil island" map now has destructible sandbags around the Airfield base to dissuade the player from camping
invasion: "Power Junction" map have heavy artilleries disabled - this should avoid the usual artillery spam on this map
invasion: Elite soldiers now can use higher Tier radio strikes such as Gunship run and Artillery II.
man vs. zombies: added a new rare monster type - the Elite Ripper
man vs. zombies: the acid explosion caused by a spitter now also affects other monsters
man vs. zombies: spitter spawn commonness lowered by 33%
man vs. zombies: spitter acid explosion (explosion of death) AoE reduced by 0.5m
man vs. zombies: removed medikit from resources - only available in MvZ coop
maps: minor fixes here and there
ai: spawn score of higher ranked elite soldiers increased to have more of them to be able to use high rank radio calls - overall elite soldier spawn score remains the same
ai: strike frequency time parameter reduced by 33%
sounds: fixed missing step sounds on some platforms and static objects
online: fixed unintended map view close bug
animations: most weapons have now proper prone animations
Changelog v1.83 (WW2):
cover: adjusted the collision of the deployable Cover item so that it collides less with sticky Satchel weapons. It may still collide when not manually standing up to throw the grenade, but manual throws are now safer
call-ins: fixed an issue where the Ka-Tsu vehicle call-in was not working in Campaign or Invasion
Hey hey, people. Time for another regular update! Not 0.5 yet but an important step towards it. Find out more below!
With this update we have transitioned from 4.25 to 4.26.
Now what does this mean? Well a lot of things in the future and a major step towards 0.5. One might say the biggest step. It allows us much needed support for the features planned for 0.5. The transition tho might not be as easy as we see it or is expected. Or better yet some issues and problems are expected right now but better to get them away now rather than have them in 0.5.
So please any and all issues you may encounter in this patch, no matter how small or big please report them to us so we can improve the experience for everyone!
Thank you!
Even though we know yall managed to make your own "improvised metal/mine detectors", here are some actual legit ones. Heading to a well known POI and don't want to die from mines? Pop out the metal detector. You have a suspicion that some sneaky nemesis buried his loot in the area? Pop out the metal detector. You want to roleplay that weird old guy at the beach looking for treasure? Pop out the metal detector. Want to find remnants of aliens so you can bother everyone on social media? Pop out the metal detector.
So how does it work ingame?
First off we have 2 of them as the picture shows, military and improvised. So here is the difference between them.
Improvised cannot be repaired while Military can be with Electrician toolkit.
Military has bigger range than improvised.
Military holds bigger battery than improvised.
To craft an improvised metal detector, in addition to items required you will also need at least medium engineering skill.
Now, as for the mechanic itself it's pretty simple. You will need to have the detector in your hands and some battery charge. Then simply press TAB and right click it for the Turn on option.
Your character will start sweeping the ground looking for any metal. Proper metal not that pozer stuff the mainstream listens to, but that hardcore band you found one night drunk at 3am on youtube.
You will hear beeping sound and closer you are to a find the more frequent will beeping be. It is that simple.
Alright hoarders your time to shine now. Presenting further lock protection!
Got tired of the same old zappers and want some spice in that zap? We got you.
There are now 3 different zappers:
Level 1- Basic
Level 2 - Medium
Level 3 - Advanced
For each zapper you need the appropriate engineering skill. So basic for basic, medium for medium and advanced for advanced. Appropriately they each do different damage:
Level 1- 0.5 per fail.
Level 2 - 1 per fail.
Level 3 - 1.5 per fail.
Now you see the previous change of separating slots was actually planned, shocking I know!
Or better to say one sign. Yo want to tell people you mean business about protecting your base? Or you could just place it on empty field to troll others. A new sign got you covered:
Fixed the bug where it was possible to build some floating elements.
Fixed a possible ammo duplication bug.
Fixed the bug where the game would reset your settings on restart.
Fixed the bug where some parts of scope reticles could become invisible.
Fixed the bug where flare sound would hang after player would get shot by it.
Fixed the bug where it was possible to melee autolock on players behind cover (walls etc.).
Fixed the bug where lock breaking would not give Thievery XP.
Fixed the bug where Sentry audio would hang.
Fixed the bug where some placed items could not be destroyed.
Fixed the bug where killbox drops would give incorrect loot.
Fixed the bug where puppet growl sounds would sometimes hang.
Fixed the bug where admin drone would become a fidget spinner when slowing down.
Fixed the bug where you could get stuck when opening the map and searching the container.
Fixed the bug where arrows and bolts shot in events could be used after the event.
Multiple level fixes.
Fixed the bug where C4 was still visible after detonation.
Fixed the bug where you could build window fortifications outside of windows.
Squad rank lock accessibility now available for doors as well.
You can now adjust light level on lanterns.
You can now drink soy sauce if you want.
You can no longer bury items in H barriers.
Item attachments will now take damage if the item takes damage.
Added an option to map ADS hold/toggle.
Remapped scope zoom to mousewheel due to feature above.
Chests are no longer damaged by melee or explosives.
Mines now decay after 10 days when inside friendly flag area.
Mines now decay faster when outside friendly flag area.
Mines now activate on anyone when outside friendly flag area.
Player names are now hidden when drone HUD is disabled.
Admins can now spawn small animals.
Server owners can now choose to disable lethal traps/mines on the server.
A new command is added: #renameVehicle <idOrAlias> <Alias>
First argument is the ID (or alias if it has one) of the vehicle. The other argument is the new alias of the vehicle. Alias is case insensitive and it cannot be a number.
Command #destroyVehicle <idOrAlias> can be used with ID or alias.
Command #listSpawnedVehicles will now also display the alias of the vehicle if it has one as the last column.
Command #teleportToVehicle <idOrAlias> <player> can be used with ID or alias.
That's all from us for now folks, but there is still one more thing. If you are reading this and still don't have the game, what are you waiting for? SCUM is currently 40% off on Steam. Get it for yourself, get it for your friends, hell get it for your nana. See you out there on the island!
BoneTown: The Second Coming Edition - D-Dub Software
If there’s one thing that sets BoneTown apart from all other games, it’s the Bone. What other game will let you nail a nun, do a dominatrix, jizz on a juicer, or eat out an eighteen year old?
In BoneTown, every girl you see is fair game—if you have big enough Balls to convince her to do you. The hottest girls on the island will always choose the guys with the biggest Balls, and a guy with small Balls can’t hope to charm anyone but the ugly girls unless he’s willing to pay for it.
So sure, you’ll have to work your way up to the perfect 10, but with all these lovely ladies just waiting for some action, you’ll sure have a good time doing it. On the street, in a park, at a club: In BoneTown, the sex is everywhere and the sex is good.
When you have sex with everyone as the baseline, what could we possibly do in the missions to take it to another level? What do you think about orgies? Or threesomes? Gummers from a crackwhore? Don’t worry, we have plenty of smut and fetishes up our sleeve to surprise you.
But wait: Isn’t this also a fighting game? you might ask. What happens if I decide to have sex while someone is trying to beat me up? All’s fair in love and war, and it’s the same in BoneTown. If a dude can’t stop you before you get down and dirty, he’ll just wait there, talking shit, until you finish, then continue to beat your ass.
BoneTown is like no game you’ve ever played before, so to make sure you get all the unhinged updates and info, put BoneTown on your Wishlist today.
Hello Warlords: Thank you all for your support of Conqueror's Blade League. As per the signup rules, The squads that will take part in Conqueror's Blade League's MN Division are as follows:
The following is a list of all tournament participants' season level:
The flames of war rage on as heroes stride upon the battlefield. We're looking forward to seeing you on the field of battle in Conqueror's Blade League!