Our tale begins in a small, secluded village, located somewhere beyond the Shadepass Mountains, near the White Woods. Deep inside the wilderness of the forest, you can find a small village founded near a small trade route. Its inhabitants should enjoy a simple life and live peacefully under the shadow of majestic trees that encompass the settlement. But that is not the case. The village attracted the attention of horrible monsters. Left with no other choice, the villagers ask the player character to aid them in their struggles.
While the player's quest might start with a simple task of saving a village, the story will continue and take the player into other unique locations. Some will be nearly untouched by men, hidden deep inside the woods where a skilled archer will have good freedom of movement but limited firing angles. Other times, the players will find themselves traversing a dangerous, swampy area where their mobility will be severely reduced. Even in such a hostile environment, the players will need to fend for themselves while being hunted by bloodthirsty beastlikes.
The journey will also take the player to inhabited locations, such as ancient ruins. There, in the collapsed corridors of an abandoned fortress, the players will lead a group of tattered, desperate soldiers in a battle against overwhelming enemy forces.
Whether the quest leads the players through snowy mountaintops or dark marshlands, they will always need to be on the lookout for dangers. And that can be a difficult thing to achieve when one finds themselves in such beautiful environments. All we can do is wish you the best of luck.
A new Hotfix (1) for Alpha 55 (regular and experimental) is now available!
Bug Fixes: 01. Fixed: In some directions too big Player character collider 02. Fixed: Hemp plant changing its color when viewing from bigger distances 03. Fixed: After exited Swim mode sometimes swim forces still affected the player movement 04. Fixed: Not possible to hit/chop down the Young Papaya trees 05. Fixed: Young Papaya needs too much hits to chop down 06. Fixed: Sometimes negative Sleep Achievement value calculation 07. Fixed: Only Coconut Palm and Banana Tree chop down counted in player stats (other big trees not) 08. Fixed: Not-intended possibility of Toolbelt hotkey usage while still dragging the actually detached Rudder/Sail/... 09. Fixed: Not-intended possibility of Pocket hotkey usage while still dragging the actually detached Rudder/Sail/... 10. Fixed: Hint info UI not hidden while Sleep screen is displayed 11. Fixed: Closing the Sleep Screen without sleeping sometimes added incorrect value to Sleep Achievement stats 12. Fixed: 'Objectives' Sliding UI is sometimes only partially visible 13. Fixed: 'Tutorials' Sliding UI is sometimes only partially visible 14. Fixed: 'Objectives' Sliding UI text sometimes gets cut
We would like to thank you all for your support, bug reports and feedback.
Wishlist Sandrock to help add the "kids grow up to at least the primary school age“ function! And tell your friends, too! We're still a ways away from the goal, but we can do this!! ːsteamhappyː Join our Discord to keep up with the wishlist count!
Gentle snowfall on Yukon map rather than spans without weather.
Peak normalization for inbound voice chat.
Per-material bullet and shell casing impact audio.
New per-material bullet impact audio.
Double and triple stacked upgrades of the Experienced Beret.
Changed:
Updated older core.content assets to newer format. This enables multiplayer file integrity checks for terrain textures.
Fixed:
Large slippery metal plate was vulnerable to lowcal.
Crafting exception if canteen had invalid state.
Workaround for deferred decals using wrong ambient light values.
Not updating vehicle speed units label when changing unit system in-game.
Yukon Snowfall:
In early versions of Yukon the blizzarding weather was permanent, but it was brutal not having any respite. A later change introduced periods of clear skies, but the unrestricted sight-lines interfered with the balancing. This update replaces the clear skies with gentle snowfall which limits sight-lines, but not as much as the blizzard, and does not freeze the player. Existing saves will cycle the scheduled weather before taking effect.
Voice Chat Normalization:
Most players should have the same apparent loudness now. This replaces the inbound voice chat gain option. Depending on feedback there may need to be some further adjustments, so please share your thoughts.
Bullet Audio:
Bullet impact, bullet casing bounce, and shell casing bounce sounds have been replaced on most surfaces. These may need some tuning, so please share your feedback. In particular the bullet casing sounds were designed towards the metallic sounding bounce which might be a little too loud? For modders please note that the *_NoAudio effect variants are temporary until the visual effects are upgraded.
Older *.content Bundle Deprecation:
Terrain materials, along with a few miscellaneous other file types, were still being kept in an older asset bundle format. Unlike the newer format these files did not have integrity tests in multiplayer, so players could delete the terrain materials for an advantage. All vanilla usage of the old format has been replaced, as well as on the Hawaii and Greece maps. Support for the old format will be kept for the foreseeable future, but please consider upgrading.
Hey there! We are just one more week away to the release of Dino Nest on Steam. Thats right, in case you somehow missed the big announcement, the ultimate survival management game about dinosaurs will be released in 6 days on April 29th.
“Dino Nest is lots of fun right now, Early Access will make it even better." Right now we are working with the starting conditions of survival mode, balancing all the different creatures in the world, traits and talents, performance improvements in the the combat engine and other goodies that will be in the launch version. We put our heart and soul into this project. It has shaped up to be a game that we are really proud of. We have big plans and the game is fun to play right now with tons of potential. There are many directions we can take and so many ideas and opportunities for unique gameplay in the pipeline that have not been touched yet that we strongly feel will fit the game perfectly. We believe that your opinions are hugely important when ultimately deciding where the game should go next.
Here is some screenshots from version 1.02 (build 61)
We are excited to announce changes to the monthly Officer Club Championship (OCC)! The OCC is a monthly tournament for the best players to compete for all the glory and sizable prizes, including a pot of $1000.
This upcoming OCC will mark the one year anniversary of the tournament, and to celebrate we are bringing it to a whole new level!
We also have a special celebration this weekend, so read on and get ready for exciting fun.
The new Officer Club Championship - What is new?
Well, first off, we are massively increasing the number of players that qualify for the OCC from the top 12 on the ladder to the top 36!
In the new system the top 4 players will immediately qualify for the Top 8 broadcast, with the following 32 players qualifying for a tournament to decide the 4 remaining spots in the top 8.
The tournament will be played over several days and players will have freedom to schedule the matches at a time that suits them, as long as that time is before the default match time of that round. With this we hope to keep a tight schedule while still allowing the players the flexibility to accommodate different timezones and schedules.
We are happy to announce that our long term community tournament partner 983 Media will be joining us in leveling up the OCC. So in addition to adding more players we are doing a full overhaul of our OCC production and expanding our casting team, more information on that later!
Mess Hall Brawl - A special celebration!
To celebrate a year of tournaments in KARDS we will be hosting a fun invitational event with some of the best known faces and talented players in the game.
Introducing the Mess Hall Brawl, a “King of the Hill” style event filled with fun, combos and of course commandos! Join Olikrummi along with past KARDS Open and OCC winners and casters for a fun afternoon of KARDS on Sunday April 25th, at 15:00 GMT on www.twitch.tv/kardsccg
We look forward to many more years of KARDS tournaments!
We have been overwhelmed by your feedback and excitement through the Elite Dangerous: Odyssey Alpha, your support and dedication is vital in completing the most ambitious expansion in Elite Dangerous history.
We can confirm that, as of this morning, our live game snapshot has been completed and phase four is set to begin as planned on 28 April.
We have been listening closely to your feedback and many members of our community have requested longer in the Alpha to experience the content and share your valuable feedback. This is why we are pleased to confirm that we will be extending the window of play for our fourth phase, and therefore the Alpha will now end on Wednesday 5 May at 08:00 UTC / 09:00 BST.
In addition to this, after a number of community requests, all stored ships captured in the snapshot will now be made available during the Alpha with reduced transportation time and cost to bring those ships into the playable bubble.
We would like to use this opportunity to thank you all once again for your help in taking this giant leap forward for Elite Dangerous. The development team have been incredibly busy reviewing your reports, comments and data from this period. Some of these fixes you will have seen through the phases of Alpha, and many more will be going live with the full PC release on 19 May.
Please remember, if you would like to leave feedback during the remainder of the public Alpha you can do this via the issue tracker, where our development team are eagerly awaiting your reports.