Grid overlay that displays the possible building locations while placing buildings. Also indicates blocked areas and areas with lacking visual information due to the fog-of-war. (Grid can be disabled in the settings menu)
New Mineblock Selection Modes:
Paint select: Hold right-click to continuously mark blocks while moving the cursor. NOTE: The first block determines if painting will mark or un-mark. Box select: Hold Ctrl + right-click to box-select blocks to be toggled. Resource select: Double right-click a block marks it and connected blocks of the same type.
Thane Lobby Animations
Added some new and more lively animations to the thane selection screen. Raven is no longer hiding behind his shield among others)
Improvements
New sounds for Nubbs actions. New voice lines for thane selection screen.
Bug fixes
- Fixed Reina's Sprint ability to match description. - Fixed Raven's Rallying Cry ability description missing on thane selection screen. - Fixed an issue where Reina and Alban would not being able to build Town Hall after researching Home Sweet Home. - Fixed supply queue count showing negative numbers for each thane in the team. - Fixed command queuing for miner units performing mining/depositing to not depend on inventory. - Fixed VFX for mine blocks being destroyed. - Fixed some machinery sounds.
Known Issues
- Building Grid clips through building ghost from certain angles. - Allowed building placement positions is inconsistent with fow restrictions indicated on the building grid. - Box-selecting mineblocks currently toggle each block. Should probably either mark all or un-mark all blocks.
Balancing
Resources
Made Angel Cap non-edible. (Can no longer be used as food) Buildings Brewing still: Reduced armor from 10 to 0.
Townhall: Increased Armor pen. from 0.3 to 0.5 Gained the ability to train Arbalists.
Explosive Storage Hut: Increased Steel cost from 40 to 50
Thanes
Nubbs: Increased Armor from 5 to 10
Units
Guard: Increased steel cost from 10 to 20
Demolition Expert: Reduce Damage from 60 to 50
Troll Hunter Increase HP from 270 to 300
Hired Spear: Increase HP from 275 to 360
Rifleman: Increase HP from 225 to 300
Shieldbearer Increase HP from 400 to 520
Skirmisher: Increase HP from 485 to 750
Canoneer: Increase HP from 500 to 600
Berserker: Increase HP from 745 to 900
Iron Hand: Increase HP from 1725 to 2070
Quar
Ores/Ingots: Decreased Quar from silver from 0.5 to 0.2 Increased Quar from Lockstone from 3 to 4
Tech
Specialize Troll Hunter: Increased/changed cost from 100 silver to 100 gold
Specialize Rifleman: Increased/changed cost from 100 silver to 100 gold
Specialize Hired spear: Increased/changed cost from 100 silver to 100 gold
Specialize Skirmisher Increased/changed cost from 200 silver to 200 gold
Specialize Cannoneer Increased/changed cost from 200 silver to 200 gold
Unlock: Iron Hand Decreased lockstone cost from 50 to 40
Unlock: Iron Gunner Decreased lockstone cost from 50 to 40
This is a very small update mostly addressing one specific problem: hitching/stuttering in battle. After a lot of experimenting, I discovered the tumble effect that happens on the damage popup was causing the slowdown. It's sad because I really liked the tumbling damage, but it had to go.
A couple other small changes:
For Gall's Ki abilities, the magic attack ratio is even higher now. Put some items on him that raise magic attack and see how powerful he gets! :-)
Most HP Regen items and skills got a buff. They were useless before. Notably Regen Rings now add a little base HP and the regen effect was increased by 5% each. Also, Habar's Regeneration skill was increased from 10% each round to 20%!
That's it for today! Please take a moment to write a review of Divided Reigns. It helps tremendously! Happy Adventuring! -Andrew
The Central City is now open for business! You will be dodging turrets, picniccing at Pioneer's Park, visiting the Town Hall, and figuring out how to power up a train. And ultimately acquiring a Sledgehammer. Goodbye walls!
The city is located to the west of Crown Station, and there are three ways of entry to the new area: two from the north, and one from the south. If one of them proves more difficult than the rest, try another way in!
Update Highlights
New Early Access Roadmap
We've revised our Early Access Roadmap to reflect the updates we've done so far, and the updates that are planned before the full launch. Minor changes may happen, but that's the big picture. You'll find a nicer scrollable version of the chart inside the game in the Change Log screen. You may also notice that the Summer 2021 full launch has turned into ominous 2021/H2, but we're still hoping to launch closer to July than to December. We've also got some Post-Launch stuff planned, but waay too early to talk about that yet.
Welcome to the Mighty Mall!
I'm not sure if it's mandatory to have a mall in a post-apocalyptic ex-human piece of fiction, but we didn't want to take any chances and get the z-police after us. So here you go.
It's not the biggest of the malls, but the customers love it.
Deeper in the city there's also a pub where you can spend some quality time with the fellow patrons. (This is a mockup screenshot though. You are not allowed to stand on tables like that. They'd throw you out if you did.)
XP Level Cap Hike
You can now level up to level 34. That's three levels more than in the previous build. We realised we need to be a bit less prudent with the levels in order to reach the level cap targets we've got planned for the launch version. Instead of our previous plans, we'll probably make it so that you can eventually get all the skills in the skill pool if you level up enough.
So the final cap will be the total amount of skills we'll have. If you want to start a new game and try pick things in a different order, that's fine, but you can also play a looong game where you try and get all the skills at once. This will mean that those XP bonus skills are now worth picking as they don't end up taking one of the finite skill slots.
New Icon
There's a new icon to replace that old red crowbar on a white background which was always meant to be merely a placeholder. You'll be seeing the larger version of that whole box shot in the next update perhaps!
Total Progress
The Collection Total Progress tab now shows your progress towards full completion of the game. Note that the numbers only reflect the current build, so the percentages may change as we add new content. But you can get a feel how much of the Early Access content you've completed at the moment. You can't 100% everything yet.
New Audio System
As those of you playing the beta versions have noticed, we're working on new audio system to replace the old DirectSound based implementation. We're using our XAudio2 sound system that we developed for Xbox One as a base, and adding some new features. We were meaning to include it in this patch, but we not able to fix all the glitches we encountered yet, so we reverted back to the old sound system for now. Hopefully you'll meet the new system in the next update!
CHANGE LOG
ADDED
- Access to 'Central'. - Level Cap is now 34. Up by THREE levels! - Sledgehammer! (Unlockable through area progression.) - Fancier Early Access Roadmap. - Showing menu text when you can't save game. - Some Quests have More Info button in Quest menu. - Autosaving game when storing materials, accessing Myth Tablets, wells, etc if no enemies are near. - Collection total progress bars. - New Builder's Kit Quest for the sawmill (located near the original Sawmill).
CHANGED
- You can't save when notifications that would result in save state changes are showing. - Lighting performance optimizations. - Rebalanced all wall tile HP and DMG thresholds. - Changes to multiple other HP and DMG thresholds of objects. - Chaser spotting animation is now roughly 20% faster. - Optimized more compact stage format saves almost 0.5GB of space! - Performance optimizations. - Vultures drop eggs if somehow killed. - Raised Proximity Mine Damage by roughly 20%. - New UI interaction sounds. - Increased the amount of material actor stacks that can reside in 10 meter radius from 30 to 150.
FIXED
- Fixed world map point of interest clicking outside map borders. - Fixed world map are information not showing before going to Collection screen. - Showing Quest reward recipes properly. - Serpent's Crossing doesn't show 1 extra monster in link tower radar. - Added additional checks to older quests requiring opening of certain doors for the possibility of the doorway being destroyed. - Object shadow fixes. - Island map rendering fixes (showing decals). - Not stealing mouse cursor multitasking out of the game window with camera rotate button held down. - Sound panning for sounds playing behind the camera. - Usual open world fixes regarding floating objects, weird decals, etc.
Up Next
If everything goes according to the master plan, the Polaris Express will leave from Platform B in three weeks. You know I'm talking about the next update, right?
The level design is progressing nicely, and as you can see in the Roadmap (above), we're planning on launching TWO new areas in the next update. So it will be a big one. Full steam ahead! Choo choo!
A wise man probably once asked "can anything work right the first time?" And the answer is no.
Bubble Bounce version 1.3.1 makes a few tweaks to things introduced in 1.3. I've decided that Bubble Frenzies and Dodge Mode don't mix, and will no longer happen when Dodge Mode is turned on.
I've also added a few helpful bits of UI to explain how to use the new player selection screen. And the final change is a heads up when the game starts that a controller is the optimal way to play the game.
These aren't big changes, because all things considered, 1.3 was actually pretty stable. There are just a few things that make the experience of playing the game a bit more good.
Despite not many changes, here are the patchnotes:
Bubble Frenzy will no longer trigger in Dodge Mode
Added information on joining and starting the game
Added a screen at the start of the game to indicate that it was designed for controllers
These changes, like the ones in 1.3, will be implemented in the demo at some point in the future, though it's a low priority at the moment.
Please be aware that from 8:00 CEST on May 13 (11:00 pm PDT 5/12), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 5 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
A new update to nullification and warp core stabilizer gameplay is live on Singularity and pilots are encouraged to head to the Singularity server to try out the new changes.
Converting nullification and warp core stabilizers to stand as active modules that have a substantial cooldown between uses will add depth and alleviate concerns around their previous use as a powerful means to escape.
These updates ultimately look to add gameplay depth and subtlety, while ensuring they serve a more productive role across EVE Online and its community.
Head to the EVE Online Singularity guide now to learn about joining the server! Then head to Singularity to join the test.
Do you have something to say about the update? We’d love to hear from you! Head on over to our forum to share your thoughts and feedback.
Pathfinder: Wrath of the Righteous - Enhanced Edition - Wooden_Dragon
Crusade
Portraits now appear in the initiative order
Fixed issue with movements on the global map (the freezes that could happen)
Fixed tooltips for the attacks
Fixed issues with mana
Companions
Fixed Arueshalae’s dream in the 4th chapter
Fixed Arueshalae’s romance in the 4th chapter
You should be able to complete Greybor’s quest in chapter 4 now
Lann no longer disappears forever after his quest in chapter 4
Daeran’s gifts now depend on your reputation with him
Zones
Fixed the freezes when gargoyles attacked hellknights
Blightmaw no longer dies upon summoning
On Colyphyr you could use the portal without the key - fixed
Pillar of skulls can speak again
Fixed a number of problems with flying islands in Alushinyrra middle/upper city
Better optimization of some locations
Various fixes of some puzzles
UI
Fixed the icons in 4:3
Fixed the UI for widescreen monitors
Fixed the pause when talking to merchants
Fixed the scrolling in combat log
Mechanics
Re-spec no longer affects mythic levels
Misc
Fixed flickering shadows
One more thing - regarding the mods. Even though Pathfinder: Wrath of the Righteous is still in beta and incomplete, there are already some mods out there. If you use mods, please don’t send bug reports from the modded game, or if you do send them, don’t forget to mention what mods did you use or what did you change, if you edited your save, for example. We respect our modding community, but at this moment our priority is to ensure our game works well without any modifications.
Ready for edge of your seat mayhem? Of course, who isn’t? The Huntdown community is coming together to share their love of Easy Trigger’s hi-octane run-n-gun shooter with live streams and LOTS of free Steam key giveaways for Huntdown. Yeah that’s right, join us, let your eyes bleed from all the crazy pixel carnage, and hopefully, score a free copy of the game! Happy Hunting!
Please join our main streamers as they take you through the game!