We have just received word of a major disruption within the fabric of the Universe. Reports are coming in from wild space that an interdimensional traveler has phased in and out of our universe creating vast distortions of our reality. It is said that this traveler has impressed upon our reality a cataclysm of change due to a contract he has made with the Trans-Dimensional Bean Counters. Our top researchers have discovered a haiku communique left behind in the wake of the traveler:
“New I shall create A hat I shall never eat Please save my stomach”
After carefully examining this haiku we expect a tremendous upheaval within our universe leaving behind a resonance of something new. Top scientists predict the collapse of the universe to be on June 26th, 2021. Citizens are asked to ensure all personal assets and fleets are properly stored.
What are Universe Resets?
When the universe resets roughly every 4 months, all non-permanent star systems are regenerated and a fresh (and empty) universe replaces the old one. All player progression (levels, skills, items, etc) is preserved, but any deployed bases or claimed territory is lost. Players must re-explore the universe, and have the opportunity to participate in a new land-rush if they choose.
Hello everyone, long time no see! We have another update for you and a special announcement! We also focused on a lot of long awaited issues and server optimizations so make sure you check out the bug fixes column as well! So kick back, relax and enjoy!
To start off we have a new weapon making an appearance on the island! The Vintóvka Snáyperskaya Spetsiálnaya or VSS "Vintorez" is the big older brother of the AS Val. Chambered in the same 9x39 caliber round the VSS is a more stable and accurate sibling of the two. But it also takes up more of your inventory space since the stock is not foldable. So if you are taking accurate shots, which you cannot pinpoint where from, you know that the VSS is smiling at you.
Introducing new smoke grenades, now in more colors! Use them for concealment, use them for signals, use them as distraction or use them however else you like. These are a great tool for squads, alliances or RP servers. Enjoy!
We also included an item that a lot of you have desired and asked for a very long time! New millitary holsters are in! For all you super cool tactical operator operators out there, you can now die in style!
We added a new POI to the D0 sector. New millitary barracks have been set up with tons of high end loot, yet still fitting into that wild abandoned theme.
Now let's announce what you already read in the title: you all requested it and we are here to deliver. If you want to spend a couple of extra bucks to support the development of the game, we are now offering Supporter pack#2!
So let's get to the meat and potatoes of the pack:
Let's start with the headliner, dance emotes.
Whether you want to show off your moves in one of our VIP night clubs or add insult to injury on that satisfying kill? The new dance emotes are here to make that dream happen. Show of your moves with brand new dance emotes!
Ever wanted to have some music playing while you get to that next POI and decided to walk? Maybe you have some wood to gather to upgrade your base walls and want to fill that empty space with our amazing radio stations? Personal Music player is now available as software update for your personal BCU. Whether you enjoy the radio or, and yes it is possible, want to add your own: you are now able to have soundtrack wherever you go.
The controls for the music player are as follows:
J - (Play / Pause)
CTRL + J - (Turn on / Turn off)
ALT + J - (Switch bettwen radio / music player)
U (Shuffle) - (It can be enabled on the radio also but doesn't have any effect on it)
O - (Loop) (It can be enabled on the radio also but doesn't have any effect on it)
K - (Music player Previous song / Radio previous radio station)
L - (Music player Next song / Radio next radio station)
PAGE UP - (Turn up the volume)
PAGE DOWN - (Turn down the volume)
You can also control it through the TAB circular menu:
And if you want you can enable the UI for the music player in the menu so it shows you which song is playing and, in the case of the radio, which station:
To add your own music to the music player, you can do so by adding files to the C:\\Program Files (x86)\\Steam\\steamapps\common\\SCUM\\SCUM\\Music folder. Only .wav and .flac typo of files are supported.
A popular feature that will allow all of you creative people to utilize our beautiful island for creative screenshots. Complemented with free look camera, different settings and poses. It even works in the multiplayer with your squadmates!
We know there are a lot of art freaks within our community and we cannot wait to see what you will do with this tool. Here are some of the examples what can be done:
Your pictures will be saved at C:\\Users\\UserName\\AppData\\Local\\SCUM\\Saved\\Screenshots.
Ever wanted more of the SCUM lore and background story? We are happy to provide! Presenting an idea that was bubbling and we are now comfortable to present to the world. Meet the key characters, the world, and events that lead to the current situation on the TEC01 island. Who knows maybe even meet a future NPC or two!
The pack includes a movie script, full comic in pdf format, concept art of the outside world and wallpapers for multiple resolutions!
For those early birds that want the worm, the pack is releasing with a discount of 10%! Get it while it's fresh!
Fixed a duplication bug.
Fixed the bug where bow attachments would not have proper icons.
Fixed the bug where interrupted double feed malfunction would bug the magazine.
Fixed the bug where drones would fly in circles trying to reach their destination.
Fixed the bug where some skewers could not be placed in hands.
Fixed the bug where you could infinite repair melee weapons on a drill press.
Fixed the bug where smoke grenades and flashbangs would become nuclear devices when thrown in fire.
Fixed the bug where it was not able to fuel fires.
Fixed the bug where the raft blueprint would turn red after relog.
Fixed the bug where 3m basic walls and 5m metal walls were not repairable.
Fixed the bug where firework traps would not activate.
Fixed the bug where shotguns were not able to clear malfunctions in some states.
Fixed the bug where it was not possible to place stick and plank bundles in log sheds.
Fixed the bug where it was not possible to fuel lanterns and chainsaws with bottles.
Fixed the bug where it was possible to illegally steal flags.
Fixed the bug where the handgun was not visible in the weapon holster.
Fixed the bug where an item in hands would not sometimes render.
Fixed the bug where it was possible to burry the small improvised raft.
Massive amount of level fixes.
Major server optimizations.
Players can now switch firing modes while in ADS mode.
Reworked handling of explosive damage to base building elements.
Further adjusted sentry aiming.
You will now see wall length when placing bb walls.
Adjusted the positions of sight pins on the compound bow.
Added a parameter that allows you to set the number of boats available on the island.
Moved admin door unlock interaction to interaction menu.
Welcome back to Nova's Diary (or just welcome if you are new around here).
If you thought that after LudoNarraCon we would have been slacking, you would actually be correct, although for just a couple of days. After that we resumed work as usual, and we have lots of stuff to show you.
FUN STUFF: NEW DIALOGUES
As more content is added into the game, naturally the demand for new dialogues rises (and that's where I come in, as the snarky-totally-unfunny-yet-somehow-competent Narrative Designer I am). On top of writing lines for the new quests and interactions that Nova will find in Venice, if you've been following us on our socials we've been testing a new typewriting effect for delivering lines in a more natural and easygoing way.
PRETTY STUFF: NEW VIBES
Vibeshave once again been one of the main focuses of our production; a dedicated group of people (*cough* half the team *cough*) is making sure they come out as polished and appealing as possible. In fact, this last month has seen a lot of different tests for vibe trails, their soundtrack and LOTS of visual effects.
PRETTY STUFF #2: NEW ART
Some of our artists have worked very hard to create assets and visuals for the new missions that will take place in the game: without going too much on spoiler territory, it means that Venice will feature mini-puzzles, spots for Nova to eat their ice cream in, and a night time mission!
I wonder what's this...
So, what's today's flavour? Pasta?
3D STUFF(?): MODELS & TEXTURES
In the meantime, our 3D artists have focused on making new buildings to fill the map with. One example are the very imposing and very ominous Atlas Towers, that the corporation uses both as antennas and a power projection (i know, veeery evil). We also added some more bell towers to fill the skies of Venice and we continued working on the porticoes we talked about in a previous devlog.
Yes I know it's only a concept, cue some dark music and let imagination do the rest
And that sums it all. Thank you for tuning in. See you next month!
PSYCH!
We actually have one more announcement to make. We've been invited to a couple of events that will take place in June. We can't really tell names yet, but we assure you that they're definitely going to blasts! So as always, make sure to follow us on our social media so you won't miss it!
Oh and yes, in these events there's going to be another announcement...One muuuch more exciting Stay tuned! 😏
Quark reveals that the Dosi may have a solution for the temporal anomaly crisis… but it won’t come cheap. The Dosi are legendary, brutal negotiators, feared even by the Ferengi. Quark advises you to scour the galaxy for its most precious, valuable objects, in hopes that their collective worth will be enough for the Dosi to tell the Federation what they know.
Event Name: A Good Lead Event Type: Galaxy Event (supply missions) Event Start: Thursday, 06/03 at noon ET (16:00 UTC) Event Finish: Monday, 06/07 at noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N Community Rewards: Y
Event Crew: Zyree (New) 5*, EV Suit Garak (New) 4*, and EV Suit Tucker (Existing 4*)
Ranked reward 5* crew: Kal'Hyah Bashir (New) - this crew will be featured event crew in the event starting on 06/10.
Look for these sectors on the world map and defeat the Black Ops troops guarding them to obtain Classified Documents. Classified Documents are key to upgrading your Situation Room and creating larger, deadlier Rallies!
Black Ops will be available in every region from now until Friday 28th May at 4PM (UTC). Good luck out there, Commanders! 🌠
Welcome, Operatives, to our first Entering the Loop article!
In these articles we'll be breaking down core parts of the game in a bit more detail, ranging from the world of Lemnis Gate, right down to the mechanics and ways you'll be able to play.
Let's start at the beginning! What is Lemnis Gate?
Lemnis Gate is a turn-based combat strategy first-person shooter with a unique twist. It builds on easy-to-pick-up, established FPS mechanics and merges them with elements from both classic arena shooters and time-travel to create a new and original experience. In Lemnis Gate, your strategic thinking, tactical thinking, and ability to plan ahead are just as important as great aim, fast reactions and spontaneous decisions in the heat of the moment! If you imagine chess being crossed with a first person shooter, you'll begin to get an idea of just how deep it can be!
So, how does the game play out? Let's break it down with an example:
Each player take turns adding operatives into the time loop, with 25 seconds to make their move. This is what makes Lemnis Gate a turn based tactical strategy FPS. Player A begins by picking their operative and executing a set of actions. This can be anything from capturing an objective, creating a defensive position, or setting up a trap somewhere on the map.
As we mentioned earlier each round is only 25 seconds long, so players will need to pick their actions carefully before trying to execute their turn. Will you focus on undoing your opponent's plans or diligently work on securing the objective? Once the 25 seconds are up, Player A's actions are recorded and repeated in subsequent rounds, exactly as they were executed in the first turn.
Turn 1 is now over and Player B gets the chance to execute their own plans. Like Player A before them, they have 25 seconds to execute and record a set of actions, and when Player B acts out their turn Player A's previously recorded actions repeat during the turn. Player B can therefore choose to react to what Player A's done, or start setting up their own plays to counteract them at a later time.
The two players then trade turns back and forth, adding operatives, actions and layers to the battle until both have played five turns. All actions will play out at the same time during the final turn, revealing who finally came out on top.
As the match unfolds and layers are added, both players will need to flex their strategic thinking muscles and use the fourth dimension to its full extent. Between turns you have the chance to observe everything happening on the map from a special reconnaissance drone. Fly around the map and see who does what, and when, and use that information to plan out your next move. The reconnaissance drone has several features that will let you build your strategy. Use markers to plan where to place traps, turrets or explosives, or use them to mark the potential movements of enemy operatives. Your drone can also lock onto specific operatives when you observe previous loops, tracking their recorded movements and actions. Think of it as looking at a chess board and seeing where all the pieces are. Except the pieces are moving and they repeat their actions every 25 seconds.
Nothing is hidden when you use the reconnaissance drone, except your opponents intentions. Use careful observation to anticipate what they will do and try to consider your future moves as well. Lemnis Gate gives you a near-endless amount of strategic options and creative ways to play.
While it's important to anticipate your opponent, it's also important to remember your past actions! Any bullet and explosion will cause damage to both yourself and your enemies, and a stray bullet or explosive can easily ruin your strategy if you're not careful. Throw a grenade through a window in turn 1, and that grenade is thrown through the same window on turns 2-5. If one of your other operatives suddenly find themselves at the other side of that window at the wrong time, they can easily find themselves blown up.
Adapting on the fly when a strategy doesn't pan out is a key component of Lemnis Gate, as is fixing past mistakes. Sometimes you might turn an entire match around by removing one of your operatives from the loop, or the splash damage from an otherwise well placed rocket could take out your entire team. Improvise, adapt and overcome when building your strategy.
In combat, you take command of a varied cast of deep space operatives, each equipped with unique weapons and skills. You've seen some of these characters in the game's trailer already, and we are revealing these operatives on our social channels and on our forums in the weeks and months leading up to launch. Mastering these heroes , their weapons, and skills, is vital if you want to defeat your opponents, but harnessing the strategic possibilities of time travel is just as important as weapon proficiency in this "chess meets FPS" battle!
We can't wait to see all of the interesting ways the community will use the time loop mechanic to their advantage. There are many different ways you can turn time itself into a weapon, and there is nothing like executing that perfect strategy to help you seize victory and leave your opponent in the dust. It's like setting up a careful set of dominos and then watching them fall in a beautiful cascade of colours and design. We're excited to see players run circles around each other in the fourth dimension! We'll be talking more about the world of Lemnis Gate and looking closer at the mechanics involved in the time-loop (get ready to hear more about Ghost Mode!) in the coming weeks.
Don't forget to follow us on Twitter, Facebook, Instagram or YouTube, or join our Discord server to chat with the community and get exclusive reveals. Finally, don't forget to add Lemnis Gate to your wishlist on Steam or the PlayStation Store.
General fixes & improvements: • It is now possible to wipe your entire progress: unlocked Heroes, Spells, etc, via Gameplay Options menu. But beware - this is permanent and cannot be undone! • Fixed a bug where relics could be duplicated. • Fixed an issue where players would have to manually reshuffle their Relics to progress in a certain encounter in Al-Andalus. • Fixed a bug where selling or discarding the grail would end the game with a victory. • If closed, the legend displayed on the world map (to show what various map icons mean) will now remain closed until opened. (Previously, it would auto-reopen each time you enter the world map.) • Putting down skill cards without selecting any can now be achieved not just by clicking the Hide Cards button, but also by clicking outside of any card. This makes it consistent with how closing the book itself works. • Relic UI now recognizes the double click action as a context-driven shortcut for drag-and-drop. In the warband view, it equips or stashes relics, and in the relic shop, it initiates relic selling or buying. • Fixed an issue where Ranger's Archer's Vigil would not have the same attack area as the basic Shoot attack. • Fixed a bug with Warrior's Charge skill, where it could deal damage to a single large unit multiple times (once per each tile touched). • Fixed an issue where summoning a high cover (such as via Mystic's Expurging/Holy Totem skill) would not affect line of sight for already activated enemy zone of control / overwatch-type abilities. • Status effects gained through an encounter will now indicate their duration on their tooltip. • Unit tooltips will now also list the Range attribute. • Enemy portraits can now be double clicked to focus on that unit. • Unit headers for enemies will now expand when their portraits are hovered. This should make it easier to identify individuals on the skirmish map. • Fixed a bug where the mini popup dialog for move confirmation was not getting removed when selecting a different ability, selecting a different unit, ending the turn, etc. • The confirmation dialog can now be confirmed with the Enter key. • Added a button to the action bar that toggles showing the tile grid (hotkey: X). • When targeting an enemy with a ranged attack, and the enemy benefits from cover for that attack, there will now be a cover icon displayed along the object (in 3D) that provides the cover. • Line of sight for revealing heroes to enemies is now blocked by low cover, making it easier to setup ambushes. • Fixed certain situations in skirmishes where terrain would occlude a tile making it hard to click. • Improved handling of move areas, to prevent edge cases causing unintended moves due to miss-clicks. • Hovered tile tooltip in skirmishes is now smoothly animated. • In the Lobby, an unspent Essence no longer shows a prompt to spend it if all Spells of the selected Core have been unlocked. • In the Lobby, the tutorial textbox will now linger until dismissed by clicking on it. • Fixed typos in some encounters.
Gameplay balancing: • Merlin's Core passive effect no longer prevents attacks from missing when using any Spell. Instead, it reduces all active cooldowns by 1 when using any Spell, allowing base attacks to be used twice in a turn and favoring combos. • The relic Rabbit's Foot no longer makes you ignore cover bonuses, either when attacking or being attacked. Instead, it now increases your Accuracy every time you miss, resetting when you do hit. • Removed the AoE aspect of Ranger's Volley skill (upgrade of Quickdraw). • Revamped the blacksmith gear upgrades by removing negative stats - all upgrades are now a choice between different positive stats. • Abomination base Power is increased by 1. Minor and Medium Abominations also scale better, increasing in both defensive and offensive stats in Marca Hispanica and Al-Andalus by larger amounts. • Boosted the base attributes for all Warrior characters. • Decreased the base Power of Rangers by 1, as well as shuffle some of their attribute differences.