We have brought sad news. Our small studio consists of workers in the tourism industry and in difficult times for us we have to survive not only in the field of game development, but also in tourism, which previously provided us with a livelihood and the development of our ideas. Now we are very busy with our main work and cannot dissipate our efforts on projects that do not bring results. As the Tower project is being developed as part of the Innovate Tyumen accelerator and has yet to garner interest and support from the Steam community, we are forced to slow down the pace of development and focus on Wildland, our debut PC game that has built a vibrant community around it. This does not mean that Tower will never be finished, we will still do our best to finish the game, but this year it will definitely not happen. We hope that in the future the situation will change and the Steam community will become interested in Tower and we will be able to continue development at the same pace when updates were released every few weeks. We would like to thank everyone who supported our project in one way or another. Stay tuned and follow our news.
Finally, we can share with you information about the production of the game. It's been a while now, but we can assure you that the production of the game is going according to plan.
Today we would like to introduce you to two characters and one building that will appear in the game. During the construction of our cemetery, each of the characters will have their own unique skills, the same applies to buildings that will be available in the game. In the game, you can expect skeletons, ghosts, ghouls, and much more.
The team is working very hard on the next stages of the game's production to meet all your expectations, so if you have any ideas, suggestions for the game, let us know in the comments and become residents of the dark city on our Discord server! More about the units and buildings in the upcoming production information.
Stay up to date with the latest news from Necrocity production by adding it to your Steam wishlist.
See you soon and stay tuned for more information about game development!
After the introduction of the Gunslinger Skillset to ArcheAge and ArcheAge: Unchained, we've seen plenty of outfits that are unique and suit the skillset well. If you made a new appearance recently to suit a brand new rifle drop, you may be in luck! The Wild Erenor Fashion Contest has begun! Show off your looks with your brand new rifle and showing off your Gunslinger moves and you may just win a prize.
How to Enter?
Take a screenshot or video of your Gunslinger Outfit! There is no required theme, but you must show us how you style your Gunslinger and use your Rifle Weapons during the event period of June 2 to June 14 at 23:59 UTC.
There will be 1 winner per platform that will win the Gunslinger Gold DLC or Akasch Invasion Gold Pack per the winner's choice. All other non-winning participants will receive 1x Admin's Handmade Candy.
That's all! Get your submissions into the Wild Erenor Fashion Contest before it ends on June 14!
______________
The winners have been decided!
The following players receive either a Gunslinger Gold DLC or an Akasch Invasion Gold Pack: Instagram: Psynic @ Dochul Twitter: Zan @ Hieronimus Discord: Anto @ Hieronimus
Congratulations! Please contact us on the platform you have been participating with.
All other eligible participants will receive 1x Admin's Handmade Candy as stated.
After the introduction of the Gunslinger Skillset to ArcheAge and ArcheAge: Unchained, we've seen plenty of outfits that are unique and suit the skillset well. If you made a new appearance recently to suit a brand new rifle drop, you may be in luck! The Wild Erenor Fashion Contest has begun! Show off your looks with your brand new rifle and showing off your Gunslinger moves and you may just win a prize.
How to Enter?
Take a screenshot or video of your Gunslinger Outfit! There is no required theme, but you must show us how you style your Gunslinger and use your Rifle Weapons during the event period of June 2 to June 14 at 23:59 UTC.
There will be 1 winner per platform that will win the Gunslinger Gold DLC or Akasch Invasion Gold Pack per the winner's choice. All other non-winning participants will receive 1x Admin's Handmade Candy.
That's all! Get your submissions into the Wild Erenor Fashion Contest before it ends on June 14!
______________
The winners have been decided!
The following players receive either a Gunslinger Gold DLC or an Akasch Invasion Gold Pack: Instagram: Psynic @ Dochul Twitter: Zan @ Hieronimus Discord: Anto @ Hieronimus
Congratulations! Please contact us on the platform you have been participating with.
All other eligible participants will receive 1x Admin's Handmade Candy as stated.
Patch v1.0.2 goes LIVE – and with it, more fixes and improvements based on your feedback! Make sure to update your game to apply the changes!
What's new?
New Roofs
We've added corner roofs and dormers - opening completely new possibilities for designing your medieval homes!
Improved Castle Building System
With the improved Castle Building System there are now far more possibilities to design & build castles - exterior & interior. More elements are now snapping together, added doors & stairs support from houses. Check some of the screenshots of new constructions below:
Multiple fixes & enhancements
Full changelog for version 1.0.2 is below:
Added new roof types
Improved Castle Building System
Improved scales of accessories
Fixed rent payment appearing after bed interaction
Fixed rare furniture modification bug
Improved furniture placement detection on Carpenter mission
Improved kitchen cabinets & furniture snapping
Fixed external stairs snapping to foundation
Fixed Balcony railing snapping & they can also be placed on the floors
Fixed bug with unlocking last puzzle
Improved translations & key binding display for some languages
Fixed time calculation & summary display on tutorial missions
Chimney extension no longer stays on top after destroying fireplace
Thank you for all the feedback and suggestions. For now, we're focusing on fixing issues and bugs that you're reporting to us, but rest assured – we are reading every forum thread and making notes! :)
We had already mentioned some of the areas we want to improve in our previous patch announcement, but if you have some ideas you'd like to share with us, make sure to let us know!
If you want to discuss things more directly, you can talk to us on our Discord server.
Our first official patch is here! Update your game this will resolve major game-breaking bugs in our previous build and improve some features based on feedback we have received since launch. We read every comment and work on it with our team-so keep it coming! We love hearing from you.
RESOLVED GAME-BREAKERS
1. Looping Cutscenes 2. Witch Scientist going through floors 3. Francesca not spawning 4. Restart level no longer goes to a black screen 5. Barret not respawning
FIXED 1. Screen Tearing is resolved 2. Elevator Menu now receives keyboard input 3. Rotating Wheel Platform no longer pushes players off 4. Deer Warrior no longer stuck on moving platform corner 5. No more double animation on Rotating Door while moving 6. No more delay in Boba’s Animation when she gets hit 7. Fixed the last health beans not showing invulnerability 8. Fart Enemy VFX is now looping 9. UI Scaling and anchoring with resolution 10. Thought Bars now show 2nd line of text 11. Notebook Setting’s menu back button is now working 12. Twins mini-boss give Vampire Sword health only after death 13. VFX of Yoga Shooter improved 14. Added SFX to Final Boss 15. Added SFX to Boss Door 16. Visual menu resolution tick button readjusted 17. Can now unlock the first Notebook page after defeating Craig 18. Notebook Menu helper ui no longer overlaps back button 19. Player no longer does Dash when pressing O to exit the Coffee Shop. 20. Vampire Sword Upgrade no longer allows you to recover hp when destroying ice blocks and attacking switches
POLISHED
1. Elevator Mini-Game timing 2. Elevator Mini-Game lights resetting 3. Stun Lock William now has a cooldown 4. Reduced Invulnerability upgrade from 10 seconds to 5 seconds
COMING UP
PS4 controller support! We noticed our community loves the dual shock controller. We are working on that feature and will release it by the end of next week.
Rank VII for aviation, brand new commander's sight for selected vehicles, naval shell chase camera and almost 30 new machines are joining the game! Two new locations, new effects for the nuclear blast, updated sounds, and much more!
Ground vehicles
11 new ground vehicles and brand new mechanic - commander's sight!
This time “It’s fixed!” comes together with the hotly anticipated major update “Red Skies”, and as usual, we have included positive changes and fixes inside the update’s changelog to make it even better!
Ground vehicle DM improvements
We have changed the calculation of effective armour penetration in cases where a projectile hits several armour elements at once, for example, a junction of armoured plates of different thickness, or several vehicle parts.
Previously, the resulting durability was equal to the sum of protection of all parts involved at the hit point. As a result, protection equivalent at a joint’s impact point might be excessively high.
Look at the hitpoint of a 120mm round to the Tiger’s front plate. The large projectile touches the edge of the driver’s observation device. The new calculation algorithm selects a part with minimal overlap at the point of contact of the projectile. Touching the neighbouring part does not limit the effect of penetration anymore.
Previously, a huge obliquity angle might affect a penetration calculation at the juncture of several plates, and the effective protection could be incorrect.
Previously, a high calibre projectile could overcome the side plate on the King Tiger at an acute angle ignoring the large area of the front plate. As a result, only the thickness of the side plate was taken into the calculation.
It’s fixed now in the “Red Skies” update as well!
Additionally, a new animation of the overpressure damage has been added to the hit camera in battle and the protection analysis in the hangar. Also, a value of the heading angles has been added to the protection analysis for more precise research on the ground vehicle armour.
Master your knowledge!
Tail fin model revision
This change will increase the survivability of all aircraft in the sky and make air battles even more interesting!
Previously the stabilizer (horizontal tail fin) was in the damage model as an inseparable unit and in the case of receiving critical damage, was destroyed completely no matter which part of it was shot at. In such a situation the entire aircraft lost altitude control and was destroyed.
We have reworked this DM part for US, Soviet, German, French and Chinese aircraft plus all helicopters. Now the part of the stabilizer that received damage destroyed will be exact and the remaining part will keep functionality and will allow you with skill to reach an airfield.
In the near future we will also rework the British, Japanese, Italian and Swedish aircraft.
Control of tracked vehicles
We have improved the responsiveness of tracked vehicles in dynamic turns - the vehicles will become less inertial in the direction of the turn and they will be able to complete the maneuver faster when the turn control is released. This change is most noticeable in powerful and large vehicles especially in the AB game mode.
Targeting improvements for missiles
Global targeting improvements come to War Thunder missiles with semi-automatic guidance (mouse controlled): ATGM’s for ground vehicle and helicopters, as well as SAM’s on AA vehicles.
We have improved the guiding algorithm for a missile to follow the aiming point specified by you on your mouse. The new algorithm takes into account the movement of the target or the missile carrier much better, it guides more accurately and does not lead to a swinging in the trajectory of some missiles, both with automatic and manual tracking of the target. Launch at will!
Improvements on semi-active seekers
Radar seekers now have a target lock quality indicator, making it easier for you to understand the perfect launch moment and estimate the risk of the missile losing the target and self-destructing.
The signal-to-noise indicator is displayed as a ring that grows with an increasing change of locking on target. It shows how effectively the missile seeker can distinguish the radar signal reflected from the target against the background. A changing colour in the ring from grey to red indicates that the signal-to-noise ratio is high enough to successfully lock on target.
The outer arc shows the actual signal-to-noise ratio for pre-launch locking seekers. A red colour means the target is locked and the system is ready to launch a missile.
For missiles that lock on target after launch, the arc shows forecasted signal-to-noise ratio after the missile is launched to the time of locking on target. A red color means the lock will be successful and a missile is ready to fire.
Fixing the torpedo detonation mechanics
We have slightly improved the mechanics of torpedo detonation under different conditions and from different impacts. Now the chance of torpedo detonation with its destruction will be from 3 to 7% (depending on the destruction conditions).
A torpedo onboard can detonate with a heavy fire and detonation of other nearby torpedoes. But detonation will not necessarily be the end for the naval vessel - the weight of the explosive mass and the detonation point will be taken into account and a fair damage will be calculated.
Virtual Reality reboot
Now War Thunder uses the OpenXR standard which provides better image quality, increasing picture sharpness compared to the previous implementation at the same supersampling settings. For example a picture at 100% SS in SteamVR is comparable in quality with 140% SS in the previous implementation! The new standard allows us to fix a lot of bugs, for example the incorrect display from the gunner position or blurred object outlines.
We using asymmetric eye protections where the depth perception and display accuracy have been improved. Also in this update we have implemented TAA support in VR mode and the owners of the RTX GPUs will be able to use DLSS to improve performance.
In addition, VR owners now have access to all graphical settings including SSAO, reflection quality, and the effect of hot air. Simulator players in VR helmets will be able to capture and broadcast the game process thanks to the special “streamer” mode that allows them to show the image of one of the screens on the monitor in the usual resolution for the live stream!
Crossroads Inn Anniversary Edition - Błażej_Klabater
Innkeepers of Delcrys,
Work in progress, repairs in progress. And after a prior update it is time for another. So here comes a fresh bunch of fixes, because PATCH 3.0.8 is here!
Patch Notes:
The game will no longer stop awarding upgrade points in Act 3
Multiple fixes to resolution; it now saves player's choice after rebooting the game, and doesn't change on its own
Fixed pathing for imported taverns
Animals no longer disappear after a new tavern is imported
Level 0 dialogues and icons are no longer visible when level -1 is active
Fixed fonts and issues that could occur when changing languages (ex. to Chinese)
New workers no longer spawn t-posed
Fixed issues with stairs to the basement
With a recent patch 3.0.7 for PC and the hotfix released on Xbox version, we’ll continue to meet up expectations of the community and hope to provide you with even more fixes very soon. That all, however, wouldn’t be possible if not your continuous feedback on Steam and Discord, so keep it up!