Join us from June 17th to June 20th as we host the biggest Eternal Return tournament OF ALL TIME. Six teams from across the globe battle it out across FOUR days for their cut of the $30,000 prize pool!
Details
Event: ERWI 2021 DROPS! Day 1~ Day 4
Rewards: 1,000 A-Coin for 1 hour viewing, 1,500 A-Coin for 2 hours of viewing
DROPS Collection Period:
Thursday, June 17th 03:00~07:59 (PT)
Friday, June 18th 03:00~07:59 (PT)
Friday, June 18th 22:00~02:59 (PT)
Saturday, June 19th 22:00~02:59 (PT) *DROPS can be obtained until the end of the broadcast within the drop collection period.
Competition Name: Eternal Return World Invitational 2021
When: Thursday, June 17th ~ Sunday, June 20th
DAY 1: Thursday, June 17th 03:00 (PT)
DAY 2: Friday, June 18th 03:00 (PT)
DAY 3: Friday, June 18th 22:00 (PT)
DAY 4: Saturday, June 19th 22:00 (PT) * The schedule for the competition may be delayed.
Event Details
Team Composition: 3 Players (Squads)
Six teams participating
Korea Team
Food Truck
FTK_ddushiman
FTK_tang hyung
FTK_peng mam
China 1 Team
MGT
MGT_Market
MGT_Potato
MGT_Rise
SEA(Chinese HK/MO/TW) Team
JGAMERS
JG_MIMILUCKY
JG_GODJJ
JG_GALALA
Japan Team
BStreamER
BSER_OniwaSoto
BSER_No17
BSER_Yomu
North America Teams (Invited)
NO CHEF
NC_scaz
NC_Altairis
NC_Gobu
USA
USA_Averse
USA_Homecoming
USA_Piemaster
Prize Money
Total prize money of ~$30,000 USD
1st place: ~$15,000
2nd place: ~$7,000
3rd place: ~$3,000
4th place: ~$2,000
5th place: ~$1,000
6th place: ~$1,000
MVP(Most Kills): $1,000 (Roughly converted from KRW -> USD)
Tournament Progression
5 rounds of squads every day
Total of 20 games. Scores are added up for the final rank
Points per Round
Points: 16 points in 1st place, 9 points in 2nd place, 6 points in 3rd place, 3 points in 4th place, 0 points in 5th to 6th place
Kill points: 5 points per kill (K)
Deaths from non-players, such as restricted area or animals/Wickeline: -5 points * This does not include if the player downed by a wild animal and is revived by teammates.
Game Settings
Acceleration of restricted areas
All players are required to turn on 'hide nickname from enemy players'
Regulations
All participating players must be familiar with the announcements, rules, and regulations prior to the start of this competition.
Hello my friends! The update 1.07 is now available! Based on your constant feedback we were able to find and fix many minor bugs here a complete list of the fixes:
- Fixed problems with achievements - Audio volumes fixes - Graphics glitches fixes in some of the levels - Performance optimized
PS: You'll find a new camera filter options unlocked after you complete the game!
Today we would like to give you a sneak peek behind the curtain and show you the latest assets we've been working on. Since during the next Steam Fest (that starts next week) we will share a playable demo in which you will take control of the Steampunk faction (just to remind you, the game will also feature Atompunk, Steelpunk and Dieselpunk), we decided to focus on this specific technology (that is steam) and show you one new building and one new unit.
Let's start off with the building first. The Time Machine is a unique building that can send units back in time before they received any wounds, or to the future when they're already grizzled veterans. Of course it is a technology unique to the Steampunk faction and its features can be very handy and give you an advantage while clashing with your enemies.
Now let's move on to the new unit. Automaton is a high-tech, offensive steam robot, and the best that the Steampunk technology has to offer. Super advanced clockwork mechanisms powered by condensed steam turn this giant metal statue into a beast on the battlefield. With the Windup and Clockwork Hearth action, it can increase its mobility, attack and even self heal after obtaining massive damage. When surrounded by enemies, Automaton can unleash a powerful Steam Bath doing massive carnage around itself. Yes, all you need to do is to wind up the clock, and this bad boy will fight for you all day long without the need to rest! Don't have to send our squishy human soldiers to the front anymore!
That's all folks for today, but more is coming! Don't forget to add the game to your wishlist (if you still didn't) and make sure to follow our social sites and Discord for more PUNK WARS news! Til the next time!
This week, learn when you can start playing RuneScape on mobile! We've also got a new installment of the Battle of the Monolith, some information about a new store, and an important notice about downtime. Let's dive in!
Game News
RuneScape On Mobile Launches June 17th!
We're moments away from the arrival of RuneScape on mobile, and we couldn't be more excited! Skilling, questing, exploring and making friends - every experience Gielinor has to offer is at your fingertips, wherever you are. And with full cross-platform play, you can continue your journey from desktop to mobile, anytime you like. It's a whole new way to play, folks.
The really exciting news is that we're also fast closing in on Tier 4 of our pre-registration goal. This means more rewards will be unlocked for everyone to enjoy! So, rally your friends to sign up now and let's get those extra goodies!
The game will be available to download for free on iOS and Android from June 17th.
Battle Of The Monolith Rages On!
As Zaros' plan creates unlikely alliances and new enemies, the battle nears its climax... combat is calling!
But there's more, brave hero - this is also your chance to prepare for another great challenge that lies ahead. Join the battle and take this opportunity to train up to 75 Slayer, 74 Archaeology and 74 Magic. Let's just say you're going to need it for what's coming...
The Marketplace
The all-new Marketplace store is officially open for business!
This new store is your one-stop-shop for everything you'll need on your adventures across Gielinor, from oddments and bonds to the latest cosmetics and emotes. It aims to bring the entire RuneScape shopping experience together into one place and will run alongside Solomon's Store, which will no longer receive new items.
Check it out by heading to the 'Upgrades and Extras' tab.
For more information, check out our shoptastic newspost.
Extended Downtime: June 9th
We're having a little system brush-up this week, to make sure that we're completely protected from another login lockout. The team has already made plenty of improvements to add additional protection, but this extra push should fully eliminate the possibility of any other problems of this kind. For that reason, there will be extended downtime for roughly six hours on June 9th, running from 7am Game Time. Follow us on any of our social accounts to stay up-to-date on maintenance during the break!
Patch Notes
Yak To The Light
Fixes
Typo fix for Blade of Saeldor.
Fixed an issue where the individual Seren Crystal Armour pieces were showing twice in the wardrobe and the Dark Crystal pieces were not being shown at all!
When starting Yak To The Light, your progress through Yak To Basics is now correctly displayed.
Previously, when players tried to purchase the Premier Pass or Yak Track Skips from the Yak To The Light Interface, they were given the message 'This Package is Unavailable.' This has now been fixed.
Mobile
Improvements
The Mobile Controls interface has been updated to use the new icons.
Mobile Beta: The Black Hole Experience section of the Gower Quest has been improved. The puzzle can now be solved by 'Searching' the correct place with the required item in your backpack. This removes the need to use an object from the backpack on a place that is obscured by the UI.
Other
Improvements
On the Achievement interface, if the prerequisites for an achievement are not met but the achievement is complete (for example, by boosting stat prerequisites), the achievement will display as complete instead of locked.
Some gaps have been stitched up in the Scarlet Thief's outfit on feminine characters.
Fixes
Action Bars now update correctly when clearing slots or switching between them.
The empty tile now appears correctly on the Slider Puzzle Boxes.
Quick Prayers/Curses: Fixed an issue that prevents the 'Selected' highlight from disappearing when de-selecting a Quick Prayer.
Pulse Cores: Fixed an issue that prevents the 'X' graphic from disappearing when deselecting a skill.
Fixed a typo where 'Anachronia' was in lowercase under the achievement description for Bean There, Done That, Got The Postcard.
The Endurance Mode prerequisite for the Sun Shade achievement now correctly shows 25 floors, where previously it was 14.
Fixed an issue with misaligned text in the Settings interface.
The Red Cerberus Armour tokens that are displayed on the Cerberus Rush info screen in Treasure Hunter will now correctly show the red token variant when hovered over.
Fixed issues with the Ceremonial Sword tutorial. Sten is now in the right place during the animation and the Respect Percentage box no longer disappears after exiting or completing the tutorial.
The achievement 61 Shades of Red is now marked as complete once the Daemonheim Slayer log has been completed.
This will also unlock the title 'The Bloodrager'.
You can no longer wear a Goebie Mask and an Underwater Disguise Kit at the same time.
Quest Journal objectives for One Piercing Note are no longer highlighted after completing the quest.
You now receive coins after using Alchemy when borrowed power is set to High-alchemy and the Alchemist's Amulet is in the Backpack.
Elves in the Arandar Passage now take damage from the Bladed Dive, and also respond with an attack.
Grizzly bear death animations have been fixed.
A wall near Varrock Palace now has correct collision.
Resolved an issue with the Legacy Interface mode that was causing the additional Action Bar to be hidden if the Chat was also hidden.
Fixed an issue with the animation for the Planting Flag Rest override.
Black Stone Arrows are no longer consumed while using abilities on a target that is already at the maximum debuff.
Community
J-Mod Livestreams
Wednesday June 9th | 16:00 Game Time | Tea Time with Mod Bolton
Grab a cuppa, put your feet up and jump in for a chat with Mod Bolton, Head of Influencer Management, to talk about his role and get the inside scoop on becoming a successful RuneScape Creator.
Cracking Creations
Awesome Art
This week's creations were spotted in our lovely Steam community, and we had to share!
The famous siblings: Zaros and Seren!
By Aguarela
Clannies! Assemble!
By spYce
Screenshot of the Week
We usually showcase a bunch of screenshots each week, but this time, one really stood out!
Behold the mighty God of Thunder, Zeus!
By don
Community Corner
Pink Skirts Event
We're in the mood to catch a mighty mallard - it's a Mega Duck Hunt! Join Nanci, Nastyfruit and Ascensus this Saturday June 12th, from 16:00-17:00 at the Warforge on World 134. It'll be quackers!
Community Shout-Out
Are you all about in-game eleganza and wild and whacky costumes? Wanna throw on some couture and quest with the sartorial best? Then the FashionScape is the community for you! Join the other fashionistas, show off your best looks and ogle at the pros.
This is the last development announcement before the update, which means the update is coming really soon. As you may know from the previous announcement, it took us longer to develop this update to get most of the core systems done. And in this announcement, we would like to elaborate on some of these systems that we have developed.
Home Building Instead of our original design of unlocking furniture, we decided to give you a bigger space for creativity, so we implemented free-style furniture and object placement system, which allows you to purchase furniture and place it anywhere you want. There is much furniture available for you to design your palace with, such as beds, couches, bathtubs, decorations, torture devices, etc. And we can’t wait to see what your dream palace will look like.
Companion System We saw how much you want to have your companions customizable, so we decided to implement it into the game. You can dress them up, equip them, and level up their abilities to whatever you see fit.
They can be mighty warriors who will fight alongside you and help you carry additional loot. But it is up to you what kind of role they are going to play in the battle.
To acquire new companions, you will need to complete the special rescue mission. You will need to fight your way through the dungeon and break the prison door to rescue the captured companion. Beware that enemies will keep generating while you are breaking the door. So better take some extra help to deal with the endless hordes.
Companions will be living with you in the palace, and you can see them bathing, chilling on the couch, or lying on the bed. In the future, we will add more interactions that the companions can do while at home.
Weapon Random Stats Weapons, armors will get random stats attached, for example, additional fire damage to a sword. You will have a much higher chance of getting magically enhanced items from defeating a boss or loot golden chests.
Minion Scrolls To bring more dynamics to the combat, the minions are now purchasable as a magical scroll that can be summoned in a battle anytime you feel like you need a boost. You can get different minions, such as skeleton warriors, draugr archers, orc swordsman, etc. You can take as many scrolls as you want as long as you have enough space in your inventory.
Bosses Each map comes with a final boss that needs to be killed to clear the level. There are also mini-bosses and elite enemies waiting to challenge you somewhere on the map.
The game is finally getting more stable, and this update will be the one that goes to the main build after a bit of testing and bug fixes. So if you haven’t tried the re-mastered version yet, get ready, it is coming soon!
Big thanks to everyone in the community who has participated in the creation of such awesome online maps the past month. It's great to see the idea's people come up with! We've enjoyed playing them thoroughly and made a selection of some of our most enjoyed maps.
So let's get started!
These are June’s must try community made maps we've selected for you to enjoy!
Japanese Village – Moosi Take in the beauty of this peaceful, picturesque village in Feudal Japan and enjoy the calmness. Plow through the rice fields, fish on the pond and come to rest at the shrine. Clicky is looking for some small, hard to find items. Quickly, can you help him? After finding all the items you can enjoy some onsen bathing yourselves!
Family Farmers Forest – Joseahorse Living by yourselves on an island in the middle of the sea is not evident, but this family has it all figured out! From growing apple trees, to fostering grapevines and even herding their own stock of animals! They are doing it all by themselves! There’s so much to explore on this little island. Come on, let’s go and head out into the forest, Clicky is waiting for you!
When Worlds Collide – xoxSinnerxox788 So what happens when worlds collide? You get an awesome Hidden Through Time map! Making great use of all available era’s and connecting them, what a sight to behold. This is a rather large map with a lot of items to be found. Better get started! Clicky is already waiting for you.
These were our must try community made map picks for June. We hope you'll enjoy them as much as we did! Have fun clicking away and discovering all the secrets Hidden Through Time!
Keep on creating, and maybe next month your map will be featured. 😀
On this very day 1,228 years ago, the age of the Vikings began. What marked the occasion was a particularly brutal attack on the monastery at Lindisfarne in the kingdom of Northumbria in England. For the Vikings it was just another day at the office, looting, burning, and killing, but the raid on June 8, AD 793 was the first time that a Christan sanctuary had been defiled by Norse pagans. It wouldn’t be the last time either, given the riches that many held and how poorly they were defended.
Since the expected level of divine intervention was minimal, shocked Christian leaders across England took to apportioning part of the blame for the attack on local people, whose apparent sinfulness gave their God an excuse to hold back his retribution - and no doubt the church to restore its riches through taxation. All this was of course lost on the Vikings, who at Lindisfarne had simply hit the jackpot and thereafter continued to target isolated religious settlements (such as at Jarrow and Iona) on account of them being low risk and high reward.
After Lindisfarne, the age of the Vikings continued to be dominated by hit-and-run raids along the coastal areas of Western Europe until the middle of the 9th Century, when the Scandinavians became the era’s greatest conquering armies, securing lands across much of England and Europe, as well posing a persistent threat to many great cities such as Paris.
The end of the Viking Age is aligned with the adoption of Christianity across Scandinavia and is marked in England with the failed invasion by King Harald III in AD 1066, who was defeated by the Saxon King Harold at the Battle of Stamford Bridge. It was a victory that led indirectly to Harold’s death at the Battle of Hastings less than a month later in the wake of the Norman Invasion. That event was to change England forever, and mark the start of the Medieval era.
As a footnote, it should not be overlooked that when the Duchy of Normandy was established, it was handed to a Norse warlord, in return for which the ex-king Rollo pledged vassalage to France. In that sense, the Norman conquest of England a hundred years later was as much a Norse victory as it was a French one, since William the Conqueror was undoubtedly of Viking descent. In effect, the Viking warlords that held sway over much of northern England during the so-called Dark Ages, were simply replaced by a more cultivated Christian variant when the Normans united the land in their wake.
Welcome to version 1.5 public release! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/
Without further ado, please carefully read through the changelog below.
Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!
IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”
Updated: Temperate Starter now uses new AI for Raptors, Alien Insect and Parasaur + new behavior for alien creatures in radiated & radiated fog biomes.
Escape Pod now lands automatically (You can still look around)
Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
Removed player ability to sleep in the Escape Pod
Survival Tent (and all beds) can now be used for sleeping at any time of the day
Survival Tool now automatically picks up mined ores to the player inventory
Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
Added: Farr Homeworld
Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
Updated playfield example files with info about new parameter 'FactionTerritory'
Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
Added new turret color and projectile variants for NPC factions diversification.
Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story missions are now spread over the starter system.
Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
Added: Colonist Trading Station (thx to JupiterVesselCorp)
Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
Shield can now be active again when warping
Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
Merged TokenConfig.ecf with Default SinglePlayer
Merged TraderNPCConfig.ecf with Default SinglePlayer
Add RepMatrix to DefRepuration.ecf
Removed Default PDA Pictures as they are read from Default Content Directory
Set Sun to SunRandom in Sectors.yaml
Update PDA > Add new Empyrionpedia Entries about the Game
Updated Many Space Playfields to new AI Vessel & Drone Config
Reworked BlackHole from FixedGen to RandomGen
Added ErestrumResource to Terrain.ecf on Alpol
Reworked Alpol from FixedGeneration to RandomGenenration
Reworked AtlonSector from FixedGen to RandomGen
Removed GrassGreen02D from Playfields due to Grass v2
Add Containers.ecf
Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
player status drop (food, health, etc.)
environmental hazards (effect of temperature, radiation)
timed affliction (buff) progress
AI (NPCs/creatures/turrets don't attack)
Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
Added file name to error message if space dynamic yaml has syntax errors.
Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig:
ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
Planet outside view: improvements for sharper visuals (f.e. on moons)
Grass: if YScale is specified, the XZScale now uses the exact same scaling
Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Misc
Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present
Added better error message when there is an entity named wrong in EGroupsConfig.ecf
PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
Added new loading screenshots (removed old ones) + added new loading screenshot texts
Added: new model for Color Texture Tool
Updated: Loading screen descriptions
Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
We’re back with a bunch of fixes and balance changes inbetween the big updates. This patch includes lowered property prices, as we've noticed a pretty major issue with our price calculation formula.
Also, make sure to watch out for an upcoming announcement where we'll dive into what the next major update (Tenant Update) will contain.
All right, onto the patch notes part:
General
Fixed a few issues with kitchen corner shelves.
Jobs
Fixed an issue with a required item not being placeable in the Tree House apartment.
Fixed a few issues with Shopping Mall and Furniture Shop jobs' requirements.
Balance
Tweaked property prices with an average price drop of 20%.