Jul 6, 2021
Pest Control - dev
OZARK - ADK


We have been working on a lot of core systems before we completely dive into level production. There are a lot of new features and improvements, make sure to checkout the video log.

  • Implemented and finalized (2) player co-op camera system (Play together until a set distance and dual cameras enabled following each player)
  • Refactored melee system (improved overall system, fixed issue with upper body not triggering)
  • Implementing new climbing system (90% done, there are a few issues with the hands being perfectly seated on each climable node, but that's probably not the end of the world)
  • Exploring water areas and improving control system (added water sounds / water impacts / water movement / water movement trails)
  • New Enemy H.A.N.K (A procedural spider bot that runs on IK)
  • Added more options to the gameplay and controller settings
  • Improved grenade aiming system
  • General refactor and improvement of movement and jumping system
  • Implemented a work in progress aim helper / auto aim / targetting system that can lock onto enemy at a certain distance with Z-targetting.
  • New player sliding system (not shown in video) while sliding players take no damage (speed is effected by walking or running)
  • Enemy Sound System improvements
  • General improvements to enemy AI systems

Don't forget to Wishlist and feel free to join our Discord Community
Faeria - Atmaz
Today, we are applying a set of focused balance changes to Faeria servers.

These changes will go into effect immediately, and will not require a client update.

Nerfs:

Frog Tosser
  • Stats 4/4 → 3/4
Frog Tosser has been a heavy influence on the meta for quite some time now. It’s presence can be felt both in tournaments and on ladder, where it keeps some key cards like Ancient Beastmaster and Drakar Sky Captain in check.

We hope this change will further diversify blue-green in their late game choices, as well as be less traumatizing to all of the poor 4 health creatures out there.

Frog Tosser will now be less of an “overall good” card, but instead one you may want to build your deck around.

In tandem with this change, we will be increasing the power of some other less used blue-green cards. (See below)

Haunted Husk
  • Health: 3 → 2
  • Land cost: 1W 2D → 2W 2D
Dealing with one Haunted Husk is very much manageable. However, it can get quite frustrating dealing with multiple Haunted Husks at once - especially in the early game.

By lowering its health, we should open up additional avenues of clearing them from play.

Increasing the land cost by yet another wild land should also give more time for the opponent to react and prevent early husk high rolls, which can be very decisive.

Rakoan Illusionist
  • Land cost: 1L 1D → 1L 2D
Illusionist is a bit too easy to include in a lot of decks as a defensive tool. Much of the Rakoan package provides an early game arsenal that punishes aggression a bit too effectively without posing a big deck-building cost. This makes combo decks like “Carassius Creation” a lot stronger than they normally would be. This change should help diversify Rakoan decks and encourage more creative deckbuilding.


Buffs:

Seed of Paradise
  • Stats: 0 / 3 → 0 / 1
  • Cost: 2f → 1f
Seed of Elements sat in a languishing state for some time. We had considered giving it a boost a few times before, but were worried we’d send ramping decks even farther off the scales. With the nerf to Frog Tosser, combined with all the other historical hits to ramp decks, we feel more comfortable giving it a boost.

It should be a relatively safe ramp card to increase in power, as it does provide the opportunity for counter play and falls quite flat in the late game.

Fugoro, Captain of the Gagana
  • Land cost: 2L 2W → 2L
After observing the way treasure decks tend to work for a long time, it saddens us that Fugoro was almost never included. As shown on the card art, he’s been sleeping on his job.

Removing the wild land costs will make him more viable in the early game, and give him an actual shot at scaling up to become a real win condition. Bring on the giant Fugoros.


Blood Obelisk
  • Land cost: 2M → 1M 1W
Blood Obelisk is a fun card to build a deck around, but can’t seem to squeeze its way into anything but mono-red. This change will make it a bit more splashable with other colors, and hopefully more fun to play around with.


Saviour of the Meek
  • Land cost: 2L 2F → 1L 1F 2W
Sort of the same situation here as Blood Obelisk - we’re relaxing the land requirements to see if other colors and decks can enjoy this card.

Banon, Captain of the Radiance
  • Stats: 4/5 → 5/5
A small change in stats to make the card well rounded and not be as big of a loss in tempo when played. Banon should offer a greater presence on board for being such an expensive card both in Faeria and deck building cost.

----

And that’s it! Sorry for the wait on this one, we’ve had our hands pretty full - but have not abandoned our precious world of Faeria. This list of changes is relatively small, but with some hits to cards that have a huge presence in the meta, we’re sure that this should shake things up nicely.

We’d like to thank long-time Faeria master SuperbLizard for being the primary contributor to this update, who advised us on this set of balance changes. He has also written most of the commentary.

However, if something here upsets you - throw !eggs at us, not him.

Thanks for playing our games.

- Team Abrakam
Jul 6, 2021
The Bounty V2 - LudicrousDa3ve
The final V2 build is finally on it's way!

I didn't think this would happen; my backups were all lost- the only thing that survived anywhere after catastrophic data loss across multiple drives (it's a long story), was the packaged release.

Or so I thought. I recently came across a partial mobile build that I had been working on last year, that OneDrive had taken upon itself to start uploading before the connection was severed. Fortunately, all of the code survived.
So! The past couple of weeks I've spent a lot of time re-importing and fixing assets from the Steam game, as well as rebuilding lost scripting; the stuff that had been changed to facilitate the mobile game. Thank whatever gods there may be that I left all of the level data!

Bottom line, this journey is finally coming to a close. There's a lot of work to do, but it's progressing very quickly.

Stay tuned, and thank you for your support.

-Dave
Jul 6, 2021
Super Glitter Rush - tiny cactus studio
  • Adjusted the character Blob Raider.
  • Adjusted the character Quartzite.
  • Fixed an issue where the boxes would not break when playing level 18 Bookie Box with Jasper.
  • You can now play tennis with a sword.
GWENT: The Witcher Card Game - anna.zielinska
Update 9.1 is the Patch between the release of the first and second drop of the Price of Power expansion.

It focuses on fixing a number of gameplay bugs while adjusting the strength of a group of cards across all factions.

Besides that, it sets the stage for our upcoming WitcherCon event.

But who are we kidding, the biggest highlight is Vaedermakar getting his deserved Druid category.

Seasonal modes in July:


06.07. - 13.07. Banished

After mulligan Banish both players decks. Whenever a card appears in any deck, banish it.

13.07. - 20.07. Power Shift

At the start of the match, set the power of every unit in your starting deck to its Provision Cost.

20.07. - 27.07. Seesaw

On the end of the player's turn:
Damage player's odd power units by 1

Boost player's even power units by 1

27.07. - 03.08. Switcheroo

After 2 turns the players switch hands.

Changes

Neutral

New unit: Sunset Wanderers
Witcher, 1 power, 11 provisions.
This card starts in the leftmost position of your hand.
At the beginning of your turn, while in hand, move self one position to the right then boost self by 1.
At the end of your turn, if you haven't passed and there are no cards to the right of this card, summon self from your hand to a random allied row, then draw a card.

Doppler: Provisions changed from 6 to 5.

Elder Bear: Provisions changed from 6 to 4.

Caravan Vanguard: Provisions changed from 6 to 5.

Swallow: Provisions changed from 5 to 4.

Mahakam Ale: Provisions changed from 5 to 4.

Scout: Provisions changed from 5 to 4.

Vaedermakar: Added the Druid category.

Yennefer: Divination: Provisions changed from 9 to 8.

Triss Merigold: Provisions changed from 9 to 8.

Monsters

White Frost: Added a new part of ability:
Whenever you play a Wild Hunt unit, boost it by 1 if there's Frost in the opposite row.

Ice Giant: Provisions changed from 6 to 5.

Hideous Feast: Provisions changed from 5 to 4.

Griffin: Power changed from 8 to 9.

Kikimore Worker: Provisions changed from 5 to 4.

Red Riders: Provisions changed from 6 to 5.

Ard Gaeth: Provisions changed from 9 to 8.

Maerolorn: Power changed from 3 to 4.

Witch Apprentice: Provisions changed from 4 to 5.

Skellige

Rage of the Sea: Provisions changed from 14 to 15.

Tuirseach Veteran: Berserk requirement changed from 2 to 3.

Dimun Pirate: Power changed from 7 to 8.

Raging Bear: Power changed from 7 to 8.

Disgraced Brawler: Provisions changed from 5 to 4.

Boatbuilders: Added Cooldown: 1

An Craite Warcrier: Power changed from 3 to 4.

Morkvarg: Added the Pirate category.
Provisions changed from 8 to 7.

Svalblod Cultist: Provisions changed from 5 to 4.

Northern Realms

Pincer Maneuver: Provisions changed from 16 to 15.

Immortal Cavalry: Provisions changed from 6 to 5.

Cursed Knight: Provisions changed from 5 to 4.

Redanian Elite: Provisions changed from 5 to 4.
Armor changed from 4 to 3.

War Chariot: Added Cooldown: 3

Reinforced Balista: Power changed from 4 to 3.
Armor changed from 0 to 1.

Scoia'tael

Half-Elf Hunter: Provisions changed from 6 to 5.

Waylay: Provisions changed from 5 to 4.

Dwarven Mercenary: Provisions changed from 5 to 4.

Mahakam Defender: Provisions changed from 5 to 4.

Dol Blathanna Archer: Power changed from 4 to 5.

Forest Whisperer: Order (Ranged) changed to:
Give an allied unit Vitality for 3 turns.

Cat Witcher Saboteur: Power changed from 4 to 5.

Nilfgaard

Imperial Formation: Part of ability changed to:
Once all Charges have been exhausted, move a unit from your deck to the top.

Imprisonment: Provisions changed from 16 to 15.

Double Cross: Provisions changed from 17 to 16.

Imperial Diplomacy: Provisions changed from 5 to 4.

Nilfgaardian Knight: Power changed from 7 to 8.

Ard Feainn Tortoise: Provisions changed from 5 to 4.

Mage Torturer: Power changed from 4 to 5.

Albrich: Provisions changed from 7 to 6.

Viper Witcher: Adrenaline 6 effect changed to:
If it's not a Token, Spawn a base copy of that unit at the top of opponent's deck.

Coated Weapons: Deathblow effect changed to:
If it wasn't a Token, Banish it and Spawn a base copy of it on top of opponents' deck.

Affan Hillergrand: Provisions changed from 8 to 7.

Imperial Golem: Power changed from 11 to 12.
Provisions changed from 7 to 6.

Blightmaker: Provisions changed from 5 to 6.

The Guardian: Tier changed from gold to bronze.
Rarity changed from epic to common.

Syndicate

Pirate's Cove: Provisions changed from 15 to 14.

Jackpot: Provisions changed from 16 to 15.

Smuggle: Provisions changed from 5 to 4.

Arena Ghoul: Provisions changed from 5 to 4.

Arena Endraga: Power changed from 5 to 6.

Cleaver's Muscle: Provisions changed from 5 to 4.

Bloody Good Friends: Power changed from 5 to 6.

Adriano the Mink: Added a new part of ability:
Increase the Profit by 1 for each allied Sly Seductress.

Whoreson Junior: Power changed from 5 to 4.

New Features

Automatic milling settings are now stored on the account, rather than on the device.

WitcherCon Festival - starting 2 days after 9.1 release

Game Fixes

Dead Man's Tongue will no longer show the deck in order.

Cards such as Dire Bear, Cahir Dyffryn and Black Blood no longer count base power increases as boosting.

Mage Assassin can no longer be Summoned from the top of the deck during the opponent's turn.

Ethereal will now properly transform Demons.

Cintrian Envoy will now show all card types as intended, not only units.

Reinforced Ballista's Cooldown will now correctly refresh at the beginning of the turn, not the end of the turn.

Megascope and Dol Blathanna Whisperer will now reset their Counter correctly when leaving the board.

Shader issue affecting visuals of Adrenaline and Shield is fixed.
Warhammer 40,000: Inquisitor - Martyr - proba 1 2 3
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.



Patch v2.4.0

Season of the Void Brethren

Inquisitors,

The Caligari sector is beset by a new threat, a newly formed Chaos cult called the Void Brethren. Previously just an inconsequential cabal of void pirate gangs, they have been bestowed upon the blessings of Nurgle, a horrid gift that gives them power beyond mere mortals. With their ships they carry this gift far and wide, absorbing the dregs of the Imperium into their ranks. Other pirate gangs, fledgling cults, criminals and deserters, the Void Brethren grow stronger each day. The Caligari Conclave can ignore them no longer, they must be stamped out before their filth spreads too far.

Inquisitor's 3rd Season introduces brand new seasonal mechanics - make sure to learn them all here to maximize the effectiveness of your purges:

Neither of our previous Season updates lacked new features and balance changes. The same applies for the current patch: QoL additions, features and improvements came with Season 3. Find out more by reading the patch notes below!


New Features

Co-Op Void Crusades
  • You asked for it, we delivered - from now on, you can conquer the Void with your friends. Read more about the challenges during the development of this feature here.
Void Shard Exchange
  • You can now turn Void Shards into Void Dust, then form new types of Void Shards. This allows players to start Void Crusades for which they did not originally have the required shards.
Currency tab
  • Void Shards, Cortex Fragments, Seasonal Currencies, Tarot Cards and the like will no longer hog inventory space. Everything can be found neatly organized in the new Currency panel.
Loot Auto Pickup filter
  • You can now filter the Loot Auto Pickup feature so your character will only pick up items of your desired quality.
Loot from Destructible Objects
  • Crates, barrels, and the like will now drop loot upon destruction. Mostly you will find Credits in them, but sometimes there are supplies, inoculator charges, and even relics in them!
Tarot Card Removal
  • You can now remove already selected Tarot Cards and Empyrean Seals from missions.
Tech Adept Rebalance
  • Although the Tech Adept was popular there was a lot of criticism involving its itemization, the lack of lategame build options and overall game feel. We agreed with some of these and reworked his kit to reduce unnecessary micromanagement, simplify itemization while keeping his customizability and overall improve his synergy with his constructs. The Tech Adept's gameplay should feel more fluid, his build options were widely extended and he's very much capable of tackling lategame challenges in his new state. You can read the exact changes at the Balance section of this changelog

Balance

General Changes

  • An extra character slot has been added
  • Enemies now properly scale up to lvl 130
  • Adjusted Villain Spawn rates. The chances of spawning one/two/three Villains on a mission at level 10 are now 50%/20%/0% which increases gradually to 70%/30%/15% at level 70.
  • Level mission scaling was reworked: You only get 99% damage penalty at +18, up until that point every single level reduces your damage output by 23% compared to the previous level. This change should remove the massive wall that was 99% by introducing 9 new difficulty levels between 90% and 99%
  • The damage taken scaling was reworked as well: Every level adds 19% extra damage compared to the previous. This means that between +11 and +17 you deal more damage but take slightly more as well, and as such. defences might be more important now for certain builds
  • Coop difficulty scaling was also tweaked, it's less penalizing now. Enemy scaling per additional players:
    • Horde: 20% hp / additional player
    • Normal: 50% hp / additional player
    • Medium, commander, structure 35% hp / additional player, 50% supp.res. / additional player
    • Elite: 75% hp / additional player, 50% supp.res. / additional player
    • For all units: + 25% xp / additional player
  • Several enemy setting received overhauls, mostly buffs. Most dangerous attacks received an extra visual effect and/or a warning
  • Dozens of skills were overhauled in a way that let's you actually dodge them, while having their damage increased slightly. No more homing jumps on enemies any longer
  • Added a lot of new, persistent Area attacks for several enemies, making it a bit more dangerous to just stand around
  • New property: Attack Speed. Attack speed was technically used by the game before but in a limited and often hidden way. Now it was introduced (mostly for constructs) as an official property. It makes animations play faster, directly affecting all channeled skills, indirectly affecting everything else, as it is complementary with CD reducing effects (CD often starts when the animation starts so if an animation plays faster, you'll need a faster cooldown to keep up with it.)
  • Enemy DoTs also stack everywhere so be ready to dodge as much as possible because they can be really deadly. To compensate for this, enemy DoTs no longer scale from the applying skill's damage but from a fix number on every level that scales exactly as any other damage does
  • Boss type enemies received a new Suppression Category, they cannot be Suppressed (Red) anymore. This means, it's no longer possible to stun bosses
  • Enemy Energy Shield now scales at the same rate as their HP does
  • Dozens of skill descriptions and tooltips were updated both for the changed skills and the unchanged ones
  • Tags: "Chain" now counts as AoE. Consequently, updated tooltips for the new/changed behaviors, fixed tooltips in many other cases
New massacre effects were added
  • 10: 10% Damage Bonus, 5% XP
  • 25: 30% Damage Bonus, 10% XP
  • 50: 45% Damage Bonus, 20% XP
  • 75: 60% Damage Bonus, 30% XP
  • 100: 75% Damage Bonus, 50% XP
  • 150: 90% Damage Bonus, 65% XP
  • 200: 105% Damage Bonus, 85% XP

Tech adept changes
  • Reworked level up rewards and starting perks for all 3 subclasses. Subclass restricted perks from the other 2 specializations are available for everyone at lvl 80 and lvl 90
  • Starting gear and available constructs were also adjusted for the classes. Unlock progression through leveling up is also reworked, if you have existing characters between lvl 1-40 you might encounter a situation where you can no longer use a given item you were using
Construct Modules
  • Construct weapons and and module slots are now unlocked through leveling up, instead of through passives
  • Constructs modules are available from the start and can be equipped
New behavior
  • Construct weapons can now be upgraded using Tech-Fragments. Tech-Fragments can drop from any enemy, roughly in the same pace as XP can be acquired
  • Construct weapons no longer drop, any existing weapons have been converted to crafting materials, exiting Tech adept's construct weapons are upgraded to the hero's current level, newly created character's weapons start on the level they are unlocked
  • Construct weapons can now be leveled up to lvl 150, massively increasing their power but this comes with exorbitant costs
  • The game is balanced around having lvl 100-110 weapons for the endgame, but if you want an extreme grind and being able to beat the hardest possible levels, you can keep farming it
  • Construct equipment screen was reworked to accomodate the changes
Passive skill trees
  • With the removal of unlock talents, some skill trees became rather empty, so a complete overhaul was needed
  • About 60 new nodes were added, adding a lot of synergy and specialization options
  • The progress through the skill trees was revamped (you only need to put a certain amount of points anywhere on the tree to be able to unlock the keystone passive), the tree's layout is now branching out instead of concentric
  • Existing skill trees will be reset
Constructs
  • Practically, all constructs were overhauled in one way or another. Their innate Damage Reduction scaling was removed, their built in damage reduction (Kataphron, Kastelan) was removed as well. For these nerfs they were compensated in the Passives, on the Modules, in Attributes and enchants. Overall, their defences can be considerably better than they were
  • All constructs are now have 80% Resistance to Persistent effects (multiplicative with existing defences) and are ignored by traps, meaning they won't blow you up when crossing mines
  • The way Construct Base Damage was calculated was quite complex, hence we simplified that by a lot. This rework along with the other changes makes it really hard to actually give numbers for the following list, however, you can see everything in-game with updated tooltips that give you all the information you might need. Also please note, whenever "kit" is mentioned it includes their skills, their behavior and build options and synergies
Psiloi Vivisector
  • Their kit was tuned towards "horde" gameplay instead of "explode" build. They have a lof of options that can considerably increase their suvivability, their damage output was drastically increased (partially due to some fixed bugs)
Psiloi Combustor
  • Their kit was tuned towards ranged horde behavior, they are the glasscannon option of any Tech Adept build. Their damage was increased by about 200-400% (not counting the weapon modules) and they gained exclusive options for survival
Turrets (in general)
  • The most drastic change is the way they arrive. Instead of slowly falling, they now impact the ground, knocking back and knocking down enemies
Support turrets
  • Voltagheist, Alpha and Beta turrets are now an essential part of any Tech Adept build. Their bonuses were increased by about 500-1000%, several bugs fixed (especially with the Healer turret). Any one of the three turret effects can drastically change the way you play because they give massive bonuses. A support Tech-Adept can come handy in Co-Op from now on
Tarantula turrets
  • They are much more responsive and have many modifiers and synergies that they lacked previously. If used with support turrets, some might even replicate a miniature STEEHL REHN maneuver
Kataphron Vanguard
  • New Skill: Taunt. Using Taunt which aggros enemy units, this construct essentially saves you and the rest of your army from destruction. Its kit is really versatile though most of it is focused on its survival
  • Both its skills are now AoE, the Heavy Battle Servitor (Charge) and Canticles of the Omnissiah (AoE shock) were considerably buffed, so the area damage this construct can deliver is quite impactful now
Kataphron Destroyer
  • Now uses both its weapons simultaneously so it's truly deserving of its name. Its survivability was increased, while it cannot serve as a frontline unit, it will at least won't get killed by stray bullets. Its weapons received a lot of new tags and its damage output is possibly the highest amongst all constructs now
Kastelan
  • It's a jack of all trades, master of none situation. Building for Kastelan is easy, straightforward, but not the most effective in any regard. It gained a lot through synergies with other effects its active was changed to give attack speed instead of healing so it is worth using constantly. Attack speed actually reduces the duration of the "death" of the Kastelan, so with its own skill and a support turret it is possible to reduce the 20 seconds "downtime" to just a few seconds.
Tech Adept weapons

Voltaic Axe Beta
  • Voltaic strike: Now counts and works as a Melee skill. Gained Chain tag
  • Strike: Gained Cone effect (AoE) tag
Arc Rifle
  • Channeled shot: Damage Reduced to 0.6 from 1.08
  • Now increases Construct damage by 50% up from 25%
  • Short Burst: Gained a 1.5 metres aoe effect and its damage increased from 0.3 to 0.6
Omnissian Axe Alpha
  • Strike: Attack Speed was reduced by 20%, its damage increased from 1.37 to 1.6
Omnissian Axe Beta
  • Strike: Attack Speed was reduced by 20%
Voltaic Axe Alpha
  • Strike: Gained a small cone effect (AoE) and a Heat Vulnerability tag
Voltaic Axe Beta
  • Strike: Gained Chain (AoE) tag
Perks

Tech Adept Exclusive:

Various perks have been moved around from and into being Heroic deed unlocks. (Previously <->Currently)
  • Siphoned Vigour <->Mind Impulse Sync
  • Emanatus Field <->Archeotech Constructs
  • Synod of the Machine god: Damage bonus increased from 25% to 75%
  • Mechasapient: Also increases the number of Psiloi Combustors by 1.
  • Defensor Augmentics: Now affects all constructs AND the Tech Adept
  • Electro Scourge: All Constructs are affected, movement speed increased from 1 to 2% and also increases the attack speed by 2% per construct
  • Omniscent Constructs: Damage Bonus increased from 30% to 66%
  • Defensor Augmentics: Now affects both the Tech Adept and Constructs while giving 0.25 Damage reduction per percentage of reserve up from 0.15
  • Emanatus Field: Now gives 2 Supreme All Resist instead of 1 Damage reduction for every Construct in a 10 meters aura up from 5 meters
  • Infoslave Protocols: No longer deducts the construct affected from the total number of constructs
  • Mind Impulse Sync: Now transfers 100% Melee Damage Bonus to Constructs up from 30%
  • Noospheric targeting: Now gives 40% Ranged Damage Bonus up from 20%
  • Syphoned Vigour: Duration increased to 15 from 5 sec. Damage Bonus increased to 10% from 5 per stack
  • Parasitic Bio Link: Now heals 1% on Construct hit taken instead of 0.1%
General
Armory of Zeal
  • Now available for the Tech Adept
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Heatsinks
  • Now give 45% Heat Damage instead of 25% for Overheating weapons
Inverse Warp Attenuation
  • Now gives 10% Life Drain instead of healing from the Warp Heat Damage in Unhinged state
Puritan
  • Gain 0.2% of your max HP as a Regenerating Energy Shield per Puritan morality points, 1% Shield HP regeneration, 55% Heat Damage Bonus while you have an active Energy Shield
Utility Harness
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Tech adept only enchants
  • Construct affecting defensive enchants (Damage reduction/resists) were increased to be reasonably close to the module bonus values
  • Added supreme DR and Resist to be able to achieve 80*80% mitigation (96% towards the given damage type)
Armour Skills

Electroid Shielding
  • Now gives 150% HP gained on Damage to constructs for 20 seconds
  • Cost increased from 30 to 40 data flux
  • Cooldown decreased to 35 sec from 45
Necromechanics Rainment
  • Duration increased to 15 sec
  • Cooldown decreased to 10 sec from 20
  • Damage bonus now affects the Tech Adept too
  • Heal decreased to 30% from 40%
  • Now gives 25% movement speed for the constructs and the tech adept too on use

Enchants
  • Godlike invulnerability on big struck gained a visual effect
  • Demonic weapon damage on kill gained visual effect
  • DoT applying enchants now properly apply stacking Dots
  • Enchants affecting surprise state now properly work with Personal Teleporter too
  • Vulnerabilies are now properly applies by enchants
  • Invulnerability on big damage now has an effect
  • All Tech Adept Construct weapon, module enchants were rearranged, Tech Adept equipment enchants were rearranged
Assassin
  • The Arc Sword's Voltaic Strike skill gained a Chain tag
Crusader
  • Grenade Launcher's Short Burst skill: Area effect radius reduced by 1 meter
  • Single shot: Area effect radius reduced by 1 meter
World Skills
  • Artillery now deals 2000% base damage instead of fixed 500 damage and gained knockback, knockdown and slow tags. It also hits twice as many times
  • Mine field deals 5.0 base damage instead of 300-400 fixed damage
Psalm doctrines

Phosphoenic Psalm + Technomartyr Psalm + Neuralis Psalm + Binharic Psalm
  • Radius increased to 6m from 3
  • It is now affected by AoE area manipulating effect
  • It hits every 0.25 sec up from 1 sec
  • Its damage is increased to 1.5 from 0.1
  • It gained visuals an sound effects
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • +1 HP and Energy shield HP gained on hit -> 20% of the damage dealt gained as Hp and Energy shield
Technomartyr Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm + Galvanic Psalm
  • Behavior changed to: Gain Ethereal and an Inoculator charge when taking damage under 30% HP or when taking a potentially lethal blow
  • Ethereal enables moving through enemies with +50% Movement Speed while ignoring all damage but also disables the ability to deal direct damage for 5 seconds (15 seconds Cooldown)
Transonic Psalm + Nova Psalm + Icarus Psalm + Aegis Psalm + Animus Psalm + Technomartyr Psalm
  • Damage increased from 0.5 to 1.2, it gained an AoE tag
Aegis Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm
  • Gain 50% of your max HP as a Regenerating Energy Shield, 2% Shield HP regeneration, +100% Maximum Shield Cap
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • Gives 12% Life Drain and Energy Shield Drain
Voltaic Psalm + Voltaic Psalm + Technomartyr Psalm
  • Now affects constructs too
Terminus Psalm + Haemo-drain Psalm + Volkite Psalm
  • 200% Bleeding Damage Bonus against enemies in a 8 meters radius
  • Now affects constructs too
Static-burst Psalm + Galvanic Psalm + Iron Psalm
  • 125% Grenade and Mine Damage
Phosphoenic Psalm + Volkite Psalm + Hypergheist Psalm
  • 70% Heat damage bonus
  • Now affects constructs too
Emanatus Psalm + Electro-haze Psalm + Iron Psalm
  • 70% Physical damage bonus
  • Now affects constructs too
Nova Psalm + Volkite Psalm + Transonic Psalm
  • Now affects constructs too
Phosphoenic Psalm + Binharic Psalm + Volkite Psalm + Terminus Psalm
  • 125% Heat Damage Bonus
  • Now affects constructs too
Haemo-drain Psalm + Animus Psalm + Aegis Psalm + Uncreator Psalm
  • 125% Physica Damage Bonus
  • Now affects constructs too

Shrines
  • Damage Shrine now gives 100% Damage up from 50%
  • Defense Shrine now gives 15% Supreme Damage Reduction
Missions
Shadowsword mission (Tank mission)
  • Shadowsword's speed was increased by 10%
  • Skill castrange was increased to 70-120 meters up from 40
  • Damage of all weapons was increased by 400-1000%
  • Cooldown of all weapons was decreased by 20-66%
  • HP was increased by 250%
Deflector field
Its behavior was changed to:
  • +50 Energy shield/item level
  • 3% Energy shield regen/sec
  • 30% Reflect chance
  • 125% Reflect damage
Note: This change was necessary because this item worked like a reflect item, but technically wasn't one and thus it had no synergy with any other reflect related effect.


Fixed bugs
  • All AoE type effects affect all AoE types properly
  • Personal teleporter's surprise bonus duration now properly applies
  • The Fiery Form's volume decreased once again as it was reportedly too loud
Skydrift Infinity - Michael HG
Skydrift Infinity is an action-packed arcade game focusing on the experience of flying alone or with others, in a light, quick, fast-paced, air-combat style.
During the various game modes, you can partake in deathmatches and armed races as well as other armed competitions, using modern airplanes, which are tuned to the max, with extreme weapons. Your goal is simple: if you can't beat them, shoot them!

Skydrift Infinity will be available on Steam on July 29th, 2021!



Jump in the cockpit and start up the engines

Play alone, with your friends, or compete against previously unknown online challengers! For relaxation explore the exotic islands, used as the venues of the races and arena modes, where you can break free of the 2-dimensionality, that binds known racing games! Your possibilities are limited only by your own imagination!



About Skydrift Infinity:

Get closer than ever before to the world of adrenaline-pumping sky-racing where flyboys can test and master their flying and combat skills against the deadliest opponents!

Admire amazingly detailed terrains. Choose state-of-the-art planes, personalize them with unique racing skins, and fight: Let off a sharp burst and then turn away, roll over, spin 'round to come in behind your opponents - move to their blindsides and fire again!

Features:

Eight Modern Planes to Fly: Choose from eight modern, state-of-the art airplanes turned into killing machines, each with four different skins for a total of 32 unique racing skins.

Six Power-ups! Capture up to two different powers in your plane’s arsenal, then collect upgrades to increase the strength of those existing powers. Strategy becomes key as you must choose which powers to keep, which ones to upgrade, and which ones to convert into Boost energy

Stunning Visuals: Race through scenic venues like the Grand Canyon, Alaskan Terrain, and the Hawaiian Islands, created with beautiful, vibrant colors.

8-person Multiplayer: Take your friends down online in a fast and furious battle.

Three Unique Game Modes: Power Race Mode is high-speed racing paired with power-ups; Speed Race Mode where players navigate the course through ring targets that accelerate the plane speed and Survival Mode where pilots race against the countdown clock and each other.

Splitscreen mode for local multiplayer!
Warhammer 40,000: Inquisitor - Prophecy - proba 1 2 3
Updates to W40K: Inquisitor - Martyr will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted. Please also note that during maintenance, players will be unable to login.



Patch v2.4.0

Season of the Void Brethren

Inquisitors,

The Caligari sector is beset by a new threat, a newly formed Chaos cult called the Void Brethren. Previously just an inconsequential cabal of void pirate gangs, they have been bestowed upon the blessings of Nurgle, a horrid gift that gives them power beyond mere mortals. With their ships they carry this gift far and wide, absorbing the dregs of the Imperium into their ranks. Other pirate gangs, fledgling cults, criminals and deserters, the Void Brethren grow stronger each day. The Caligari Conclave can ignore them no longer, they must be stamped out before their filth spreads too far.

Inquisitor's 3rd Season introduces brand new seasonal mechanics - make sure to learn them all here to maximize the effectiveness of your purges:

Neither of our previous Season updates lacked new features and balance changes. The same applies for the current patch: QoL additions, features and improvements came with Season 3. Find out more by reading the patch notes below!


New Features

Co-Op Void Crusades
  • You asked for it, we delivered - from now on, you can conquer the Void with your friends. Read more about the challenges during the development of this feature here.
Void Shard Exchange
  • You can now turn Void Shards into Void Dust, then form new types of Void Shards. This allows players to start Void Crusades for which they did not originally have the required shards.
Currency tab
  • Void Shards, Cortex Fragments, Seasonal Currencies, Tarot Cards and the like will no longer hog inventory space. Everything can be found neatly organized in the new Currency panel.
Loot Auto Pickup filter
  • You can now filter the Loot Auto Pickup feature so your character will only pick up items of your desired quality.
Loot from Destructible Objects
  • Crates, barrels, and the like will now drop loot upon destruction. Mostly you will find Credits in them, but sometimes there are supplies, inoculator charges, and even relics in them!
Tarot Card Removal
  • You can now remove already selected Tarot Cards and Empyrean Seals from missions.
Tech Adept Rebalance
  • Although the Tech Adept was popular there was a lot of criticism involving its itemization, the lack of lategame build options and overall game feel. We agreed with some of these and reworked his kit to reduce unnecessary micromanagement, simplify itemization while keeping his customizability and overall improve his synergy with his constructs. The Tech Adept's gameplay should feel more fluid, his build options were widely extended and he's very much capable of tackling lategame challenges in his new state. You can read the exact changes at the Balance section of this changelog

Balance

General Changes

  • An extra character slot has been added
  • Enemies now properly scale up to lvl 130
  • Adjusted Villain Spawn rates. The chances of spawning one/two/three Villains on a mission at level 10 are now 50%/20%/0% which increases gradually to 70%/30%/15% at level 70.
  • Level mission scaling was reworked: You only get 99% damage penalty at +18, up until that point every single level reduces your damage output by 23% compared to the previous level. This change should remove the massive wall that was 99% by introducing 9 new difficulty levels between 90% and 99%
  • The damage taken scaling was reworked as well: Every level adds 19% extra damage compared to the previous. This means that between +11 and +17 you deal more damage but take slightly more as well, and as such. defences might be more important now for certain builds
  • Coop difficulty scaling was also tweaked, it's less penalizing now. Enemy scaling per additional players:
    • Horde: 20% hp / additional player
    • Normal: 50% hp / additional player
    • Medium, commander, structure 35% hp / additional player, 50% supp.res. / additional player
    • Elite: 75% hp / additional player, 50% supp.res. / additional player
    • For all units: + 25% xp / additional player
  • Several enemy setting received overhauls, mostly buffs. Most dangerous attacks received an extra visual effect and/or a warning
  • Dozens of skills were overhauled in a way that let's you actually dodge them, while having their damage increased slightly. No more homing jumps on enemies any longer
  • Added a lot of new, persistent Area attacks for several enemies, making it a bit more dangerous to just stand around
  • New property: Attack Speed. Attack speed was technically used by the game before but in a limited and often hidden way. Now it was introduced (mostly for constructs) as an official property. It makes animations play faster, directly affecting all channeled skills, indirectly affecting everything else, as it is complementary with CD reducing effects (CD often starts when the animation starts so if an animation plays faster, you'll need a faster cooldown to keep up with it.)
  • Enemy DoTs also stack everywhere so be ready to dodge as much as possible because they can be really deadly. To compensate for this, enemy DoTs no longer scale from the applying skill's damage but from a fix number on every level that scales exactly as any other damage does
  • Boss type enemies received a new Suppression Category, they cannot be Suppressed (Red) anymore. This means, it's no longer possible to stun bosses
  • Enemy Energy Shield now scales at the same rate as their HP does
  • Dozens of skill descriptions and tooltips were updated both for the changed skills and the unchanged ones
  • Tags: "Chain" now counts as AoE. Consequently, updated tooltips for the new/changed behaviors, fixed tooltips in many other cases
New massacre effects were added
  • 10: 10% Damage Bonus, 5% XP
  • 25: 30% Damage Bonus, 10% XP
  • 50: 45% Damage Bonus, 20% XP
  • 75: 60% Damage Bonus, 30% XP
  • 100: 75% Damage Bonus, 50% XP
  • 150: 90% Damage Bonus, 65% XP
  • 200: 105% Damage Bonus, 85% XP

Tech adept changes
  • Reworked level up rewards and starting perks for all 3 subclasses. Subclass restricted perks from the other 2 specializations are available for everyone at lvl 80 and lvl 90
  • Starting gear and available constructs were also adjusted for the classes. Unlock progression through leveling up is also reworked, if you have existing characters between lvl 1-40 you might encounter a situation where you can no longer use a given item you were using
Construct Modules
  • Construct weapons and and module slots are now unlocked through leveling up, instead of through passives
  • Constructs modules are available from the start and can be equipped
New behavior
  • Construct weapons can now be upgraded using Tech-Fragments. Tech-Fragments can drop from any enemy, roughly in the same pace as XP can be acquired
  • Construct weapons no longer drop, any existing weapons have been converted to crafting materials, exiting Tech adept's construct weapons are upgraded to the hero's current level, newly created character's weapons start on the level they are unlocked
  • Construct weapons can now be leveled up to lvl 150, massively increasing their power but this comes with exorbitant costs
  • The game is balanced around having lvl 100-110 weapons for the endgame, but if you want an extreme grind and being able to beat the hardest possible levels, you can keep farming it
  • Construct equipment screen was reworked to accomodate the changes
Passive skill trees
  • With the removal of unlock talents, some skill trees became rather empty, so a complete overhaul was needed
  • About 60 new nodes were added, adding a lot of synergy and specialization options
  • The progress through the skill trees was revamped (you only need to put a certain amount of points anywhere on the tree to be able to unlock the keystone passive), the tree's layout is now branching out instead of concentric
  • Existing skill trees will be reset
Constructs
  • Practically, all constructs were overhauled in one way or another. Their innate Damage Reduction scaling was removed, their built in damage reduction (Kataphron, Kastelan) was removed as well. For these nerfs they were compensated in the Passives, on the Modules, in Attributes and enchants. Overall, their defences can be considerably better than they were
  • All constructs are now have 80% Resistance to Persistent effects (multiplicative with existing defences) and are ignored by traps, meaning they won't blow you up when crossing mines
  • The way Construct Base Damage was calculated was quite complex, hence we simplified that by a lot. This rework along with the other changes makes it really hard to actually give numbers for the following list, however, you can see everything in-game with updated tooltips that give you all the information you might need. Also please note, whenever "kit" is mentioned it includes their skills, their behavior and build options and synergies
Psiloi Vivisector
  • Their kit was tuned towards "horde" gameplay instead of "explode" build. They have a lof of options that can considerably increase their suvivability, their damage output was drastically increased (partially due to some fixed bugs)
Psiloi Combustor
  • Their kit was tuned towards ranged horde behavior, they are the glasscannon option of any Tech Adept build. Their damage was increased by about 200-400% (not counting the weapon modules) and they gained exclusive options for survival
Turrets (in general)
  • The most drastic change is the way they arrive. Instead of slowly falling, they now impact the ground, knocking back and knocking down enemies
Support turrets
  • Voltagheist, Alpha and Beta turrets are now an essential part of any Tech Adept build. Their bonuses were increased by about 500-1000%, several bugs fixed (especially with the Healer turret). Any one of the three turret effects can drastically change the way you play because they give massive bonuses. A support Tech-Adept can come handy in Co-Op from now on
Tarantula turrets
  • They are much more responsive and have many modifiers and synergies that they lacked previously. If used with support turrets, some might even replicate a miniature STEEHL REHN maneuver
Kataphron Vanguard
  • New Skill: Taunt. Using Taunt which aggros enemy units, this construct essentially saves you and the rest of your army from destruction. Its kit is really versatile though most of it is focused on its survival
  • Both its skills are now AoE, the Heavy Battle Servitor (Charge) and Canticles of the Omnissiah (AoE shock) were considerably buffed, so the area damage this construct can deliver is quite impactful now
Kataphron Destroyer
  • Now uses both its weapons simultaneously so it's truly deserving of its name. Its survivability was increased, while it cannot serve as a frontline unit, it will at least won't get killed by stray bullets. Its weapons received a lot of new tags and its damage output is possibly the highest amongst all constructs now
Kastelan
  • It's a jack of all trades, master of none situation. Building for Kastelan is easy, straightforward, but not the most effective in any regard. It gained a lot through synergies with other effects its active was changed to give attack speed instead of healing so it is worth using constantly. Attack speed actually reduces the duration of the "death" of the Kastelan, so with its own skill and a support turret it is possible to reduce the 20 seconds "downtime" to just a few seconds.
Tech Adept weapons

Voltaic Axe Beta
  • Voltaic strike: Now counts and works as a Melee skill. Gained Chain tag
  • Strike: Gained Cone effect (AoE) tag
Arc Rifle
  • Channeled shot: Damage Reduced to 0.6 from 1.08
  • Now increases Construct damage by 50% up from 25%
  • Short Burst: Gained a 1.5 metres aoe effect and its damage increased from 0.3 to 0.6
Omnissian Axe Alpha
  • Strike: Attack Speed was reduced by 20%, its damage increased from 1.37 to 1.6
Omnissian Axe Beta
  • Strike: Attack Speed was reduced by 20%
Voltaic Axe Alpha
  • Strike: Gained a small cone effect (AoE) and a Heat Vulnerability tag
Voltaic Axe Beta
  • Strike: Gained Chain (AoE) tag
Perks

Tech Adept Exclusive:

Various perks have been moved around from and into being Heroic deed unlocks. (Previously <->Currently)
  • Siphoned Vigour <->Mind Impulse Sync
  • Emanatus Field <->Archeotech Constructs
  • Synod of the Machine god: Damage bonus increased from 25% to 75%
  • Mechasapient: Also increases the number of Psiloi Combustors by 1.
  • Defensor Augmentics: Now affects all constructs AND the Tech Adept
  • Electro Scourge: All Constructs are affected, movement speed increased from 1 to 2% and also increases the attack speed by 2% per construct
  • Omniscent Constructs: Damage Bonus increased from 30% to 66%
  • Defensor Augmentics: Now affects both the Tech Adept and Constructs while giving 0.25 Damage reduction per percentage of reserve up from 0.15
  • Emanatus Field: Now gives 2 Supreme All Resist instead of 1 Damage reduction for every Construct in a 10 meters aura up from 5 meters
  • Infoslave Protocols: No longer deducts the construct affected from the total number of constructs
  • Mind Impulse Sync: Now transfers 100% Melee Damage Bonus to Constructs up from 30%
  • Noospheric targeting: Now gives 40% Ranged Damage Bonus up from 20%
  • Syphoned Vigour: Duration increased to 15 from 5 sec. Damage Bonus increased to 10% from 5 per stack
  • Parasitic Bio Link: Now heals 1% on Construct hit taken instead of 0.1%
General
Armory of Zeal
  • Now available for the Tech Adept
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Heatsinks
  • Now give 45% Heat Damage instead of 25% for Overheating weapons
Inverse Warp Attenuation
  • Now gives 10% Life Drain instead of healing from the Warp Heat Damage in Unhinged state
Puritan
  • Gain 0.2% of your max HP as a Regenerating Energy Shield per Puritan morality points, 1% Shield HP regeneration, 55% Heat Damage Bonus while you have an active Energy Shield
Utility Harness
  • Now gives an additional 100% Damage Bonus for Grenade and Mine skills
Tech adept only enchants
  • Construct affecting defensive enchants (Damage reduction/resists) were increased to be reasonably close to the module bonus values
  • Added supreme DR and Resist to be able to achieve 80*80% mitigation (96% towards the given damage type)
Armour Skills

Electroid Shielding
  • Now gives 150% HP gained on Damage to constructs for 20 seconds
  • Cost increased from 30 to 40 data flux
  • Cooldown decreased to 35 sec from 45
Necromechanics Rainment
  • Duration increased to 15 sec
  • Cooldown decreased to 10 sec from 20
  • Damage bonus now affects the Tech Adept too
  • Heal decreased to 30% from 40%
  • Now gives 25% movement speed for the constructs and the tech adept too on use

Enchants
  • Godlike invulnerability on big struck gained a visual effect
  • Demonic weapon damage on kill gained visual effect
  • DoT applying enchants now properly apply stacking Dots
  • Enchants affecting surprise state now properly work with Personal Teleporter too
  • Vulnerabilies are now properly applies by enchants
  • Invulnerability on big damage now has an effect
  • All Tech Adept Construct weapon, module enchants were rearranged, Tech Adept equipment enchants were rearranged
Assassin
  • The Arc Sword's Voltaic Strike skill gained a Chain tag
Crusader
  • Grenade Launcher's Short Burst skill: Area effect radius reduced by 1 meter
  • Single shot: Area effect radius reduced by 1 meter
World Skills
  • Artillery now deals 2000% base damage instead of fixed 500 damage and gained knockback, knockdown and slow tags. It also hits twice as many times
  • Mine field deals 5.0 base damage instead of 300-400 fixed damage
Psalm doctrines

Phosphoenic Psalm + Technomartyr Psalm + Neuralis Psalm + Binharic Psalm
  • Radius increased to 6m from 3
  • It is now affected by AoE area manipulating effect
  • It hits every 0.25 sec up from 1 sec
  • Its damage is increased to 1.5 from 0.1
  • It gained visuals an sound effects
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • +1 HP and Energy shield HP gained on hit -> 20% of the damage dealt gained as Hp and Energy shield
Technomartyr Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm + Galvanic Psalm
  • Behavior changed to: Gain Ethereal and an Inoculator charge when taking damage under 30% HP or when taking a potentially lethal blow
  • Ethereal enables moving through enemies with +50% Movement Speed while ignoring all damage but also disables the ability to deal direct damage for 5 seconds (15 seconds Cooldown)
Transonic Psalm + Nova Psalm + Icarus Psalm + Aegis Psalm + Animus Psalm + Technomartyr Psalm
  • Damage increased from 0.5 to 1.2, it gained an AoE tag
Aegis Psalm + Hypergheist Psalm + Shroud Psalm + Nova Psalm
  • Gain 50% of your max HP as a Regenerating Energy Shield, 2% Shield HP regeneration, +100% Maximum Shield Cap
Voltaic Psalm + Aegis Psalm + Hermeticon Psalm + Shroud Psalm + Emanatus Psalm
  • Gives 12% Life Drain and Energy Shield Drain
Voltaic Psalm + Voltaic Psalm + Technomartyr Psalm
  • Now affects constructs too
Terminus Psalm + Haemo-drain Psalm + Volkite Psalm
  • 200% Bleeding Damage Bonus against enemies in a 8 meters radius
  • Now affects constructs too
Static-burst Psalm + Galvanic Psalm + Iron Psalm
  • 125% Grenade and Mine Damage
Phosphoenic Psalm + Volkite Psalm + Hypergheist Psalm
  • 70% Heat damage bonus
  • Now affects constructs too
Emanatus Psalm + Electro-haze Psalm + Iron Psalm
  • 70% Physical damage bonus
  • Now affects constructs too
Nova Psalm + Volkite Psalm + Transonic Psalm
  • Now affects constructs too
Phosphoenic Psalm + Binharic Psalm + Volkite Psalm + Terminus Psalm
  • 125% Heat Damage Bonus
  • Now affects constructs too
Haemo-drain Psalm + Animus Psalm + Aegis Psalm + Uncreator Psalm
  • 125% Physica Damage Bonus
  • Now affects constructs too

Shrines
  • Damage Shrine now gives 100% Damage up from 50%
  • Defense Shrine now gives 15% Supreme Damage Reduction
Missions
Shadowsword mission (Tank mission)
  • Shadowsword's speed was increased by 10%
  • Skill castrange was increased to 70-120 meters up from 40
  • Damage of all weapons was increased by 400-1000%
  • Cooldown of all weapons was decreased by 20-66%
  • HP was increased by 250%
Deflector field
Its behavior was changed to:
  • +50 Energy shield/item level
  • 3% Energy shield regen/sec
  • 30% Reflect chance
  • 125% Reflect damage
Note: This change was necessary because this item worked like a reflect item, but technically wasn't one and thus it had no synergy with any other reflect related effect.


Fixed bugs
  • All AoE type effects affect all AoE types properly
  • Personal teleporter's surprise bonus duration now properly applies
  • The Fiery Form's volume decreased once again as it was reportedly too loud
Revelation Online - Fayne
Heroes of Nuanor! We are happy to introduce you a returning Monthly Challenge Event! It’s time to test your mettle against monstrous enemies for special prizes!

The custom challenge shall begin on July 13, 15:00 CEST (6 a.m. PDT).

You are hereby challenged to venture into the City of the Demon Gods and complete it 10 times within the allotted time-frame (July 13 to July 30).

Every player that successfully completes the challenge will be awarded the Purple Flow (Legendary Tier Apparel) and the Ghost Horse (two-person Exquisite Mount).

Happy hunting, hero!
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