Everyone's favourite summer event is back! From July 12th to August 8th the Lumbridge Crater will be transformed into the ultimate vacay destination, packed full of activities to try and souvenirs to take home. Grab your sunnies and sandals, and let's dive in!
The Beach
Those of you who haven't been to the Beach before are in for a real treat. To take part, all you need to do is make your way to the Lumbridge Crater, where you'll find loads of activities to try - a coconut shy, a BBQ, body building and more!
While playing these activities, you'll earn XP and other useful bits and bobs. If you're feeling spoilt for choice, then you'll be pleased to know that every 15 minutes a new activity will get the spotlight, which gives you an extra 10% XP for taking part!
At 01:00, 09:00 and 14:00 Game Time, the Spotlight is replaced by Happy Hour, where all activities receive the 10% XP boost. While Happy Hour is active, the Temperature Gauge will not increase, and you'll have a greater chance to get useful items while playing activities.
Be sure to keep an eye on that Temperature Gauge, by the way - when it fills up, you'll need to take a break to cool down, and though you can still play all the beach activities on offer, you won't earn XP. Need to chill out quickly? Grab yourself some Ice Cream!
Speaking of refreshments, you'll also find a variety of cocktails on offer. Each one benefits different skills!
Lastly, you'll want to keep an eye out for Clawdia. This bodacious crustacean spawns in the centre of the Lumbridge Crater at 45 minutes past the hour, every hour. She'll stick around for 5 minutes, and sending her scuttling back home will earn you some sweet drops! The first time you kill her each day, you're guaranteed an Anti-Sun Potion, which will keep you nice and cool while you max those XP gains.
Oh, and don't worry about digging out appropriate swim gear - there's a variety of outfits, pets, animations and other rewards on offer to ensure that you're ready to walk the walk in the latest summer fashions.
What's New?
Regular Beachgoers will be pleased to hear that we've switched things up a bit this year! Here are the biggest changes:
Beach Ball Rolling has been removed.
New cosmetic rewards are available from skilling and the RuneCoin shop.
Old cosmetic rewards are available in the Oddments Shop.
The fan favourite Dungeoneering Hole is making a special guest appearance!
Super High Ball: Pinball Platformer - Poupito (Dev)
Hi!
How is everyone doing?
After watching some people playing Super High Ball, and having some feedback from a few players, I have decided to find a way to make the game less frustrating.
The main element that was mentioned, was the lasers. They were always activated after a respawn, making the player slow down and wait to carry on, so every time you died, you had to wait for the lasers to stop again.
The lasers will not be activated after a respawn (in most cases), I have shifted their timing so their activation is delayed, allowing you to pass straight after a respawn. I took this opportunity to reduce their activation time, some of them were activated for 1 second, I have reduced that for all the lasers. The maximum activation time is around 0.5 seconds. I hope this helps to reduce the time you have to wait to be able to continue. This means the times in the leaderboard or the times to beat should be easier to beat!
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Fixes and changes: Fixed a collision on level 22 (Normal and B-Roll). Some tiny adjustments in the last levels (added some CP, removed some lasers, removed some red circles). Added LODs for the geometry and material of the aiming canon. Rebuilt the lighting and reflection in the highest quality (might not be visible, but it's good practice to do).
That's it for today! I hope this helps to make Super High Ball better. If you think about one particular aspect of the game that could be adjusted/changed to reduce the difficulty or the frustration, please let me know!
Ahoy Buccaneers! 🏴☠️ The Pirate Alamo is going to open for EVERYONE in less than 2 days!⏱️ You better not miss if you want to go for prizes hunting!!🦜🎁
With this new effect you can choose any of 7 different edge detection methods. You can also change the color of the edges and background. You will get much more consistent results than the old 'Find edges' effect.
❗Attention! Attention! A new episode of the plot is already in the game❗ The voices continue to implement their plan, and the Keepers are trying to prevent them. What happened to you after the terrible ordeal of Magog? In the new episode, you will learn about the ritual of rebirth, find a valuable artifact and get a strange vision. The action is gaining momentum! Help Diana or Ethan solve the secrets of their opponents. Whose side are you on? Hurry up to find out the continuation of the history of the ancient mansion!
In case you were wondering why we had 10 patches out in the last 4 days that had 0 new content, well it's because we decided to refactor and optimize the old codebase. The whole process brought back a whole batch of old bugs and introduced a bunch of new ones as well... which then took days to fix.
While we'd rather work on new content or even eat dumpster tacos, refactoring was a necessary evil in order to prepare the game for what's to come and improve performance on under-specced systems.
Also, in order to reduce the instances of customers and staff getting stuck because of the more elaborate higher-end shop layouts, we made some major changes to the animation and navigation logic. Hopefully, the new AI will have a positive impact on your shop's customer flow, and, if it doesn't, make sure to let us know on Discord ːws_damanː
This is the last patch before the premiere. It was a busy time for us. We've managed to process 2000 bug fixes and improvements since the previous patch. For obvious reasons, you will only find the most important ones listed in the changelog below.
Technology:
We have deeply optimized the performance of the CPU. As a result, the game should run MUCH smoother with a high number of enemies on the map. We have also introduced a change in the way opponents are highlighted. We hope you will like the new effect.
We have added a loading bar that informs you of the game loading progress.
We fixed most of the crashes that were reported to us.
Localization:
We've added 2 community driven languages - Hungarian and Ukrainian. It's the first pass, so you may still encounter errors and missing names of items. The work on Czech and Turkish is still ongoing.
We have fixed another large batch of localization bugs and bugs where texts do not fit in the windows.
Additional improvement and feedback:
During trading, information is displayed about how many sold or bought items are in our inventory.
When talking to companions, information about their state of health / psyche and the modifiers that affect them are displayed.
On the timeline, when interacting with the crystals, information appears about the impact of a given decision on your companions and which mission it relates to. As a result, the consequences of changing reality should be much clearer.
After training with a companion, the player now receives a notification about acquiring a new skill with a clear frame.
Melee attack was changed from punch to knife strike. We've also improved how opponents react to it.
Story Notes are now marked on the map, making them easier to find.
Moving through low radiation areas no longer slows down the player. This should significantly improve combat and stealth in radioactive places.
We have introduced numerous AI tweaks in patrol state. For example, the enemies should be much more responsive when they find a body or hear a mine blast.
We've added a new loading screen for instances where Igor doesn't use the portal.
Lenses in the sights are more transparent so as not to obstruct the shooting
Old saves will no longer be deleted when a player starts a new game.
We have added a tutorial encouraging you to commence the heist if the player has finished all available story missions.
We have added Checkpoints at the NAR prison level. As a result, it will be easier not to lose your progress.
When an item is dropped on the ground due to an inventory overflow (for example, during trading), the player is informed about it via a tutorial.
All machines built by the player are marked on the map.
Information about the current quest is displayed while browsing the map.
General:
Due to the previously used algorithm, our companions failed far too often, even with a high chance of mission success. We fixed it.
Tooltips should now display better if the player has changed control mapping.
PDAs should highlight soldiers' corpses if there is loot on them.
Esc key should now close all fullscreen UI.
In specific circumstances, the UI of the weapon was still visible when we entered the fractal world. We fixed it.
We fixed a rare bug where subtitles were hanging after ending a conversation.
The loading screen sometimes disappeared too quickly, and part of the level was loading in front of the player. We fixed it.
We fixed a bug where the player had two PDAs in their backpack.
We fixed a bug where the enemy's laser sight would sometimes show up even though it was disabled in the settings.
We fixed the ability to split some indivisible items in your inventory into tenths (e.g., adrenaline, flash drive).
We fixed a bug where it was possible to remain in the build system during cutscenes.
We fixed a bug where the loot UI remained visible on the screen permanently.
Regular NPCs should no longer trigger traps.
Radar highlights no longer disappear after using a stealth kill or receiving fall injuries.
Black Stalker would not show up during the Hermit quest if we had failed the quest and went on a second quest the next day. We fixed it.
During the Old Hideout quest, after loading the checkpoint, Igor sometimes forgot a poem. We fixed it.
During the Old Hideout quest, if we were doing the mission "out of sequence" the quest marker would hang on the monument. We fixed it.
We improved the operation of the NPCs. They should remember that they already got to know us and not introduce themselves every time.
In particular conditions, the first tutorial soldiers in the power plant could kill us. We fixed it.
The Black Stalker should no longer show up in strange moments, such as cutscenes.
Sashko's loyalty should work correctly during the Black Stalker quest.
Modifying decisions with Black Stalker was able to block the exit from the timeline. We fixed it.
We have fixed a bug where if we went to jail during Old Hideout, our choice was reset in Chain reaction.
We fixed a rare bug where Olivier tried to kill us during stealth training.
We improved the cameras for the upgrade tables.
After getting killed by soldiers, Volodya could resurrect and thank us for saving his life. We fixed that.
We fixed music not shutting down properly in several quests (Some Excuses, Hardware for real men).
Entering the pause menu while in flight no longer removes fall damage.
Weapons dropped from your inventory on the ground now have visual attachments.
Visiting the fractal world will no longer rearrange your inventory.
The food tutorial should now display correctly even if you die on day 1.
We fixed a rare bug where it was possible to lose companion info during the heist after loading the save.
The latest edition of our development recaps is due and we have lots of development progress to share. While work has continued on various aspects of Operation III some short term projects have also been on-going, with this month’s recap showcasing the progress being made on the project in June.
Canadian Expeditionary Force
The CEF character models are close to completion now with the recently finished haversack tying the Canadian uniform together. Loaded with the equipment needed for expeditions Beyond The Wire, the CEF will be well prepared for the conflict on the Western Front.
Vimy Ridge
Set dressing for this new map is well underway, with the field of battle starting to gather a striking atmosphere. Trench linings, fallen soldiers and burning tree assets have been added to the level making a visible difference to the map.
Vieil Armand
The second map arriving with Operation III features a snowy, mountainous stronghold which will provide a unique experience. With a brand new biome featuring new weather types, this rocky environment will be a welcome addition to map rotation.
Textures
With Vieil Armand sitting atop a mountain the team have been testing a new snow texture which is shown here being blended into the environment. With this being the first introduction of a snowy environment we’re excited to see players fight for this intimidating fort.
Updated Uniform Material
Aiming for more realistic cloth shaders to increase the visual fidelity of characters, our art team have worked to implement new master material for cloth uniform and equipment pieces.
Animations
Colt–Browning M1895 Reload The Colt–Browning M1895/14, nicknamed "potato digger", will be released with the Canadian Expeditionary Force and has recently had the reload animations blocked out. We'll be taking a deep look at this machine gun and the rest of the Operation III arsenal closer to release so standby for that detail.
HMG animation Heavy weaponry has also had some attention this month with a slight change in how the first person camera behaves while panning. Gunners operating heavy machine guns will now notice added movement emulating the weight of such items.
Berthier Bolting Animation It's been a while since we showcased the Berthier model but it is on the way with bolting and reload animations now complete. You'll be seeing the Berthier shipped to the frontline in the coming months, with the Harlem Hellfighters taking this French rifle as their main firearm. Berthier Reload Animation
Weapons
There's a host of weapons that have been worked on in preparation for future releases with weapons for both the Entente and Central Powers expected. Check out the new firearms and melee weapons at various stages of completion below!
Enfield Mk.II Revolver
British Pattern 1908 Cavalry Sword
German 1873 Artillery Saber
Trench Morningstar
Karabiner 98 AZ
M1918 BAR
MP18
Jam Tin Grenade
As always stay posted for the next months progress and get ready for some exciting blogs that are on the way. See you in the trenches Soldier!
Building upon the excellent feedback received from VR players during the last six months of early access for this title, French independent studio WanadevStudio is pleased to confirm the V1 release of Ragnarock VR on July 15th on Steam!
New content and the highly anticipated Oculus Quest 2 compatibility!
Early access allowed the studio to develop the game while taking into account the community’s feedback. Through regular updates (Alfheim Update, Nidavellir Update, Asgard Update ...), the studio has been committed to expanding the game with the regular addition of music, features, and environments.
The official release of the title will therefore come with a multitude of additional content, with 6 epic new music tracks, a breathtaking new environment, and other amazing features, all of which will continue to be extended over time after the release.
WanadevStudio is also happy to confirm that the game will become available on Oculus Quest 2 during the summer! Stay tuned!
96% positive reviews and an Early Access version already rewarded with an award
Since the Early Access version released on Steam in December 2020, it was very well received with 96% positive reviews (title ranked in the highest category, "overwhelmingly positive") out of over a thousand reviews.
The game will be available on July 15th for a suggested retail price of $24.99 or €21.99 on the Steam platform.
See you (very) soon on the northern seas!
That's it for today! As usual, we are still hard at work so stay tuned. You are all invited to share reactions and areas of improvement here, or chat with the dev team on our Discord!
WanadevStudio's social accounts are also great spots to share your feelings with us. You're welcome to follow us on Facebook, Twitter and Instagram!
Vikings, we look forward to seeing you on the sea by our side. Race you soon! :beer: