ArchePasses come and go, but the items that you can receive are worth their weight in gold! Have a pass that you may have missed or couldn't complete? Some of your favorite ArchePasses are making a return until October 14, 2021, and some are returning indefinitely to allow you another chance to receive some of the most amazing companions and items in Erenor!
Which ArchePasses are returning?
There are some ArchePasses making a temporary return until October 14, these are the following ArchePasses:
We've been silent for a little bit, but this doesn't mean we weren't busy! We have prepared a small surprise for you all and we really hope that you will enjoy it.
You've given us so much support during Early Access and the game premiere and we definitely want to give back by creating some extra content that you will hopefully enjoy!
So, let's talk about Patch 1.1 - Shattered Reality.
This patch brings 3 totally new ways to play the game!
First of all, we have 2 endless climbs. These are modes which are 100% gameplay-focused. You will fight an enemy after enemy until you will (eventually) fall. We found it's super fun, especially for players who finished the main campaign and just want to play around with different strategies.
Endless Misery
This is our hardcore climb created for all of ye power gamers wanting to get some proper challenge.
Endless Power
This is our “chill mode”. It is raining outside and you just want to chill a bit with some silly combos and crazy fights - like 3 Golems? Endless Power is here for you :D
Weekly Events
This is a mode in which you will get tons of modifiers that will absolutely change some core things about the game. Every week, there will be new, unique events and leaderboards where you can compete for the best score with other players.
On top of it, with this patch we are also bringing some extra optimization (especially for low-end machines). It's nothing groundbreaking but our tests shown quite a few extra fps - and that's always welcome, isn't it? :)
Overall, we are quite proud of this patch and we really hope you will enjoy the new modes!
Anyway! We want to release this update to the public on the 17th of this month and we would like to invite you to the Beta to test if everything works as intended.
This means we're sharing access to our beta branch and if someone wants to join us there and check out the new things, well, we'd really appreciate all feedback!
One really important thing that needs to be said:
PLEASE BACKUP YOUR SAVE FILES BEFORE JOINING THE BETA
You can find info on how to do that on our Wiki - here. Section "Bugs & Fixes" -> "Where can I find my save files?"
Please remember that since this is a beta build, then it might be unstable. It is a rough version of our next big release, and this means you might encounter some weird issues here and there (but it also contains a lot of fixes and additions)
HOW TO JOIN?
In order to join this branch you need to right click on the game on Steam, go to Properties, BETAS and use this password -> ZatanczyszZeMnaJeszczeRaz
We hope to make this patch public around the 17th of August. We'd really love to hear your feedback!
Entire patch notes:
MAJOR ADDITIONS:
Three new game modes
Optimization
OTHER FIXES AND ADDITIONS:
UI / UX / GAMEPAD
A nice surprise in the Title Screen ;)
New UI for leaderboards
Added Icon in trades that notifies you what a rune is equipped
New UI for context menu popup
Fixed a bug that made it impossible to select first and last card with gamepad, when you had more than 10 cards in hand
While playing with gamepad, targeting will select the last chosen target as default
Added support for left analog stick in character sheets wheel
Added quantity of equipped items in all trades
Fixed font issue with characters in village
Added VFX for discarding a wyrdcard
STORY:
Ghost, added a lot of missing VO
There's a secret way to change the Bard's fate now.
Sola Fide should be fixed now for y'all
Shortened the time it takes for conversations with the Scientist to become available again during her quest (same with the Blacksmith)
All village npcs should properly unlock in the journal (if they're not unlocked after recruiting them just have a chat with them in the village)
Minor localization tweaks and fixes.
Fixed missing art from elder archer's encounter
RUNESTONES:
Ethel runestones should properly remove armor bonus after slot change
Wyn runestones should properly work with Wyrdhunter's Shock passive
Thorn Runestone in weapon slot now correctly grants barrier
unestone Yr updated visibility
GENERAL BUGS & FIXES:
All-mother's Altar should be finally available for everyone.
Fixed a bug that made tier bosses and minibosses not change after defeating
Fixed a bug that made it possible to use card that is being discarded
Fixed a bug with Necromancer's Minions dealing damage before losing rank
Fixed an issue with Golem fight, where starting Moving Stones would have 1 hp
Made calculating score from final boss more precise
Quest cards -- fixed issue when in deck inspect card window would be that of a flip card
Fixed a bug with unlocking characters prematurely
Fixed an issue with flat damage bonuses not showing in character statistics
Woolsey no longer is promoted by Blood Mage cards
Fixed issue with Wyrdness Discharge not consuming HP
Deranged Lifeforce no longer regains their status if stunned for more than 1 turn
Various fixes to animation and VFX (Blood Carver got a new blood FX, Bone Idol has new projectile effect, Blood Mage's Golem has a correct animation when evading, Deers in Hunter's Grove have proper attack animations)
Fixed some typos & translations
Wyrm, Abomination, and Fae now correctly show how much HP they will gain with each rank/level/tier
Soulblade now correctly reacts to all instances of damage
ACHIEVEMENTS:
"It's Mine" Achievement fixed issue with getting it too early while fighting with certain bosses
"It's Mine" Achievement now works correctly with certain minibosses
CARDS / PASSIVES:
Apostate's Ancestral Knowledge should really work only once per turn.
Apostate should discard Maneuvers that discard Manuvers.
Apostate's Glimpse of Possibility second side reworked.
Vantage Point passive fixed
Power Drop passive fixed
Apostate Idea initial card fixed
Berserker's Crawling Fire card should display proper damage value in deck view
Dance of Blades, changed visual effect effect to make it faster
Inhuman Uttering is now usable while having more than half Ultimate Charges
What's New: - New Loading Screen! - Fixed a bunch of UI stuff. - Added a bunch of new sounds! - New card: Shrink - Shrink the ball to half current size until the end of the round. - New card: Enlarge - Enlarge the ball to double its current size until the end of the round. - New card: Hyper Speed - Add a lot of power to the shot! - New spawn VFX! (+ fixed the spawn death loop issue) - Added an *End Turn* button to spend a shot and end the turn without shooting the ball. - Settings are now remembered across sessions! - Fixed the Sticky Paste death loop issue (If you died with Sticky Paste active, you respawn with Sticky Paste active) - Fixed an issue where the game would soft lock if you didn't have enough cards on hand to discard. - Fixed "ghost card" issue where discarding and drawing the same card quickly in succession could lead to an invisible & unplayable card on hand. - Removed ability to open settings behind win/lose popups. - Removed ability to open the debug menu in release builds. - Fixed an issue where crates and coins would fall through the level while it is being generated.
Our next patch brings a bunch of visibility changes, online stability and UX improvements
1.0.2 Public Patch Notes: - Fixed simultaneous scrolling in name input screen - Temporarily removed bubble trap to fix design issues - Adjusted camera speed - Version Check for Online Games - Display Version Number in Settings - Fixed crash when joining midgame - Fixed bug where input was not possible on gamestart
- Improved Lighting in Cliffs - Improved visibility of Dolly - Improved visibility of the Cauldron projectile - Improved visibility of the FrostWand projectile - Improved trampoline extra height on certain jumps, now happening less often
- Updated Credits - Changed SceneLoader Sorting
- Added defaultName property to settings.json file, can be manually set to override random default names (this is a temporary workaround and might not work for everyone)
Carry on fairyfailing and let us know what you think about thos changes :)
We are going into maintenance to prepare for today’s update! We expect the maintenance period to last for about 2 hours. During this time, players may not be able to join a game session but won't be removed from one.🐺 In the meantime, here are today's update notes!
Gameplay Changes
Saga Mode - Solo
Slight decrease to Helthing HP and Armor
Saga Mode - Multiplayer - Small Groups (2-3 Players)
Slight decrease to Creature HP, Armor and Damage values
Saga Mode - Multiplayer - All Group Sizes
Slight decrease to Helthing HP and Armor
Slight decrease to Jötunn HP, Armor and Damage
Slight decrease to Helthings spawning frequency during the night
Survival Mode Unlock:
Survival Mode will now unlock for Players at Account Level 2, down from 3
Survival Mode - XP Rewards:
Fixed an issue that allowed players to earn large amounts of XP after immediately leaving Survival games based on the World State
Durability - Swords, Axes and Hammers
Moderately increased Durability for Common, Uncommon and Rare weapons
Slightly increased Durability for Epic weapons
Norsfell: as a result of this change, players who have an active save game at the time of the patch may see their weapon Durability not at full. This is due to the new values being factored in and will show correctly when starting a new World.
Durability - Bows:
Moderately increased Durability for all Rarities
Norsfell: as a result of this change, players who have an active save game at the time of the patch may see their weapon Durability not at full. This is due to the new values being factored in and will show correctly when starting a new World.
Repairing Equipment:
Slightly reduced the amount of Souls required for fixing Broken Equipment
Helthing Loot:
Moderately increased the chance for a Helthing to drop Souls when defeated during the night
Plant Harvesting:
Slight increase to the average amount of Ingredients received when harvesting Plants, like Mushroom Oil, to aid in Potion crafting
Healing Statues (Eir Effigy):
Increased healing per tick to 150 HP, up from 100 HP for a total of 1500 HP healed over time
Angrboða
Increased the interval of her Dark Pools ability to inflict damage every 1.25 seconds, up from 1 second
Classes - Ranger:
Increased the base damage of the Ullr’s Step ability to 300, up from 200
Classes - Guardian
Increased the base damage of the Laws of Attraction ability to 400, up from 300
Quality of Life
For new PC players, the default Frame Rate Limit setting has been set to 60, down from Unlimited.
For new PC players, the default Quality, Shadows, Anti-Aliasing, Texture and Effects settings have been set to High, down from Epic.
Shop Refresh timer for the Essentials section now refreshes every 24 hours, down from 48 hours.
Bug Fixes
Fixed an issue where some players were unable to claim their Challenge Rewards after fulfilling the criteria.
Norsfell: Players may need to re-complete Challenge criteria to trigger rewards that didn’t unlock the first time. For Challenges relating to Season Level, players need only earn XP during a match for the missing rewards to return to a claimable state.
Fixed an issue affecting PlayStation users’ ability to access the SHiFT menus
Fixed an issue where Groups with a combined player count exceeding 10 could join each other’s matchmaking sessions
Fixed some instances of players being stuck in a Charged Shot animation when using the Bow.
Fixed an issue with Warden Runes stacking after returning to a Saved game.
Fixed an issue where the players’ Records were not updating on the End Results screen.
Fixed an issue that allowed players to matchmake into sessions beyond Day 3.
Known Issues
We are keeping an eye on player feedback and investigating some known issues that have been reported. You can visit our discord at: http://www.discord.gg/tribesofmidgard for a list of some of the things seen by the community!
Hello Everyone! Welcome to the second episode of Car Scrapyard Simulator’s devlog. Today, as I said, I will tell you how to earn money in our game.
You have two ways to earning money :
Selling parts.
Selling scrap cubes.
Let’s start with the last thing. After crushing a wreck in a crusher you get scrap cubes that you need to sell to have more space in your scrapyard.
Selling parts is more demanding. You need to balance your prices between demand and supply. You can reduce prices to interest more clients but you have to be careful to not be lossy or you can raise your prices to earn more but in that case, people may not like to buy from you. Clients can give you feedback after which you will know if your prices are relevant.
On your computer, you will see what you are selling now, what you sold and parts that are not offered for sale yet.
Your clients can order more than one thing in the same order. After you get a list of products you will have to go to your store to find needed parts and prepare them to send. Once your order is complete and you sell it you get feedback from the client.
Here at DEVOUR, we're very excited to announce the winner of our recent fan art competition, which has been running over the last two weeks.
Originally, we were going to choose just one piece of art to include as posters in our new, upcoming map The Inn. However, we received so many fantastic entries that we found it hard to choose, so we've chosen two!
Without further ado, the two winners are:
by 関口
by Beyuy
Congratulations to both winners! We hope players have fun looking for these as posters in our new map once it releases.
We'd like to mention that, although they won't appear in game, we were also particularly impressed by these entries from (L-R) LoveLaurenn, Danni, billions-of-pounds-in-debt, Bat, and Ricky4Peeps.
We genuinely loved every submission however, and we'd like to thank everyone who entered. We had a fantastic time looking at all your incredibly inventive pieces.
We're still working hard on the upcoming map. If you haven't read it already, check our latest Sneak Peek news post.