(1)Order battlefield integrator icon replaced (2)We added hover feedback for each chip icon (3)Added special effect feedback when completing the task and receiving the task in the task interface (4)The interface for adding and subsuming order points when players return to the lobby after matching with 5Vs5 has been optimized (5)In some interfaces of the hall, hover hints are added to the UI of ICONS to be unlocked, chips, talents, etc (6)The chip upgrade process has been optimized. Now the popover window will be temporarily closed and the animation of the upgrade process will be played (7)The Ultimate Talent screen now displays the selected trait chip correctly (8)When shopping mall purchase, chip upgrade and other operations are carried out, the text icon style of the second confirmation interface of E-Gold and E-Point consumption is unified into the format of "number + icon" (9)The innate godhead is modified to the Flair
Functional optimization
(1)The localization of Chinese and English in the game is complete. Players can switch between Chinese and English through the option button in the upper right corner of the main interface (2)Character hand model replacement
Gun optimization
(1)Added visual feedback panel for gun skills In the development process, due to the design needs of some firearms, there were special display requirements such as charging attack, linking teammates, and the number and status of mines. In order to meet these requirements, we added visual feedback effect to the existing firearms in the design, as well as the double magazine function under different attack modes
(2)Gun balanced modification
Guidance gun —Damage reduced to 15 —Attack speed from 0.2/0.2/0.2/0.2/0.2 Adjusted for 0.3/0.25/0.2/0.15/0.1 —Bullet count from 10/10/10/10/10 Adjusted for 12/14/16/20/25 Corrode gun —Magazine duration changed from infinite to 10/11/12/13/14/15/16/17/18/19/20/ infinite —Damage per second adjusted to 5/6/7/9/11/13/15/17/19/21/23/25 Repair gun SP —When linking to a teammate, if the teammate is full of health, it does not cost the magazine energy Gatling —Improved trajectory offset logic for Gatling, continuous firing and point-firing logic
(3)Optimize curve firearms ballistics
improves the accuracy of trajectory prediction points for curved firearms Optimized the smoothness of the tail-effects of the curve trajectory Cancelled the curve gun indicator line effect when it cannot fire (4)Added some gun animations Added long press link animation for the Shield gun SP Added long press link animation for the Repair gun SP Added long press animation for Corrode gun (5)Reset the trajectory logic of the Guidance gun The bullet tracking logic has been adjusted to track the nearest enemy in the front cone when firing Reset bullet effects
Added left hand shield activation and panel function
(1)About the added left hand shield: Pull the lever with the left hand (inactive) to generate an immediate effect feedback, creating a shield effect, release the effect will disappear After pulling the trigger with the left hand for a duration of 0.8s, the shield is fully activated —When activated, there is activation state feedback —Before activation (shield generation stage), shields cannot block bullets and do not subtract energy —After activation, 10 energy points are deducted When activated, the shield continues to subtract energy (1 point /0.1s). When the shield energy value is less than 30%, an alert is displayed on the shield internal test panel Shield energy below 0% —When the shield is actively turned off, the shield disappears —When hit, the shield is less than or equal to 0%/ natural energy cost is less than or equal to 0% The minimum shield activation energy is 10. If the shield activation energy is lower than 10, the shield position will prompt "insufficient energy to activate". When the shield is not exhaled, energy slowly regenerates at a rate of (6 points /1s). When the shield is shattered, the recovery rate is (2 /1s) when energy is lower than 30%, and (6 /1s) when energy is higher than 30%. (2)Left hand added health, shield associated properties interface Optimize the display effect in ob view (1)Optimized ob view tower top light ball display In free view, only the tower top lightball effects that all players can connect to are displayed In the first person and third person view, only the light ball effects that the player can connect to are displayed (2)Added ob view player talent display In the OB perspective, the player's talent image is displayed as a different character appearance
Greetings Adventurers, As some issues were found, a server patch has been performed on August 12th around 16:00 (PDT). Please check out the details below.
■ Patch Notes
Fixed an issue where the game client is occasionally closed when settings in Menu > Graphics are changed.
In Menu > Graphics > Frame Rate Limit, the minimum rate has been changed from 30 to 45.
Fixed an issue where the setting for “Graphics” is changed to “Very High” although “Normal” is selected.
Improvements were made so that when opening the menu or bag during autorun, the camera does not face backwards.
Changed so that server chat will now be shown, and can only be used after reaching level 5.
Fixed a bug where when blocking a user in the Chat > More Options menu, another user other than the one intended is blocked.
Fixed an issue where the client may sometimes close while sharing food.
Fixed a bug where the client may sometimes close while trying to fish.
Fixed a bug where the client may sometimes close while salvaging items.
Improvements were made so that players can now evade to cancel the Berserker’s Whirlwind skill while it is in use.
Improvements were made so that the Crusader’s Counterattack skill can now be used a bit faster.
Fixed a bug where Using Warcry skills in a row while “The Lionheart” Blessings of Crusader is activated inflicts a damage only once.
Fixed a bug where Mage’s “Flame Wave” skill doesn’t work when the skill level is 9 and increased by 1 by an equipment.
Fixed a bug where Mana decreases when the mage uses combos while Mana is overcharged.
Fixed a bug where players occasionally fall down when receiving Priest’s “Healing Wave” skill.
Changed so that there are now cooldowns for using chest items.
Fixed an issue where the game client is occasionally closed when accepting a Guild invitation.
Fixed a bug where a character is occasionally moved to under the ground when players quickly repeat mounting and dismounting a Mount quickly.
Fixed an issue where a background panel is occasionally showing in the Quest HUD.
Fixed a bug where only 3 Quick slots were showing when players opened and closed a chat window using a gamepad and changed to keyboard.
Fixed a bug where “Carnival Stallion” Mount that can be purchased from Lumena Shop was not showing in Stable after registration.
Fixed a bug where Costume options were not applied after players re-entered the world while equipping the Costume and changed the channel.
Fixed an issue where Time Dungeons are not properly rotating.
We will do our best to provide a better environment for your game play. Further updates will be provided through either this or another announcement.
As an expression of our apology for the inconvenience due to the maintenance on August 10th, 2021, we will be providing some rewards.
[Maintenance Reward Items]
■ Reward Period
- August 12th 19:00 ~ August 14th 19:00 (PDT)
* Items will be given at the game access stage through Mail.
■ Rewards Item
- Elixir of Haste x 2 - Recovery Scroll x 2 - 50,000 Gold
※ Notes - Maintenance Reward Items will be given once per account. - Maintenance Reward Items will be given to the Mailbox of the first character to access the game during the reward period. - Maintenance Reward items can only be received if you access the game during the reward period.
We will always make efforts to provide a stable service of Bless Unleashed PC.
It’s been a little while since I did a post like this and since chapter four's release is getting a little closer, it’s time to start reminding everyone that My Beautiful Paper Smile still exists by talking about it here. In this post, I’ll be talking about some of the things and characters that inspired the characters you see in my game.
The King
I have to start with the king since this was the very first character that I designed for the game. Many months before I even had the idea for My Beautiful Paper Smile, I had been sketching some random pictures while bored in school. One of the characters was this creepy smiling goat character with a crown. Why? Because goats are weird, smiling goats are weirder, and a smiling goat king just takes the cake. Basically just a strange idea from the mind of a painfully bored student. Months after that when I was trying to get some good game ideas I found that drawing while doing some cleaning and decided it would make a great horror game character.
The Joyous
The Joyous were designed to have some resemblance to the king. I knew I wanted the king to be self-obsessed, and thought it might make him a creepier character if he wanted everyone to look like him. I also had recently learned about the game Sally Face and liked the mystery of Sally always wearing a mask, and never getting to see this character's face. This is where the inspiration of the eternal horned masks comes from. The king wants all his people to look like him. The kids also have goat hooves, but that gets a little more complicated.
The Lost Child
When writing the game's story...
Spider People
I’m making a horror game. People are scared of spiders. Add spiders to a horror game. Seems like a no-brainer to me.
The Hunter
This character was added because of certain events that occur in the first chapter of the game, so if you haven’t played the game short Night in Riverager yet I have very kindly blacked out the rest of this character's origins due to spoilers. You’re very welcome.
Alright, for those of you who have already played through the first chapter and know about the capture of our Joyous friend, this is why the hunter was added. In the first chapter, I used the friend character as a way to add discussion between characters to help tell the story of the game in a more natural way and to help drive player motivation when he’s captured. But in the second chapter, I needed to somehow keep telling the story and give the player more world context. I figured the best way to do this would be by adding a new companion character to help drive the story and give a little more guidance to how the game's lore is presented. I made the hunter a deer, simply because of the irony that deer aren’t predatory animals. I also liked the idea of having more animal-based characters to give the world a bit of a fantasy vibe.
The Authorities
Early in the writing phase of development, I knew I wanted the king to be a more mysterious character during the first few chapters. But I still needed a way to show the king's influence on the game's world and characters. Plus, every evil king needs a handful of maniacal henchmen to do their bidding. The Authorities are not goats but I did design their horns and facial features to resemble those of the king and the Joyous. I gave them hooded cloaks to make them more mysterious and creepy. The whole goal with these guys was to create characters that feel threatening and unsettling (MBPS is a horror game after all), so smiles, stitched eyes, as well as a tall and broad stature fit the design I was aiming for.
The Body of the Faceless
Five Nights at Freddy’s is the game that inspired me to start making horror games, and in the FNAF series, there are a lot of very ambiguous characters. If you’re familiar with these games you might know about Golden Freddy. This character was mysterious, unexplained, and quite threatening. I really liked the idea of adding some sort of obscure enemy with strange intentions to My Beautiful Paper Smile. The Body of the Faceless is ghostly, has strange abilities, and even the Authorities fear him. Maybe he used to be a kid from Facility 12? Could he have been a weapon from another island? An alien? A glitch in the matrix?? If you look for the answers, there’s a lot to learn about this character in-game that I don’t plan on spoiling here ;)
That ended up being a little longer than expected, but there were a lot of characters to talk about ¯\_ (ツ)_/¯
I hope you all found that interesting, and enjoyed getting a peek into the “Why?” behind how these characters came to be, and why they are the way they are. If you want to talk more drop into the discord.
Hello fellow Dinos, this update includes the following:
Video Overview:
Two new maps:
1. Industrial Park. A medium-size Horde Map. 2. Extraction. A very fun co-op map set in the Sierra underground.
Notable Changes: -Players can now stack items! -Menu will close when an item is selected -Controller now vibrates -Flamethrower buff -Controller Sensitivity has been adjusted to have a wider range -Laser sight for pistol -Crouch now toggles -C4 text bug fixed -Grenades now hurt allies in multiple. This was done to keep people from Grenade jumping out of the maps. -Trex boss battles slightly tweaked -All Final bosses have had their health nurffed on hard difficulty significantly
Other:
The game is at a very good spot right now. I will be looking to move it out of Early Access soon. Please continue to play, your feedback is very welcome and taken into consideration!
This update finalises the latest bomb damage model as well as adds a Weapons tab to the Unit Viewer for aircraft. Here you can view bomb armor penetration characteristics as well as aerial torpedo speed and range for the various aircraft.
For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command.
Change log below:
Version 1.08f2
13 Aug 2021
Further Bomb Damage Model Improvements Bomb hits to a destroyed compartment are always considered to have penetrated armor Armor penetration required to set of a magazine explosion from a direct bomb hit A flooded magazine is 50% less likely to explode
config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.
Modified (increased) mmArmorPen for the following bombs: bomb_ij_250kg bomb_ij_250kg_ap bomb_ij_500kg
Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics language/dictionary/weapons added display names for all aircraft payloads language/dictionary/weapons added RefArmorPen Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer
default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics default/unit/sea/cleveland.txt revised armor default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model
CAMPAIGN All released ships now enter repair queue Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair
Campaigns saved during combat now correctly reload back into that same combat engagement
Added support for removal of individual ship names/instances from existing campaign save files default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists
For existing Campaign and Custom Battle saved files: - ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released - ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists - ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios - removal of ships may cause some "shuffling" of display names for other ships in the same class
default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned
Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from
Version 1.08f
5 Aug 2021 (BETA)
GENERAL Ships no longer gain additional speed when in reverse with rudder hard over Forward moving ships now slow much more quickly when speed set to a negative value config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance Aerial torpedoes break up on impact if released above "maxDepth" altitude torpedo_mark13.txt maxDepth set to 200m torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft - b17f (modified to historical bomb loads and bomb rack positions) - betty - dauntless - devastator - kate (modified to historical bomb loads and bomb positions) - val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below: config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values Non penetrating bomb hits now have a chance to knock out subsystems Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments - config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads
Today's build includes the new town quest, Celebration! This quest unlocks after you complete the Stronghold Quest and adds a firework launcher to the house of the NPC how has the quest. Having these fireworks not only adds a mood buff to that NPC (same as the other town quest items) but it also adds a mood buff to the entire town when you use it!
The fireworks can be shot once per evening. Once launched, the mood buff for the town lasts for about half of an in-game day.
This build also includes some localization fixes.
Enjoy the fireworks everyone! ːhh_dwarfː ːhh_flowerː