Update 1.1f: The electric ball in Sphere of the True Path no longer instantly kills you if you touch it, but instead will damage you 30 hitpoints each time you enter its sphere.
A maintenance for the update will be performed at UTC 6:00 August 26th Scheduled maintenance time will last about 60 minutes. Please note that the end time may vary depending on the situation. Thanks for your understanding!
If you encounter a bug while playing our game or have any suggestions, please feel free to contact us by following ways: Email: tojoygame@gmail.com Facebook: zombiestrikerpg FB Group: Zombie Strike Group
I'm working on the map to finish up all the landmass work inclusive caves to finally bring in the main content of Re.Poly
Since the game was rerolled from zero the development has to be faster but I have two hands and one brain :D
So don't worry, I know it is quiet and there is no update for some weeks but I work as much as I can on Re.Poly.
Thank you for all your bug reports and suggestions on the Discord Server. If you are not a part of the community yet join us on the Discord Server here: Discord Community
This week it's all about the exciting return of Deadman Reborn! Whether you’re a DMM die-hard or a newcomer to this punishing PvP mode, today we have all the information you could possibly need, from new rules to riveting rewards. Plus, there’s more 20 Year Anniversary merch and a few extra tweaks to keep things sweet. Let’s go!
Deadman: Reborn
Old School's most intense PvP Tournament is back, and it’s more brutal than ever. Players have three weeks to survive and skill to qualify for the Finals – and one epic day to be crowned the last Deadman standing!
Even if you’re not ready to spend your September slaughtering your fellow players in an epic battle to the finish line, it’s worth getting acquainted with this ruthless game mode, because it really does showcase the best combatants in the RuneScape community. Trust us, you won’t want to miss the nail-biting Finale streaming on Twitch on September 17th!
What is Deadman?
Deadman is an intense PvP (player-vs-player) survival game mode, with high risks and serious rewards. It’s not for the faint-hearted – it's frenetic, frustrating and thrilling in equal measure. Your wits and prowess will be put to the test, and the winner can quite rightly declare themselves the best of the best.
Deadman: Reborn takes place over three weeks, and for the first time, players will have three lives to help them make it to the Finale. Once those lives are gone, though, it’s back to the drawing board (well, Lumbridge).
All you need to take part (apart from nerves of steel) is an existing account with an active Membership. Much like with Leagues, each player starts their journey from scratch on Tutorial Island on a dedicated individual world. From there you can chat to Skippy and he’ll offer you a choice of starting locations. As soon as you’re ready, you can jump straight into the action!
Speaking of action: with a few exceptions, PvP Combat is enabled everywhere, so make sure you’re fully prepared for each adventure before you set out. Trust us - it’s merciless out there.
While progressing in Deadman worlds, you’ll benefit from a few perks, including:
Greatly accelerated XP rates
Certain quests completing automatically upon reaching various milestones
Item drop-rate modifiers
Access to unique drop tables and items not available in the main game
Improved shop restock rates
Sigils (similar to Relics from Leagues – more on that later)
If you make significant progress during the season, you may qualify for the Deadman: Reborn Finale on September 17th – a brutal last stand where the top players hurtle into battle against one another, smashing each other to bits until a victor is crowned in the name of glory... oh, and a $32,000 prize pool!
What You Need To Know
Deadman: Reborn starts at 12:00 BST (30 minutes after our usual game update time.)
As always, we refer to the in-game timings as cycles. Each cycle is equal to 0.6 seconds and is also commonly referred to as a 'tick' by the wider community.
Starting Off
When logging into a Deadman: Reborn world for the first time, you'll spawn in safe, familiar Lumbridge. Ahh, cosy. Don’t get too comfortable though, because all that’s about to change. From here you’ll be presented with a selection of Tier 2 Sigils, and you’ll need to choose one to begin your journey:
Sigil of the Ruthless Ranger: Upon dealing ranged damage, you have a 10% chance of crippling the target's movement. The effect deals 5 damage over the next 6 seconds and drains a total of 30 run energy in that time. The damage is doubled against targets with no energy. A target can only be under the influence of one crippling effect at a time. You also gain an additional 50% XP in the Ranged skill.
Sigil of the Feral Fighter: Upon dealing melee damage, for the next 12 seconds you have a 10% chance of gaining an attack speed with melee of 1.8 seconds for the next 3 attacks. You also have an additional 25% XP on your attack and strength skills.
Sigil of the Menacing Mage: Upon dealing magic damage, you have a 10% chance of cursing the target. The curse deals 12 damage over the next 6 seconds, and heals you for the same amount. A target can only be under the influence of one curse at a time. You also gain an additional 50% XP in the Magic skill.
While the Sigils offered are always the same, you’ll be able to pick a different one to kick-start your journey into the wild each time you die, increasing your overall power level and offering a little variety with each attempt. If you lose all your lives and have to completely start again, you'll be allowed to pick any of the three starting Sigils. These starting sigils cannot be traded on the Grand Exchange until you get to the 71-100 or 101-126 worlds.
Once your first Sigil is chosen, you'll have 15 minutes of protection while you prepare yourself for the dangerous road ahead. Note: you can remove this protection at any time by speaking to the Doomsayer in Lumbridge.
Once you begin your journey you will recieve a Starter Kit, which will also be given to you upon losing your third life! You'll also be able to claim Starter Kits from the Combat tutors. These can be claimed once per day, are untradeable, and cannot be used in PvP.
Each pack gives you a Staff which comes charged with the equivalent of 500 Fire strikes, a Bow which is charged with the equivalent of 2,000 bronze arrows, and a Scimitar wieldable from level 1 Attack that is equivalent to a Mithril scimitar.
Your pack also contains a Combat potion, and 12 cooked Tunas. The once per day limit is reset after losing your final life, allowing you to claim a new starter pack to help with the Combat Rxperience Rebuild! Supplies contained within the starter packs are untradeable.
Safe Zones
Need a breather? Safe zones are scattered throughout Gielinor. PvP Combat is fully disabled in these areas – players cannot attack each other or be attacked. You can take the pressure off at the following locations:
Barbarian Assault (inside the minigame only)
Catherby (Bank area only)
East Ardougne
Falador
Jatizso (town area only)
Kourend Castle
Lumbridge
Neitiznot (town area only)
Port Phasmatys
Rellekka
Seers' Village (Bank area only)
Sophanem
Tree Gnome Stronghold
Tutorial Island
Underwater areas (excluding the Fossil Island underwater area which is restricted)
Varrock
Void Knights' Outpost
Yanille
Skulled players (see below) can’t simply jump into safe zones, by the way. Should a skulled player try, a Deadman guard will appear and attack with Ranged every game cycle, starting at 1/5th of the player’s max hit points, increasing by 2 damage with each attack. Yikes! Fortunately, exiting the safe zone will de-spawn 'em.
Skulling, Bank Keys & Safe Deposit Boxes
Attacking another player will give you a PK skull for five minutes. Should you successfully take down your opponent, you will receive their Bank Key alongside any unprotected items they were carrying at the time – and you’ll be granted one minute of immunity from other players. This is your chance to loot like mad and then make a break for safety!
Note: If you attack another player within this minute then you will lose any remaining immunity you had. The immunity period will also be lost upon logging out.
The Bank Key is a clever little item – you can use it to unlock chests in safe zones, which contain the top 10 most valuable items from your opponent’s Bank. If you have taken your opponent’s last life that's even better, as you will get their 28 most valuable items.
You can only carry a maximum of five Bank Keys at any given time. Should you wish to continue fighting with five Keys, any items that would have been included within a Key will instead drop to the ground.
Note: It is not possible to claim loot from a Bank Key while skulled.
Feeling sentimental about a particular item or items you’re carrying? You can protect up to 10 of your favourite things by chatting to the Financial Wizards, who are found within Banks in any safe zones. They can stow 10 items in a secure Safe Deposit Box. You will not lose these items if killed... unless you lose your last life, of course. Should the worst happen, you’ll lose the entire contents of your Bank and Deposit Box, so don’t let your guard down!
Three Life System
A new feature of Deadman: Reborn is the Three Life System. Which, as you might have guessed, means each player starts their adventure with three lives. Upon dying in PvP combat, you lose a life along with all items you had equipped, which go to the player who defeated you (plus a Bank Key containing the top 10 most valuable items from your Bank). Using the Protect Item Prayer will not protect any additional items on PvP death.
When dying to another player, untradeable items will act as they do in Wilderness deaths. The items will revert to a broken state and need repairing before they can be used again. The PKer will receive coins as a reward.
Should you lose your final life in PvP, the contents of your Safe Deposit Box, plus the remaining most valuable banked items (up to a total of 28) go to the PKer. Treat those lives carefully! Here's some important info to note once your last life is lost:
You respawn with a fresh supply of lives and 15 minutes of protection.
All attuned and unattuned Sigils are lost.
You must choose a new Tier 2 Sigil.
Combat XP is fully reset (this includes: Attack, Defence, HP, Magic, Prayer, Ranged and Strength).
All items within your Bank and Safe Deposit Box are wiped.
All items within Death's Coffer and any points stored with the Emblem Trader Store are wiped.
10% of all Skilling experience is lost.
Quest progress is not reset (any quests you complete during the qualifiers will stay complete – permanently)!
A non-PvP death won't affect your current lives and the process is exactly the same as in the main game – a gravestone appears at the place you perished, and you must reclaim your items.
The Starter Pack restriction will reset after losing your final life, allowing you to claim a new Starter Pack to help with the combat experience rebuild. Items within Death's Coffer and the Emblem Trader Store will be wiped upon losing your last life.
Combat Level Worlds
To keep the combat exciting and give everyone a chance to flourish, Deadman: Reborn also introduces Combat Level worlds. These can only be accessed by players of a certain level, so you’ll only ever meet players with similar battle prowess. When you advance to a new world, you are given 60 minutes of protection.
Worlds are divided into the following Combat Level brackets:
Level 3-35
Level 36-70
Level 71-100
Level 101-126
Having too high or low a level will prevent you from joining a world. This means you’ll need to be smart about trading with other players – while the Grand Exchange will be shared across all worlds, you won’t be able to trade with other players unless they’re able to log into the same Combat Level world as you.
If you manage to gain a level that puts you into a higher bracket whilst you're in combat the following will happen:
You are unable to attack NPC's or players, but both can attack you.
You do not gain any experience from any sources.
You can only use a bank three times before being unable to open the bank again.
Combat Rules
In previous Deadman modes, players could remain relatively safe by attacking NPCs in single-way combat, with little fear of being attack by someone else. As a result, ‘boxing’ NPCs became an easy escape.
This time, the rules are a little different. A PJ timer of 16 game cycles (that's 9.6 seconds) will be running on all Deadman worlds, affording you a grace period where you cannot be attacked by another player while fresh from an encounter. This grace period is wiped upon teleporting.
Anti-boxing measures will prevent players abusing this feature, and boxing is against the rules in Deadman: Reborn.
Imagine Player A is attacking Player B. If Players A and B stop fighting each other, other players could step in to attack Player A instead... but because of the PJ Timer, they would need to wait 16 game cycles before they were able to do so.
We’ll be introducing a PJ timer to all NPCs currently located in single-way combat areas. Once in combat with another player, PvP will always take priority. If a player is in a fight with an NPC, they cannot be attacked by another player until they have defeated the NPC. By the same token, if the player is out of combat with an NPC and gets into a fight with another player, it will not be possible for NPCs to attack either player for 9.6 seconds.
Players must wait 12 game cycles (7.2 seconds) before being able to teleport or log out while in combat.
You won’t be able to teleport immediately after leaving combat with an NPC – you’ll need to wait 11 game cycles (6.6 seconds) first. This does not apply to any NPCs that you attack while concealed in a safespot, though you will be susceptible to another player's attacks in these instances.
Alongside the introduction of an NPC PJ timer, we’ll be changing certain areas of the world that are currently multi-way combat to single-way combat:
Lunar Isle
Bandit Camp
Shadow Dungeon
Barbarian Village
White Wolf Mountain
The only area to feature singles-plus combat will be within the Revenant Caves.
While we’re on the subject, special spear attacks will no longer push players from single-way to multi-way combat zones. No more prodding your way into a multi-way scuffle!
XP Multiplier
We're going to increase the XP rates of all skills by 10x, including any reward XP you would normally receive from quests and/or XP Lamps. This increase applies throughout Gielinor. All XP multipliers from worlds and from Sigils are multiplicative.
Combat XP will increase even further based on which Combat Level world you are playing in:
Level 3-35 = 10x Combat Experience
Level 36-70 = 15x Combat Experience
Level 71-100 = 20x Combat Experience
Level 101-126 = 25x Combat Experience
Please note you will not receive any XP during PvP encounters, though fake XP drops will appear to indicate how much you would have gained.
Quest & Automatic Unlocks
In previous Deadman modes, we unlocked various quests automatically to help speed up player progression. This time our approach is slightly different.
Instead of unlocking a bunch of quests on your first log-in, we’ll be tying unlocks into the Combat Level worlds. By reaching the next tier world, you’ll automatically unlock certain quests and any quest requirements that are relevant to your level of progression. Note: Recipe for Disaster will still require most pre-requisite quests to be completed, regardless of increased access to the Culinaromancer's Chest.
The following automatic unlocks will apply:
Full list of unlocks
[expand type=details] Upon starting a new account at Level 3:
Ernest the Chicken
Goblin Diplomacy
Rune Mysteries
Shield of Arrav
Druidic Ritual and Level 3 Herblore
Recipe for Disaster Part 1 This gives access to Mithril Gloves by unlocking the following subquests:
Mountain Dwarf subquest
Goblin Generals subquest
Pirate Pete subquest
Lumbridge Guide subquest
Evil Dave subquest
Upon reaching Level 36-70 worlds:
Tree Gnome Village
Restless Ghost
Priest in Peril
Animal Magnetism
100% Zeah favour and completion of Architectural Alliance
The ‘Bigger and Badder’ Slayer perk
Increase the access of the Culinaromancer's Chest to Adamant Gloves This gives access to Adamant Gloves by unlocking the following subquests:
Skrach Uglogwee subquest
Upon reaching Level 71-100 worlds:
Lost City
Merlin's Crystal
Dragon Slayer
Heroes' Quest
The Grand Tree
Monkey Madness I
Increase the access of the Culinaromancer's Chest This gives access to Dragon Gloves by unlocking the following subquests:
Sir Amik Varze subquest
King Awowogei subquest
Upon reaching Level 101-126 worlds:
Increase the access of the Culinaromancer's Chest to Barrows Gloves This completes the Culinaromancer part of the quest
Note: Quests that are completed automatically will not yield the usual rewards. Want to complete one that isn’t on the list and obtain its goodies? Be our guest! Quests can still be manually completed outside of this unlock system at any time. Also, any quest that is a pre-requisite of an automatically completed quest will also be unlocked. [/expand]
Drop-rate Modifier
If you’re in it for the loot, you’ll have lots of fun in Deadman: Reborn because we’re increasing the drop-rates of certain items by 4x their normal rate! Here are the items we're currently expecting to include:
Full list of modifiers
[expand type=details]
All Abyssal Demon uniques
All Alchemical Hydra uniques
All Barrows uniques
All Chambers of Xeric uniques
All Clue uniques
All Dagannoth Kings uniques
All Demonic/Tortured Gorilla uniques
All Drake uniques
All Gauntlet uniques
All God Wars Dungeon uniques
All Grotesque Guardian uniques
All Kraken uniques
All Nightmare uniques
All Revenant uniques
All Superior Slayer creature uniques
All Theatre of Blood uniques
All Zulrah uniques
Also included are:
Basilisk Jaw
Black Mask
Blood Shard
All Cerberus Crystals (including the Smouldering Stone from Hellhounds)
All Corporeal Beast Sigils
Dark Bow
Dragon Boots
Dragon Defender
Dragon Limbs
Dragon Pickaxe
Dragon Warhammer
Dragonbone Necklace
Elder Chaos Robes
Granite Maul
Leaf Bladed Sword and Lead-Bladed Axe
Occult Necklace and Smoke Battlestaff
Odium/Malediction Shards
Tomes of Fire/Burnt Pages
Unsired from the Abyssal Sire
All Visages
All Wilderness Boss Rings
[/expand] In addition to the modified drop-rates, we've increased the amount of resources you have upon entering the game. Here’s how:
In addition to the normal loot for killing them, Callisto, Venenatis, Vet'ion and the Chaos Elemental have a 1 in 3 chance of dropping a single 4-dose Saradomin brew.
In addition to the normal loot for killing them, Scorpia, Crazy Archaeologist and the Chaos Fanatic also have a 1 in 5 chance of dropping a single 4-dose Saradomin brew.
Dragons now drop double the amount of bones.
All loot from the Giant Mole will be doubled.
All herb drops will be doubled.
Bronze to Rune Defenders droprate will be doubled.
Tuna, Lobster, Swordfish, Shark, Karambwan, Dark Crab, and Anglerfish fishing spots will yield 3x the amount of fish resources.
All random un-noted herb drops from NPCs are now doubled.
The Giant Mole will now drop double the amount of Claws and Hides.
In Barrows there is a chance to obtain potions and potion ingredients. For potions, there is a 1/2 chance of gaining a stack of three 4-dose potions when you would roll on the Barrows armour table. You will receive either Saradomin brews, Super Restores, Ranging potions, or Super Combat potions. There is a small chance of obtaining potion ingredients on the normal Barrows table. Also, due to limitations of the Barrows interface, it's possible that any items gained may instead appear in your Inventory or on the floor. You could receive the following: Crushed Nests, Red Spiders' Eggs, Wine of Zamorak, Limpwurt Roots, White Berries, or Grimy Torstol.
Potion supplies can now drop from Wildy Bosses (including demi-bosses).
Deadman-Only Drop Table
On top of those lovely increased drop rates, we’ll also be implementing a Deadman-only drop table for all NPCs! This means you could snag some extra loot from anyone or anything you defeat within Gielinor. This drop table includes the powerful Ancient Warrior’s weapons, Sigils, and resources such as food, potions, Herblore supplies and Emblems as well as some alchables, Master Wands, Mages Books and more powerful items that are typically obtained through other means.
The odds vary according to the Combat level of the NPC you’re fighting. So, bosses generally have an increased chance – and with Superior Slayer creatures, it’s guaranteed.
Note: The Ancient Warrior's weapons can be obtained by killing any NPCs, but creatures within the Wilderness have the highest chance of dropping them.
Restricted Content & Content Changes
Here's a look at the list of content restrictions for this version of Deadman. Anything not listed above will be available, including within the Finale, so make sure you strategise with this in mind:
Duel Arena, Castle Wars, Trouble Brewing, Fight Pits, Rat Pits, Pest Control and Last Man Standing are all inaccessible.
The Nature Rune Chest in East Ardougne is inaccessible.
Count Check will not be able to teleport players to the Stronghold of Security.
You cannot pickpocket NPCs in a safe zone.
The RPG is disabled and cannot be used.
Turael will not assign Kalphite tasks.
You cannot get Kalphite tasks from Turael.
You cannot get Lava Dragon tasks.
Falo will not offer any Lava Dragon Bone master clues.
The Seedbox cannot be brought from Tithe Farm.
There are some cases where pending combat damage is not cleared.
We’ll also be making the following changes:
You'll have the ability to use the looting bag anywhere (except safe zones).
All Rune Shops, Arrow Shops, and Fletching and Crafting Stores restock at a much faster rate. Lower tier equipment will restock faster than higher tier equipment (for example, an Air Rune will restock faster than a Death Rune).
Items that are placed in shops and not part of their natural shop stock cost 5x more than they normally do. These items sold to the shops give 3x less for selling to them.
Some shops such as Zaff Staves have their own deadman shops. These will have increased restock rates.
Wilderness Slayer task creatures have a chance to drop Emblems.
Pyramid Tops, found at the Agility Pyramid, will turn to cash upon death.
If you die with or drop, a stack of Chinchompas, it will fall to the ground, and be visible to all players.
Measures remain in place to prevent door spamming.
Player Owned House pools are unavailable for three minutes after combat.
Teleblock will now last for 150 seconds, or for 75 seconds with Protect From Magic active.
Protect From Magic does not half the duration of bind spells.
Some items are converted to coins on PvP deaths.
A Safe Deposit Box can be found in both Banks within the Grand Tree.
You'll be able to lock XP by speaking to Nigel in Lumbridge. When XP locking is activated, all XP gain is blocked, including any quest and lamp rewards you would normally receive.
No longer required to complete Dragon Slayer to equip an Antifire Shield.
Players can access the Rune Shop in the Mage's Guild without completing Hand in the Sand.
You'll be allowed to skip the fight with Hammerspike and his gang in One Small Favour.
You can only engage the Black Knight Titan in combat with Excalibur, but you also have the option of talking to him to avoid the fight entirely.
For Clue Scrolls, the number of steps in order to complete one has been reduced:
Beginner: 1 step
Easy: 1-2 steps
Medium: 1-3 steps
Hard: 2-3 steps
Elite: 2-4 steps
Master: 3-4 steps
The Emblem trader also exists within Deadman: Reborn with Emblems being worth twice the main-game value. He is located outside of Edgeville Bank and offers the following items:
Full list of items
[expand type=details]
Super Attack potion - 1,000 points
Super Strength potion - 1,000 points
Super Defence potion - 1,000 points
Ranging potion - 6,000 points
Magic potion - 8,000 points
Super Combat potion - 30,000 points
Prayer potion - 3,000 points
Super restore potion - 10,000 points
Saradomin brew - 25,000 points
Zamorak brew - 25,000 points
Stamina potion - 8,000 points
Extended Antifire potion - 5,000 points
Antidote++ - 3,000 points
Anti-venom - 35,000 points
Blighted Bind sack - 100 points
Blighted Snare sack - 500 points
Blighted Entangle sack - 1,000 points
Blighted Teleblock sack - 3,000 points
Blighted Vengeance sack - 3,000 points
Blighted Ancient Ice sack - 2,000 points
Ring of Wealth (i) Scroll - 50,000 points
Magic Shortbow (i) Scroll - 100,000 points
Saradomin's Tear - 1,500,000 points
Rune pouch - 1,200,000 points
Looting bag - 10,000 points
Clue box - 100,000 points
Ornate Maul Handle - 1,250,000 points
[/expand] Note: Blighted items are available to be used throughout Gielinor and will not be restricted to just the Wilderness.
Sigils
Much like Relics from Leagues, Sigils are an additional layer of powerful buffs that will enhance your gameplay way beyond anything mere equipment or skill levels can provide!
Unlike Relics, however, Sigils are not a permanent choice. You’ll have the flexibility to swap out and change your Sigils to complement whatever task working on, so long as you’re in a safe zone and not skulled. Simply attune to your chosen Sigil (making it untradeable) and you’ll benefit from its unique properties! When you’re ready to swap Sigils, un-attune from the Sigil and it will become tradeable once more.
There are three tiers, each providing more powerful buffs than the last. The higher tiers of Sigils will only be available on higher Combat Level worlds.
You can find a full list of Sigils from our amazing friends at the Old School Wiki!
As stated earlier, when logging into a Deadman: Reborn world for the first time, or after losing your last life, you’ll be presented with a selection of Tier 2 Sigils. While the Sigils on offer are always the same in subsequent attempts, you’ll be able to pick a different one to kick-start your journey each time, increasing your overall power level.
Additional Sigils can be obtained as drops from NPCs. They can also be bought from, or sold to, other players – although you’ll only be able to do this at the Grand Exchange.
You can have up to three Sigils active at any one time, but only two can be Combat-related.
Upon losing a life that is not your last, any attuned Sigils will remain safe and in your possession, but un-attuned Sigils in your inventory will be deleted. Losing your final life means all Sigils, attuned or not, will be lost forever.
Finale
Check out our full Deadman Reborn newspost for all the details regarding the finale on September 17th!
Rules & Reporting
All existing RuneScape rules apply during the Deadman Finale. Anyone who has been caught cheating in any Jagex event may be suspended from all future events. Jagex staff will review cases and players.
Players found to be abusing game mechanics to gain an advantage in a way considered to be unsporting will be removed from Deadman: Reborn immediately.
Using Combat with an allied player during Deadman: Reborn is considered to be using a game mechanic to gain an unfair advantage. Players found to be abusing any of the above will be met with a three day ban along with disqualification from the Finale.
The act of muling during the Season is prohibited, and is a bannable offence. This refers to the storing of items on another account to prevent them being lost in PvP situations.
Boxing other players is also against the rules in Deadman: Reborn. In addition to this, attempting to ‘x-log’ with an NPC is against the rules and will result in the same punishment as boxing.
In addition to the above, the following rules also apply to Deadman: Reborn:
During the 1v1 stage, should a player experience connectivity issues and log out before a fight begins, that player has until the fight begins to log back in.
During the 1v1 stage, should credible evidence emerge to suggest that an account is maliciously targeting other players, we will take action against them.
We will not, at any point or under any circumstances, restart the Finale.
We will endeavour to announce the results of the Finale on the night of the event, but should more investigation be required, the results will be announced only after the Old School team has met and reviewed all evidence available to us.
We've also added to new reporting options to the Report Abuse screen, which is only available across Deadman worlds and specifically relates to muling and boxing:
16: Boxing in the Deadman Tournament
17: Muling in the Deadman Tournament
If you suspect any of these two new rules have been breached, you can access the Report Abuse screen from the bottom of your Chatbox.
That's everything you need to know about Deadman: Reborn! We look forward to seeing you all in game trying out the newest version of Old School's most brutal PvP experience!
To bring you improved gaming experience, we will undergo zero-downtime online maintenance on Thursday, August 26 (UTC+8). Top-up and matching features may be unavailable during maintenance. Please note you must quit game and download update patch afterward to enjoy the newest additions!
NEW PILOT SERENA IS HERE
"May the hope bloom in the future."
New pilot Serena has arrived in Mecha City. Buy the pilot before September 9 and get a free A-level "Star Kiss" skin!
VANGUARD RETURNS SKINS ARE BACK
Some of Season Collection: Vanguard Returns skins are back: S-level Lava Hunter for Gabriel, S-level Fiery Lotus for Skylark, and S-level Red Pal flying machine skin are now in the Chromatic Ball prize pool for a limited time, with improved odds of drawing them. Those appearances are also available for players to redeem in the Flash Shard Store.
NEW EVENTS
1. Premium Perk GO Activate to get Energy Crystals and Premium Tickets. Log in for 7 days and get prizes every day. Exclusive avatar frame also awaits!
2. Fairyland Connect Dots From 8/26 to 9/9, complete missions for grails, complete connections for rewards, and complete all connections for the grand prize!
ANTI-LAG IMPROVEMENT
Further improved combat experience for NVIDIA users. Players can update with the latest Steam pack and see fewer lags in battle.
GAME BALANCE MODIFICATIONS
Firefox 1. Mitigated immobilization upon landing; 2. Decreased Energy cost for charge skills from 10 to 5; 3. Reasonably increased range for ground charges with charge skills; 4. Increased non-running movement speed.
ADJUSTMENTS & OPTIMIZATIONS
1. Fixed the problem of canceling the third attack with Michael's secondary weapon would stop the third attack from ever going off in certain situations; 2. Added Quick Rifle Scope On for Light Rifles; 3. Further improved the visuals for the Lobby; 4. Improved the display for Badges page and added page scrolling option; 5. Added the mecha tutorials for Alborada and Michael; 6. Fixed the problem of mecha skipping locations in AR Camera under certain situations; 7. Energy Crystal redemption added to Meow, 1 Crystal = 5 Meow Tokens.
Finally, thank you for following and supporting Super Mecha Champions. We look forward to seeing you on the field!
First and foremost we want everyone to know that we’ve been listening to your feedback and are taking a number of significant steps to make changes to improve the experience. Our last two patches have been focused on stability improvements, but this patch has a lot of significant feature updates for you to dive into. Most notably, we have a lot of balance changes, UI Improvements and changes to the campaign/multiplayer modes. We also implemented ultrawide monitor support
We have a very long list of changes for this patch note and we encourage you to check out the extended patch note on our official forum. We wanted to explain and detail our balance changes and the reason which led us to making these changes.
Once again, thank you for your feedback and we hope you will enjoy the changes!
PATCH NOTES
UI Improvements
Unit Editor has been redesigned to combine Wargear and Skills.
Controller Cursor no longer snaps to the hex center.
Campaign Changes
Campaign starting warbands have +1 unit available per difficulty.
Two new encounter types: Survive and Protect.
Added a dialog skip button.
Multiplayer Changes
Two new maps added to the rotation: The Lower Bole and Drowned Man’s Journey. The Lower Bole
Drowned Man’s Journey
Fungal Cliffs map now has a new layout.
Added a Tutorial to Multiplayer.
Increased Earned Experience for all players.
Added XP rewards to players who lost in turns 1, 2, and 3.
Added a turn timer. You will now get visual and audio warnings when your turn has 30 seconds remaining.
Multiplayer Faction Progression now includes more random items than before.
PC System/Settings
Ultrawide Support: In game maps now have a custom camera supporting 21:9 resolutions. Front-end screens will remain centered in a 16:9 resolution.
Audio Changes
Fixed the issue of units talking over each other.
Fixed over 60 bugs related to missing and broken SFX.
Balance Changes
Maggotkin of Nurgle
Corrosion and Poison now last 2 turns by default.
Disease ignores armour but only lasts 2 turns instead of 3.
Blightkings base health increased from 5 to 6 and base Armour increased from 0 to 1.
Rotbringers now have reduced base damage, from 3 to 2.
Transmit Disease now requires you to not have moved before activating.
Corruption now has a cast range of 4 increased from 2, and a reduced cooldown by 1.
Feculent Gnarlmaw - Base aethyr cost reduced from 4 to 3 and base cast range increased from 3 to 4.
Nurglings - Seed of Corruption has been moved to an off-hand ability and they have disease bomb by default.
Calcify now has an increased cooldown from 2 to 3.
Replaced Second Nature property with Tireless, so while you can still charge after using, you can't use other abilities.
Debilitating Aura now leaves a lingering debuff for 1 turn that is refreshed every turn
Great Corruptor now applies the effects of adjacent corruption whenever you take ANY damage instead.
Fixed Corrosive items dealing too much / inconsistent damage when more units were involved.
Fixed Layer of Sick (+1 armour when using Joyous bile) only lasting until end of turn.
Nighthaunt
Overrun can only be activated once per turn.
If you have a 2nd skill of Overrun it will grant the Fall Back passive after Overrun has been triggered.
Fall Back - Dealing any damage will refresh the unit with Relentless (allowing them to move and use abilities again), but they will deal 0 damage with ALL abilities, but Into the Mist has 0 Aethyr cost.
Arcane Claw’s range is lowered from 5 to 3
Lady of Ashes will now be healed when she retaliates in melee with Healing Winds
Myrmourn Banshees - Increased base summons from 1to 2 in multiplayer .
Ethereal now ignores taking/dealing damage from basic ranged attacks.
Summoning Wisps now costs 1 less Aethyr and the cooldown has been lowered by 1.
Blazing Step skill (leave spectral flames on ground) now lasts 1 turn instead of just end of turn.
Fixed Chainghast Solitary skill.
Chainrasp Endless Horde skill can now be correctly equipped 3x.
Nighthaunt weapons that say they rend armour will now work correctly.
Lowered range of Chains of Burden (AOE Legendary) from 4 to 3.
Enhanced Summoning Skill (Knight of Shrouds) now only grants +1 summon range to wisps instead of +2.
Stormcast Eternals
Zealous skill has been separated into 2 separate cards, 1 grants -1 cooldown to main hand weapons the other grants -1 Aethyr cost to them.
For each copy of Zealous you had, you will receive an extra card for -1 Aethyr (E.g. you have 3 of them, you will keep 3 for -1 cooldown and gain an additional 3 for -1 Aethyr).
Tireless skill no longer grants +1 movement with a single stack. Grants+1 movement for each additional stack (e.g. if you have 3, you will get +2 movement after casting an ability).
Decreased cooldown of Challenge by 1.
Fixed a bug where Challenge couldn’t target ranged units that were channeling in order to interrupt them. Now if they will be interrupted but won’t attack back.
High ground bonus is reduced from 2 to 1 damage.
Lightning Rod is no longer buffed by stacks of Frenzy.
General
When knocked into Endless Spells or Alchemic Transmutation, you take 3 bonus damage for a total of 4 that ignores armour instead of being instantly killed.
By default, all traps have a cast range of 2 instead of 1.
Base cost of traps except Violent Growth cost 0 Aethyr instead of 1.
Many traps had their cooldowns lowered.
Blitz will no longer allow you to execute 2 charges AND an ability in the same turn, regardless of order of execution.
Blitz no longer allows you to execute a charge and then a damaging ability without its stack being removed.
Deflect now blocks basic ranged attacks by default
Barriers no longer last forever.
Fixed a bug where you could cast barriers for free when your unit had no other moves.
Fixed environmental hazards escalating their damage over time.
Fix for Layer of Sick (+1 armour when using Joyous bile) only lasting until end of turn
Auto-dispel no longer works on Endless Spells
Units can no longer pass through Grove of Renewal or Feculent Gnarlmaw.
Fixed a bug where hazards like fire could deal extra damage when summoned on a unit occupying a hex containing other props. This damage didn’t preview correctly, which would have caused confusing results.
Thank you very much for your support. See you in the Mortal Realms,
The Gasket Games and Focus Home Interactive teams.
Iron Conflict will be going free-to-play on August 26th, and as part of this week’s update, we’re releasing the new 3v3 Tactical Offensive mode as well as 48 new Bear Faction units, including artillery, anti-air guns, helicopters, bombers, reconnaissance aircraft, snipers, and more.
In today’s article, we’ll be taking a look at the Bear Faction helicopters. These helicopters are mainly used for anti-tank and anti-armor operations, and can also be equipped with R-73 air-to-air missiles.
T5 - Mi-24V
The Mi-24V is a modification of the Mi-24A, which had serious cockpit defects. The initial design had the pilot’s seat on the rear left with the gunner’s seat on the front right. The originally intention was to provide its pilot with better forward vision, but in practice, the gunner’s position blocked the pilot’s view, giving them a blind spot. As a result, the Mi-24V was produced, and the pilot and gunner sat inline with one another. The front fuselage was also changed and the nose landing gear was lengthened. The 9M114 used by the Mi-24V is a supersonic anti-tank missile guided by radio commands, and has a hit rate of 90%.
T6 - Mi-24P
In order to strengthen the firepower of the Mi-24, the Mil Moscow Helicopter Plant continually upgraded its guns, settling on a dual-barreled 30mm gun for the Mi-24P, replacing the previous 12.7mm machine gun. While powerful, the 30mm gun was heavy in weight and recoil, so it was fixed on the right side. The Mi-24P was put into production in 1981 and more than 620 of them were made by 1989. It was later exported as the Mi-35P.
T7 - Mi-35M
The Mi-35 helicopter is a medium-sized multi-purpose attack helicopter produced by Russia. In fact, this aircraft is an improved version of the Soviet Union’s first dedicated armed helicopter, the Mi-24. The main aspects of its upgrade include a refurbished body, and an extended service life lasting until 2020. New equipment include a new engine that allows for improved flight performance, new weapons such as more powerful bombs, and enhanced night-vision capabilities. Although it was not strictly a new aircraft upon release, its results were impressive, especially at low-altitude and ultra-low-altitude flight.
T8 - Mi-28N
The Mi-28 gunship is a Soviet gunship outfitted with a lot of advanced technology. It can be directly transported to designated combat areas by An-22 and Il-76 airlifters. It is somewhat similar in design to the AH-64 Apache. Its design began in 1980 and a prototype flew for the first time in 1982. 90% of the development work was completed by 1989. In 1996, the Mi-28H and Mi-28N prototypes took flight for the first time. It was reported in 2021 that Russia would equip its latest Mi-28NM helicopter with long-range cruise missiles. The Mi-28N is an improved version of the Mi-28, equipped with wave radar.