New Content: * Castle of no return has been extended. * New items (rings, amulets, quivers..). * New monsters added. * More quest points has been added. * First town has been partly remade. All shops are now located on one map so that it becomes easier for new players. New NPCs has been added to the town with good to know information.
Fixes: * Fixed an issue on Colosseums/Arena that could cause HC characters to die. * Fixed issue where you could drop items in the town/items lost. * Fixed poison strike skill name. * Fixed trueshot skill not working on the first "monster map slot assigned" monster on the map. * Fixed lag issue where you could freeze. * Fixed entering spectator area for Colosseum. * Fixed gathering text so it now shows +2 instead of +1 for Sunday events. Since the event boosts +2 Gathering. * Fixed some small NPC related errors. * Fixed some other small server errors. * Fixed some mapping issues.
Balancing: * You now get 1 token per player in the colosseums battle ground when a token is dropped by a monster/boss. So if you are 3 players, then 3 tokens will drop instead of previously 1 when you are lucky and get it. * Increased the chance of getting the super rare colosseum only items (the cape, ring and amulet). * Added a chance for colosseum monsters to drop a small amount of gold upon death.
Stability/Performance/Security: * Improved map transitions. * Improved character login. if you reached the char selection screen too quickly, you would have to wait before it would allow you to login. The total time was 7sec from game startup that was required by minimum before. * Some visuals has been slightly speeded up so the game feels more action oriented.
Other: * A guild recruiter can no longer recruit a Leader. * Now supports up to 150 different monsters, previously 125. * Updated the pvp info in the tutorial.
You’ve been hard at work developing your signature sound — show us everything you’ve learned in this week’s Sonorous Salve Live Set Event! Return to Rhythmic Guardian with Danny Humbles to perform a soul-soothing set. You can earn XP and Diamonds to spend on new music, custom instruments, and outfits for your avatar in the Diamond Shop.
Perform a rhythmic set for a hard-working crowd using single-use expiring discs. Sonorous Salve resembles Campaign gameplay, so hustle for high scores that will unlock various rewards. You’ll earn 40 Diamonds at 51,500 points, 60 Diamonds at 77,300 points, and 80 Diamonds at 92,700 points.
While you chase the perfect sound, ensure your avatar is dressed the part! Spend some time with the character creator and find a crowd-captivating look. Your Stage Kit can be just as effective in grabbing audience admiration, so customize your whole show to make it a totally unique experience!
Sonorous Salve will be open from August 30 at 12:01 AM PT/ 3:01 AM ET (7:01 UTC/9:01 CET) until September 13 at 12:00 AM PT/ 3:00 AM ET (7:00 UTC/9:00 CET).
After you’ve completed your soothing masterpiece, share it with the whole FUSER community! Export and post your mix to Instagram, YouTube, or Facebook, and tag us with #FUSERfanMix.
Learn more about FUSER or listen to great beats while you hang out with fellow music mixers! Catch FUSER Guest Sessions or watch the Diamond Stage—follow our social channels for dates and times!
We just released patch 1.4.1 which contains the following changes:
- {ADDED} UI for displaying building mode (static grids or vehicle grids). One of our preparations for the first major update. - {ADDED} hint when setting spawnpoint - {FIXED} translation of "HOME" key while building - {FIXED} various problems with vegetation - {FIXED} bug where game crashed on certain save games - {FIXED} refraction of glass too strong - prepared more of the codebase for the "Going to Space" update - some general technical improvements
News on the first major update ("Going to Space" Update):
We're currently optimizing the update and fixing some bugs. All the basic functionality is ready and working. Internally we can already build space ships and fly to space. All that needs to be done now is some optimizing work. It's not too far away :slight_smile: Stay tuned! After the space update we will start working on the electricity system and on the steam workshop implementation!
---Red---Tether--> will come to Steam Next Fest in Oktober and the plan is to have a nice little Demo build ready by then. The game made some nice progress in the last weeks and might even be ready for release by the time of the festival, but I want to give it another couple weeks after the demo is out to implement feedback. Here’s a breakdown of what I’ve been working on recently and what is still to come.
Mid Game Opposition About 10 new enemy classes got added, focusing on mid game challenge. New asteroid variant come armed, or filled with coolant. Hazard tugs and refinery ships carry dangerous cargo, ripe for being spilled on their escorts. Minelayers deny areas with seeker mines. Stealth ships are hard to identify until you rip their H³-heatsinks off. Late game combat ships might carry antimatter auto cannons or heavy railguns, allowing them to fire at you from mid and long range.
The new ships also come with new defensive attachments that interfere with your tether attempts. Shock spires electrify ship hulls when harpooned, giving you a narrow window to remain tethered to ships that carry them. Shield generators block tethers altogether, the generator itself remains vulnerable, but is anchored heavily into the ship and requires multiple tethers to be ripped off.
These defenses aren’t just detriments though, you can turn them against other ship too. Using electrified hulls to shock and disable other attachments is the obvious options. But the increases HP of shielded ships also makes them ideal “anvils” you can use to crash weaker ships against, if you find creative ways to get them there. These are just a few of the systemic interactions I intend for the game, more enemy and hazard mechanics are still on the way.
Options Menu Other than that I also threw in a basic options menu, wanting to get that done way before the demo. As with my previous game, the glitch and feedback stuff will be freely customizable. And I’m considering some accessibility options like a hight contrast mode for later.
Hangar Base And Ship Unlocks And lastly I started working on hangar base and unlockable player ships, with some parallels to Hyperspace Dogfights in that regard. Ships all come with signature items that can be unlocked for other ships to find on their run. The second ship you'll get will most likely be again one that grants random upgrades on launch. Your starter ship is carrying Chainsaw Field as its signature item, offering an easy fallback method of dealing damage with high powered speed-collisions. Overall I'm leaning towards ship concepts with more distinct signature items this time. 7 ships are planned for the initial release.
After that I still want add a few more things. There’ll be a black box system that gives you some unlockable lore to collect and slowly reveals context on the game world. Late game enemies and bosses are still in the pipe. And to wrap it all up I want to implement an endless mode that features randomized waves instead of the pre-made ones the game is currently using.
Stay tuned for the demo in October, allowing you to explore some of this first hand!
The legends of the nahual in Mexico have deep roots in magical events and folklore.
These mythical beings are guardian-spirits intimately linked to their humans, who feel a mix of fear and admiration before their extraordinary powers.
Nahual is believed to reside in an animal, such as a deer, jaguar, or bird. Others believe the nagual is the animal into which certain powerful men can transform themselves, acquiring the animal's unbelievable skills (we've talked about the Nahual kids before).
🔥 In Mictlan, we've been working really hard to design a special dynamic in which the characters can contact their nahual (spiritual companion) by two different methods.
🐆 They can make an invocation to let these creatures manifest themselves in the physical world as allies in battle and as an aid to discover secret locations.
🐦 We also thought about the idea of letting the player become one with their nahual, transforming themself into powerful animals with a unique set of abilities.
What do you think? Would you call you nahual in the game? Would you prefer transforming yourself into one?
We would really appreciate your feedback about this. Let us know what you think in the comments!
Follow us on our other social media channels to stay updated with the latest news!
Supers are now granted automatically once you invest 10 points into a talent tree. The talents for these Supers have been removed from the talent tree and replaced with all new talents.
NEW TALENTS
Zabaoth T2 - Berserker: Gain 1% Attack Speed per 2% of health missing.
Alcaeus T2 - Focused Impacts: Area effects from damaging skills that cost Stamina are 25% smaller and deal 30% more damage.
Sendatu T2 - Improved Flask: +1 Flask Point
Cerridwen T2 - Mutual Mending (unchanged): Your flasks also heal your minions for 20% of their maximum health.
Orias T2 - Bulwark: Max Physical Resistance increased to 80%.
Valkyrion T2 - Diamond Soul: Max Magic Resistance increased to 80%.
Ehtiras T2 - Soulsplitter: Melee hits apply Spell Weakness for 4 seconds. Spell Weakness causes targets to take 25% more damage from your spells.
Kirkira T1 - Shatterspell: Spell Hits that don't critically strike grant 1 stack of Shatterspell. Hits gain 10% Critical Strike Chance and Critical Strike Damage per stack of Shatterspell. All stacks are removed on Critical Strike.
Verndari T1 - Trapper: You ignore weapon requirements for Trap skills. Traps arm 50% faster.
New Verndari Super - Divine Arrow: Call down a Divine Arrow. After a short delay, deals 1000% combined weapon damage over a large area.
Wrath of Ehtiras: For 10 seconds, gain a shield equal to your combined Max Mana and Stamina. Melee Strikes release a wave of energy which deals 50% combined weapon damage to all targets. Damage from this wave counts as both Spell and Melee damage.
SUPER CHANGES
Astaroth's Idol: Duration reduced from 15 to 10 seconds.
Fury of Alcaeus: For 10 seconds, Attack Speed, Stamina Regen, and Movement Speed are increased by 30%. Enemy projectiles pass through you.
Kirkira's Resolve: For 10 seconds, Mana Regeneration, Cooldown Reduction, and Ability Charge Speed increased by 25%. Cooldown Reduction cap increased to 75%. Your Dodge Roll becomes a Blink.
Sendatu's Crown: Create an area that regenerates 10% of allies' maximum health per second, decreases damage taken by 15%, and increases total damage by 20%. Lasts for 10 seconds.
Strength of Zabaoth: For 10 seconds, become massive. Increase total damage by 40%, gain stun immunity, and reduce incoming damage by 20%.
Wardship of Orias: For 10 seconds, continuously taunt all enemies within 2000 range, reduce damage taken by 30%, and return 100% of incoming damage back to your attacker.
MISC
Increased Duration Flask Effect no longer requires you to be at full health.
Mana Regen Passives now grant 0.75 Mana Regen per point, down from 1.
Modifiers that affect the size of area effects are now additive instead of multiplicative (this was how it was intended to work, stacking AOE multipliers will be slightly less effective now)
New Skill Tag: Strike
FIXED
Potential fix for Aspect of the Wolf's summon only summoning once.