Greetings! we've finally crossed the finish line and IRON GUARD is out on Steam! But it's still too early for us to relax.
Firstly, bugs, we are mentally ready for them, we also have our own small list of improvements for the upcoming patch. We would be very grateful if you find any bugs and could report in this forum thread or on our Discord server.
Secondly, we need to add support for a few more devices. WMR users - we haven't forgotten about you! Stay tuned for updates.
Lastly, we plan to release in other stores such as Viveport and Oculus Store and then we plan to do a port for Oculus Quest and PSVR. So as you can see there's still a lot to do.
On another note, we would like to thank everyone who helped us with testing, promotion and lastly but most importantly our families for their patience!
Good afternoon Survivors, we're on a roll to bring the next major update to RIO, we started testing the infected today. Here's a preview of the trowel, which will already be in this update, plus we'll still have a spanner and hammer.
Hello everyone! We're excited to announce that Shattered Gardens is now out in Early Access! We're excited for you to get your hands on it and provide us with your feedback.
Early Access? What's that?
It means the build you get is not final and you will get updates to the game as we develop it. This means that you will be able to test the game for problems and you can provide feedback on the new features we add or suggestions on what you would like to see added into the game. On the store page we have answered some questions related to Shattered Gardens being in Early Access, please go and read these and keep checking them regularly, we will update our answers as we develop the game.
What do I get in return?
If you buy the game during Early Access, you will get it for cheaper. By the time Shattered Gardens is ready for the final release, the game will have many more features which means the price will go up slightly. We're not going to mention an exact price here. There are more details about the price changes in the Early Access questions on the store page. Also, as previously mentioned, you get to provide us with feedback to make this game as good as it can be for the final release. This may be bug reports, telling us if you like or dislike a new feature and why, and giving us your ideas for what you would like to see in the game. It all matters.
Stardock is pleased to release v3.0 for Fallen Enchantress: Legendary Heroes today. This new major update includes a host of performance improvements, crash fixes, balance updates and more.
Changelog
Tile yield update on screen aborts immediately if the terrain is invalid for a city (perf)
Fixed crash bug where garbage characters could get inserted into a scene node
Increased the map tilt further so you can see more pretty stuff
Calc Military Might now longer force updates the battle rank of units. (perf)
AI city updating is now multithreaded (perf)
CalcBattleRank changed to automatically cache the battlerank of the unit (major perf boost)
Units now always get a battlerank of at least 1 to ensure caching of battlerank
Sub-units of an army are no longer recalculated unless expressly ordered
Thread safe city count method added
Fixed a crash deadlock
AI monsters less likely to attack a city on lower difficulties
Monsters now use a cached combat rating to determine city strength (performance)
Fixed multiple crash deadlocks
Unit vector sized at 10 at start to reduce increments. (perf)
Timer update increased from 1ms to 0.5ms
Conclaves provide more research but less production and money
Fortresses provide more production but less money and research
Towns provide more money but less production and research
New improvement: Tower of Knowledge. Provides +1 research per essence
Tiny map size increased to 5x3
Small map increased from 5x4 to 6x4 (20 to 24 sectors)
Medium map size increased from 6x5 to 7x5 (30 to 35 sectors)
Large map size increased from 7x6 to 9x6 (42 to 54 sectors)
Huge map size increased from 8x7 to 12x8 (56 to 96 sectors)
Wrote a replacement for toupper() that is much faster
Lots of new quests
AI improvements
Quest based champions added
Units take slightly longer to produce to balance the availability of more champions.
Colonists, We hope you enjoy what we’ve been working on for a few weeks now! Major highlights include all new equipment and major world changes that will challenge your ability to survive.
Remember that our Discord is the best place to let us know how your experience goes, especially with all these new features: https://discord.gg/Asntr8e
Outworlder PreAlpha2-Preview1a
Changes
New: Toxic Fallout. The surface of the planet is now occasionally bathed in a thick radioactive fog that kills everything above ground. You will have 2 minutes from the onset of the event to find shelter underground. Building bases above ground is not recommended until you have the technology.
New: Two different tiers of bandit outposts can be found in the world: Camp (surface and underground) and Ruined Tower (surface)
New: Smelter; many recipes now require ingots which must be manufactured at this new facility
New: Tailor’s Bench; clothes can now be crafted; the equipment slot system has also been overhauled to separate some outfits’ different parts into individual clothing items
Overview menu (F3) now shows nearby points of interest (enable Creative mode in Single Player to teleport)
New Research menu (F5) automatically queues available research items and allows you to reorder them without having to be near a research table
New Colony Manager menu (F6) allows you to enable/disable job types for each colonist
New emoji icons reflect colonists’ state of mind - need bed, need weapon, need ammo, horrified, tired…
New mobility item: Rayboks; equip to run faster
New mobility item: Super Jump Boots; equip to jump higher
New mobility item: Double Jump Boots; equip to allow a second jump in mid-air
New mobility item: Hiking Boots; equip to allow wall jumping/sliding. You may not jump off the same wall twice in a row.
New mobility item: Rocket Boots; equip to allow jetpacking in mid-air
New mobility item: Parachute; equip it to your Back equipment slot and activate with Jump while in freefall. (Not usable by NPCs)
New Controls menu in Options allows rebinding controls with up to 1 mouse button and 2 keyboard keys per binding
Added weather effects; rain, thunderstorm
“Iron” is now “Metal” (Iron Ore is now Metal Ore, Iron Bed is now Metal Bed, etc)
NPCs can now jump up and down through platform and stairs blocks
Updated “Spawn Item” section of Debug Menu to show icons instead of text descriptions. You can select an item from the search results with the arrow keys and spawn it into your inventory with Enter.
Bugfixes
Some improvements have been made to movement on stairs and platforms, including fixing multiple snagging issues
Movement smoothness while walking across horizontal surfaces and gaps has been improved; characters now benefit from real ‘coyote time’ as they walk off a horizontal surface and will not snag on 1-block wide gaps.
Outworlder PreAlpha2-Preview1b-c
Internal bugfixing, very secretive
Outworlder PreAlpha2-Preview1d
Fixed long standing bug that could cause an exception and corrupt the stream of data coming in from the server depending on the user’s network settings and connection quality
Outworlder PreAlpha2-Preview1e
Changes
Dead players and NPCs now drop backpacks instead of their inventory spilling into the world; use with E to loot
Loot chests at raider outposts now contain essential crafting materials not available elsewhere (Air Filter, Antimatter, Circuit Board, Servo Motor, Liquid Oxygen, Titanium)
Raider outposts should now replenish/respawn after a certain delay
Added “Wall of Death” to Overview (F3) so you can see the world boundaries (Default position is at -1000 and +1000)
Bugfixes
Fixed issue that was causing save and load errors for certain chests generated with raider outposts
Fixed raider outpost blocks not having the Raider faction set; ensured ruin blocks can be damaged by weapons
Fixed issue that could cause certain areas near the spawn to be impossible to mine or build on
Fixed issue that could cause clients to remain stuck “Awaiting snapshot” and then lose their connection to the server upon trying to connect or reconnect to a game that’s been underway for some time
Fixed issue that caused tower outposts to spawn in the air or underground. Note that there are still world generation issues causing outposts to have their upper levels cut off.
Social Media
Can’t get enough Outworlder? Itching for the next colony? Try one of our communities and social media platforms!
Our Discord is our main community hub: If you’re a playtester, you can join and get a special playtester role. Discord: https://discord.gg/Asntr8e
Our other spaces are regularly updated Twitter: @playoutworlder
New Gameplay Mechanic: Egg dive: -Added a new gameplay mechanic called the "egg dive". The egg dive lunches you into the air with a fast speed and slams you down. This maneuver allows you to quickly gain the advantage on the battle field and against sharks by allowing your aggression and force to show as you quickly and efficiently deal with your opposition. The egg dive is performed by holding down the left or right lean key while running.
Volcano shark: -Reduce the maximum and minimum damage range of its molten rocks blast attacks
Good morning Wizards. I'm proud to announce that Rift Wizard is now a full fledged, launched game! Tell your friends! Even the ones that don't play obscure indie early access roguelikes!
With launch comes a big patch of course. This patch has a bit of everything: new content, balance changes, a new bestiary UI, and of course plenty of bugfixes. Full Patchnotes follow:
Gameplay:
Added an error message when attempting to load an old, incompatible save file- if you get this, either abandon that save file or right click on rift wizard in steam and navigate to properties->betas and select the previous version. Number of rifts per level slightly more likely to be 3 Atleast 1 mana potion is now gauranteed at level 4 (was already guaranteed at levels 2 and 3) Added limited spellbook trial- a rather simple alternate gamemode with a random 15% spell pool and no other mods threat display default key changed to t (and is now its own keybind) los display default key changed to l (and is now its own keybind) Added endgame epilogue text Conversion skills and shrines now work based on pre resist damage
UI:
Added Bestiary screen to allow players to view tooltips and mechanics of all the enemies they have defeated atleast once. Help screen now has a second page with descriptions of common status effects (and the channeling, and shields mechanics).
Fixed minion and enemy ranged attacks not being properly buffed by damage buffs Added path effect to visualize some long distance enemy summon effects
Consumables:
Increased drop rate of: Teleporter Portal Disruptor Golden Stopwatch Death Dice
New Items: Elixer of youth: free spell casting for 7 turns Oculus: increased range and blindcasting on all spells for 10 turns Troll Crown: creates 4 troll gates Storm Troll Crown: creates 4 storm troll gates Earth Troll Crown: creates 4 earth troll gates Aether Knife: enemy units in line of sight lose all resistances and immunities Memory Draught: double the effect of all memory orbs collected for 10 turns Bag of Bags: summons 8 bags of bugs Bag of Spikes: summons 8 rolling spike balls Orb of Corruption: corrupt the current level
Shields reworked: Removed old shield items Added 2 new shields: Stone shield: protects against physical, fire, ice damage for 30 turns Energy shield: protects against arcane, dark, holy, lightning damage for 30 turns
Monsters:
Added 7 new rare bosses: The Golden Bull Titan Immortal Aesir Immortal Gemini Twin Mischief Maker Slime Drake Void Phoenix
Spells:
Meteor Shower damage 14 -> 23
Mega Annihilate max charges 2->3
Void Beam max charges 4->7
Chaos Barrage bolts 7->8 angle pi/4 -> pi/6
Thorny Prison fixed inconsistencies in how targeting flying units over chasms vs ground units worked
Flame Burst fixed bug where wall melt upgrade would not work if the wizard is totally surrounded by walls
Ice Drake can now gain duration buffs, buffing the duration of its ice breath freeze debuff.
Death Bolt Soul Battery level 6->7
Fae Court fixed bug where glass fae did not get stat bonuses
Fiery Tormentor minion duration 25->50
Knightly Oath minions can now properly benefit from range bonuses
Spider Queen works a bit better with minion hp bonuses
Freeze no longer has a radius attribute (it did nothing, but sometimes offered the player confusing shrine options)
Deathchill now checks if the target is hostile to the caster, rather than to the unit with the buff now displays a visual effect to show where the damage comes from
Ice Wall max charges 4->6
New spell: Pyrostatic Curse. Curses enemies in a ball causing fire damage dealt to them to deal lightning damage to other enemies.
Skills:
Arcane Accounting: reworked. Is now: Whenever you cast the last charge of an arcane spell, your next non arcane spell is free for 1 turn.
Prince of Ruin level 6->5
Frozen Fragility level 6->5
Collected Agony damage 1x all poison damage -> 2x all poison damage now hits the nearest enemy unit, rather than a random unit in line of sight
Fixed some shrines not working with minions Chaos Imp Shrine duration 13->17 Fixed toxic agony shrine sometimes proccing off unrelated poison buffs on owned minions
Misc and Bugs:
Fixed mordred chain stun immunity not working Fixed melee spells being able to benefit from range buffs Fixed multidamagetype monsters not correctly understanding what they could and could not damage Fixed ghostfire tormentor havng the wrong resists Fixed various monster tooltip typos Fixed Ygdrassil Thorn summoning console warnings Fixed a red cyclops related crash Improved many spell aoe indicators to show which units will be impacted Fixed many spell desc typos (including fire drake dragon mage incorrectly claiming the fireball spell it got was on a 15 turn cd instead of a 3 turn cd)
Hello everyone, today we are participating in Eva play 2021, our team will be participating and we hope to go far and win obviously. For that it would be very helpful if you can join and leave your like and comment. That would help us a lot to move forward. Thank you very much. We appreciate your support.