The Pressure Washer is a magical tool in the Airport Renovator that uses water to clean surfaces better and faster than a brigade of train cleaners would. In the demo, you have a chance to bring the airport terminal back to being nice and tidy, and you can do it in style.
So don’t be waiting for too long. Start the Airport Renovator demo and grab the airdrop from Amelia, with our favorite tool inside. Start it up and powerwash away!
The leaderboard contest closed yesterday and many of you took part in it! That's why before announcing the winners we want to thank you all for your participation. With so many completed missions, guards must be exhausted.
And it's now time to announce the winners who succed to reach the top steps of the podium:
Well done! The whole team congratulates you on these high scores 👏
Ranking screenshot:
Reminder : a team cannot have two scores registered in the top 3, in this specific case only the highest score will be taken into account.
These results were recorded when the contest closed yesterday afternoon at 2pm, and we also congratulate all those who have managed to overtake our winners since. Don't worry, you will have more opportunities to show off your skills soon 😉
⚠️ For the winners, do not hesitate to contact us on Twitter, Facebook and/or Discord to claim your prizes.
Voting is done via this Google Form! (We do not track emails or google accounts!)
Voting concludes at Noon CET on Friday October 8th.
How the Voting works
Voting is simple. You have a total of three votes, each with a different weight. Each entry can receive one of your votes max, and each weight of vote (5, 3, 1 points) can only be given once.
The winner will be determined by the total amount of points every entry got. In case of a tie, we will compare who has more 5 point votes (3 point votes if those tie as well, and 1 point votes if THOSE tie as well). Should both entries receive the same amount of votes of each weight, they will share the tied place.
💛Screenshots by Melian Amanodel via Creative Showcase 1
Fixes: * Fixed the visual bug that the the war machine cards were disappearing. * Fixed the bug that the guilds at max level wouldn’t load properly. * Tavern rewards will properly generate all the scrolls and inventory items. * Fixed the memory leak when using hero Molly
This week things are getting heated up with surprises for you around every corner starting mid-week.
Here’s why:
New Teasers
The time is here - teasers are coming. Starting mid-week you can start to expect us dropping hints all around our social media for our upcoming Champion and next Event Pass theme. Make sure you’re following us on Twitter, Instagram, and Facebook so that you don’t miss a beat.
We’ll see you in the Realm!
LIMITED TIME MODE – Hide and Seek
All stealth, all damage, all the time. Stealth isn't consumed while in Stealth mode and Stealth is regained at an increased rate. Weapon shots deal 100% more damage.
We're happy to announce that the second major content update for Shores Unknown, which introduces the City of Carrines Bay and continues the main story of the game, is now available to download!
Note: save files from the previous versions of the game are compatible, but can cause some unforeseen issues. As always, we recommend you start a new game when a big update like this drops for optimal experience.
Below, you'll find the patch notes for Content Update 2 (version 0.8.0.0) - please be wary of potential spoilers.
New Additions
Continuation of the main story: explore the sprawling port city of Carrines Bay and uncover the secrets of the mysterious Alchemist.
7 new side-quests taking place in a number of new (and some old) locations, including companion quests for Reginald, Ashya and Sheila.
17 new advanced classes: bring your characters to new heights! Advanced classes unlock automatically when the characters progress enough in their ability groups. Some of the classes require progress in multiple ability groups (e.g. a weapon stance and Destruction magic). Note: please keep in mind that not all classes are obtainable with any character. We originally planned to include new ability group unlocks, allowing to learn magic schools for the main character, in this update, but the events needed to support this will be added in the next incremental update instead.
Weapon specialization abilities: using a certain weapon type in battles continuously will now eventually unlock a new powerful ability for that weapon type. These abilities can differ drastically depending on what weapon and stance are being used, but we can promise they're all pretty strong and provide some valuable utility for the characters, so experiment away!
New weapons and items available from vendors and quests in the update.
New respawning enemy encounters added to Mountain Forest and Abandoned Iron Mine locations for all your grinding needs.
Combat Improvements
Ranged attacks will cause the character to automatically move away from the target if it is too close.
Using buff/preparation abilities that result in engagement break will cause the character to automatically move away from the engagement, similar to disengage command.
Characters performing support actions will be less prone to moving into melee.
Mages, archers, and other classes focusing on ranged combat will now prioritize ranged over melee when reassessing to a new target if their original target is already down when they act. Note: We received feedback that combat, especially prolonged battles, would often devolve into chaotic skirmishes with everyone, even archers and mages, jumping into melee combat. These changes aim to improve the situation, and ranged characters will now attempt to keep some distance from the enemies.
Reworked debuff system: instead of each ability available to party members applying a unique debuff that often stacked with each other, we now have a set of core debuff types. Core debuffs of different types (e.g. Hobbled and Chilled) will stack, but the same core debuff applied from different sources will not (the newest application will overwrite). Core debuffs will also now show the numerical value of their effect in their descriptions.
Some of the core debuffs that previously existed as unique ones have been reworked: for example, Broken Armor now applies its effect to Block values as well and only affects physical defences; Bleed also works as healing absorb (healing taken by a character affected by a Bleed DoT will first be used to remove the stacks of bleed, and only the remaining value will be applied to HP),
Battle support mechanic: this is available as part of some advanced support classes' kits and allows the character to use support actions without breaking engagement, regardless of whether they have any engagement slots left. Want your Ren to tank the enemies while still throwing heals around uninterrupted? Now you can!
Balance Tweaks and Fixes
Archery: Barrage - first 3 arrows now deal damage with a reduced multiplier.
Fencer: this class now longer has access to Riposte passive, which has been moved to Duelist (advanced class). Fencer instead gained Finesse passive (increased Critical rate).
One Handed Combat: reduced the damage multipliers for Piercing Lunge, Butterfly and Riposte. Reduced the critical chance of Riposte.
Shield Stance: reworked Assault ability. It now deals less single-target damage but has an AoE component, dealing damage to all enemies caught into the path of the character using the ability.
Destruction: Ice Storm now applies Chilled to all targets hit by it.
UI Improvements
Size of UI elements in combat, dialogues and exploration can now be scaled individually to match the player's preferences. The option is available in Game Settings menu.
...and we also squashed dozens of small bugs while at it. As always, a huge thank you to all the players who have submitted their feedback!
We hope you enjoy your time with the new content. We're not stopping, so stay tuned for more updates soon! And don't forget to join the community on Discord to discuss the update:
Devlog #11 The first peek inside the resistance base
Hello everyone! Today's devlog will be about the inside of the resistance base, and some other scenes which you can encounter while you are managing your operation. Quick disclaimer, everything you see is a work in progress, especially the font!
Home sweet home:
As you can see from the picture, we are not doing anything super innovative at the base building portion. We will have the nowadays typical ant farm set up for the inside of your base. As time progresses, you will be able to dig out more rooms for your base and place a variety of buildings. The one-room which you will always start with is the teleporter, which is responsible to get your small resistance force to the mission site and back.
The age-old question, which is mightier, the pen or the sword:
What is an Xcom-like game without research? So, we will have not one but two separate research trees, one for the smiths, and one for the scholars. The general idea will be that the smith tree will govern the equipment research and learning new martial skills, while the scholar tree will be more about every other non-martial skill and about learning magic. Of course, there will be some interconnections between the trees so you can't completely ignore either of them, but we want to give the player a real choice in which one he/she focuses on.
You will be judged:
Another important part of the Xcom experience is the end-of-month report. As you are depending on the resistance territories for supply, the council will mark your performance every month. It summarizes all the actions the enemy and the resistance did and their consequences. For example, if the enemy gathered enough science, it shows the new enemy squadrons you will need to face from now on.
Closing thoughts:
This devlog was a bit shorter than usual because we are really hard at work in our preparation for the next #pitchyagame which will be on November 2. We want to finish our last big visual update to the combat portion so that we can show that as well. Without spoiling too much, I think we finally managed to figure out how can we make every skill visually impactful while keeping the workload reasonable for the planned 100+ skills. Can't wait till we can show it to you! Till then see you around!
Currently, we are working on a new update for M.A.I.D.s. It will feature new sprites and gallery items.
If you completed the game, you probably know from which scene the following gallery item is supposed to come from.
Last month, we released a big update for our first game Meowhalla. It was a huge step to improve our first product. We have fully redrawn all character sprites, and not the game is as good as new. Just a few screenshots:
Do we have new projects in mind? Yes, we do. In November-December we are planning to start working on our new game. The concept is yet a secret, but you can be sure that it will be full of lewd art and hilarious jokes.
Hi everyone! I thought I had resolved the overlay grid disappearing issues but have gotten a few reports of another case I must have missed. I still can't reproduce it exactly but I see the error in my logs, so i did some minor refactoring to try to resolve it. We'll have to see if this does it.
Full change list - Overlay grid still not appearing every once in a while so did a small refactor of the code to try to fix it - Firing on an enemy in low alert with the Wrecker's area aiming could kill the enemy without alerting the other memebers of the pod - Cancel button on the control remapping screen was not being translated - A few things on the main menu were not updating when the language was changed - Updated Icelandic and finally added Alliat to the credits for his work on translating it