Here’s our guide for the frontier test starting on Oct 6. The test will be preceded through Dysterra playtest, it will be available for 11 hours per day.
For more details, please check the information below.
[Planned Schedule]
- Date: Oct 6 ~ Oct 10 (5 days)
- Time: PDT 13:00 ~ 24:00 / CEST 22:00 ~ 09:00(11 hours a day)
[How to join the test]
When the test is on, you can start the game through the Playtest app registered in Steam Library after completing the installation.
If the Dysterra app is not registered, get to the Dysterra Steam page - click Dysterra Request Access, then Dysterra playtest will be activated. (It might take some time to get the access after the request)
[Update guides]
1.Map
- Change in map formation – Relocated early/mid/end regions > Low-tier resources are placed around shorelines, high-tier or rare resources can be obtained as survivors get near to the centered area
- Change in world map image > Principal regions are distinguished by colours (white coloured - areas are relatively easy / red coloured - difficult)
- regions and landmark are renamed
2. Housing
- Housing UI changed
- Plasma workbench takes care of both weapons and armors
- Housing - Pillar, Hologram Floor, Control Panel, Triangle Electric Floor are added
- Installation - Sleeping bag, Auto Retrieval Locker are added
- 3rd tier weapons can be crafted on the field
- New item - Pistol ammo is added
- New weapon Glee(Energy/DMR), Maverick(Energy/SMG), Thumper(Energy/Rocket) are added
4. Landmarks
- Increased overall difficulty level of landmarks > The difficulty has been changed based on changed map formation and teamplay
[Frontier test precautions]
1. Latter part of the game is not fully updated yet In this frontier test build, only 2nd tier buildings are well embodied. 3rd tier buildings are also available for survivors, but NPC difficulty level and dropped items are not fully updated yet. Also superior items including Tier 4 weapons, recipes and required resources may be subject to change.
2. Official Server Region guide
On this test, Virginia PVP server will first be opened. Depending on the number of active users, additional servers can possibly be opened.
3. Supported language guide
On this test, supported languages are only English/Korean, and other languages will be updated in the future as well. On this frontier test, we are all ears to bug reports, and user feedback and suggestions through Steam community, Discord channel and Official community.
Your feedback is always valuable to us! Survivors, do not forget to land in the world of Dysterra this week. Show us support, and we will catch you guys very soon.
Just a little hotfix because I broke the Quick Queen button for natural hives and I can't in good conscious let you all suffer without that button haha :D
It's been allmost 5 years since the last update but here we go... Updating ENYO Arcade to version 1.55.
This was holding me back for a while since it was a lot of work that doesn't involve much added features. So don't expect any new content quite yet but this allows me to continue working on the game in the future. Also it should improve the performance. Also the file size for future updates should be reduced.
Here a list of changes:
Updated source code to GMS 2.3
Reformatted all levels to use new data structures
Reworked level loading
Reworked and optimized player code
Added grace time and coyote time to player jump (you can now jump a few frames late or early off ground)
Reworked internal functions for weapons and player data
Reworked background renders
Reworked renderer and shaders
Added LUT shader to change color lookup (mostly so I can check the color and readability but maybe I'll add some funky colors someday)
Fixed a few inconsistencies
Reworked internal handling of Steam Leaderbords (So I had to reset them, sorry)
Save system handling has changed too! So savegames are reset. (If you copy and rename the old "enyo_dataLossR151107" from your local AppData folder to the location of the new "ENYOSV001" file and rename it to that - it should work, but it will only update the leaderbords if you beat your old times so I would not recommend it) I'll look into the steamcloud file system next and hope to add that functionality.
Reworked the AI of the Zombies and they are a lot less agressive right now but that may change...
Reworked the in game menus (Pause, Level End, Weapon Swap etc...)
Reworked lots of internal structures
Removed V-Synch option (the game should default to the system settings)
lots of other things that I've lost track of...
I've tested it a few times but if you notice anything strange then let me know.
Overall I've done a bunch of thinking and lost a bit of sleep but I'm happy to see that there are still a few out there besides me that enjoy this digital toy. So I'm looking forward to see what the future holds for this game and I'm always open to feature requests and feedback!
So as always, shout outs are welcome and feel free to start discussions in the community hub!
Orc Warchief: Strategy City Builder - OleksandraKS
Hi everyone! Whereas our team continues working on the Orc Warchief game, I decided to share some life hacks with you ;) Each orc in the game has an Alignment level. It could be Merciful, Neutral or Cruel. Tribe Alignment determines the level of cruelty/mercifulness the tribe employs in its dealings and is based on the choices and policies of the Warchief.
Tribe Alignment starts at Neutral and changes throughout the game. It’s like the mood of the tribe, which changes with every new decision of the Orc Warchief. As soon as you see props changed you will know that alignment of the tribe changed as well and you could use some special improvement for every status.
Merciful alignment effects could lower fatigue of War Parties, civilian buildings production increase, reduce conflict chances and so on.
Cruel alignment effects could increase the morale of War Parties, reduce mutiny chances and raids could yield extra resources.
Neutral alignment effects give a loyalty bonus to all alignment. It means you have fewer chances for desertion and mutiny.
Well, these are all secrets we can open so far. Keep an eye on our devlog and you will find out much more useful info. What alignment are you planning to keep to?
BUG FIX : Fixed a bug where [Darcy]’s Rapid Slash Invincibility wasn’t working : Fixed a bug where [Kil]’s sniper attack stat wasn’t increasing : Fixed a bug where the character gained HP when damaged by the elite monster with attribute resistance over 100% Elite monster’s attribute resistance increases up to 96% now (Risk Level 12) : Fixed a bug with the occasional issue of the character trait [Acceleration]’s hyper core and active gear cooldown not activating. : Fixed a bug for [Chainsaw] modification [Chainrake 5]’s projectiles were thrown in 8 ways to 4 ways X 2 : Fixed a bug where the gear [Heated Club]’s FX wasn’t displayed to Darcy and Jenny : Jenny’s weapon modification [Grappling Hook] animation now plays for each attribute. : Fixed a bug where the attack timing FX of strong enemies were not displayed : Fixed a bug where [Kil]’s [Spread Shot] Lv. 4 functions weren’t operating. : Fixed a bug to display [Kil]’s [Axe] hit animation : [Jenny]’s [Toxicologist] Lv. 4 [Poison Explosion]: Fixed a bug so that the damage will be applied in 150% of Jenny’s skill DMG, not normal DMG : [Jenny]’s [Hydra] Lv. 3 (The chain sickle does additional damage when retracting back into the ground.) → Fixed a bug where the retracting damage was only applied 50% of the normal DMG
BALANCE PATCH : Risk Level increase speed decreased by -30% : [Jenny] Poison DMG: 30% > 50% : [Poison Shuriken] Lv. 4: DMG increase 40% > 50% : [Jenny]’s speed of charge attack decrease by30% : [Jenny]’s charge attack damage: 100% > 50% of normal DMG : [Jenny]’s [Hydra] attack DMG increase by 50% : [Jenny]’s [Jira] moving speed increase by 20% : [Jenny]’s [Jira] skill damage increase from 700% > 2000% of [Jenny]’s normal DMG : [Jenny]’s [Jira] Attack and Skill cooldown decrease by 1.5 sec : [Kil]’s [Spread Shot] Lv. 4 range increase from 20% > 50% : Hank now appears in front of the Plantos Lab
We check every bug report and feedback from the players, and they’re always a valuable help to polish our game.
We hope you enjoyed yesterday's stream during The Steam Next Fest! But in case you missed it, we’ve got you covered! Watch the gameplay walkthrough today, October 5nd, right here on Steam at 5AM PDT.