Patch 0.3.0 brings out major changes to Past Fate. Shaping the world and story, modifying the starting area for Morsath faction and adding playable Valfalk faction to the game.
Westborough, the starting island for Morsath faction has been remade, and the size of Westborough has been increased by roughly 85 percent. A new area has been added to Westborough; the Swamp of the Forgotten. Will you reveal the mysteries this murky swamp has to offer?
Morsath players will help the village of Newharbor to hold the lines against the increasing undead threat, making Newharbor the last standing village against the cultists and undead. You, as a new recruit, must help the Newharborians, or every life on Westborough will fall to the undead.
Swamp of the Forgotten is a murky swamp area located in Westborough. It has been taken over by the fallen soldiers, who have risen from their slumber. The wildlife at the swamp is just as deadly as the undead, so the players must be careful of what might be stalking them.
Valfalk faction has been unlocked! Svigrun Ice Plains is the starting area for Valfalk players. After the creation of Valfalk, a union between the vikings of Hjyndall and the barbarians of Gulskir, the Grunash and Woldaudr clans rebelled against the idea of uniting with the barbarians, and merged together to create Draughjyll; a true viking clan under one banner.
Now the Draughjyll threatens to conquer all of Svigrun Ice Plains and making the Valfalk fight a battle in two fronts.
Valfalk players will start their journey at the village of Hjallrun. In here the players will help the villagers with the ever growing threat of the Draughjyll. Death is not the end. Upon death players are sent to the underworld where they can do different optional activities from dungeons to even world bosses. Players can talk to the Valkyries in the Underworld to be sent back to the world of the living for a cost at any time. This cold and harsh realm is purely optional, and includes extremely challenging content, which is why it rewards players with unique cosmetic items.
Dying in the underworld will weaken your character significantly, until you are forced back to the world of the living once again.
Game Improvements and changes summary:
- Westborough landscape size increased by 85%
- Added Swamp of the Forgotten to Westborough
- Westborough has been remade. Some locations of towns have been changed and moved around
- Kingdom of Edaria has been redone for the following: Saint-Maurice has been renamed to Kingswall and has been remade. Noston has been remade from scratch, Blackfang Keep has been remade to look more sinister, Blackfang Keep area now has more undead villains and minions of Count Blackfang!
- Added Valfalk as playable faction
- Svigrun Ice Plains has been added. It works as the starting area for Valfalk faction
- Death realm has been added
- AI combat system has been remade from scratch. AI now properly reads players movement and acts without a pattern
- Player combat system has been remade from scratch. Players can now properly dodge to any direction and the style of combat changes depending of a weapon the player is using.
Everyone's favorite time of year is here: SAMHAIN!
Secret World Legends' Halloween event returns with seasonal cosmetics, missions, login rewards, and raid encounters! The Haunted Cache has risen from its grave (what! no winter cache??) and keep an eye out for discounts on a whole bunch of items and consumables!
Please note: Due to an issue we'll be looking into, event daily login rewards will begin October 15 instead of October 13. You should still have enough time to complete the login reward table in this time. We apologize for the inconvenience!
Substance 3D Painter 7.3 is here with 2 major new features, scripting improvements and more!
New Color Picker This brand new color picker includes swatches, the ability to choose between float and integer (0-255) values, as well as between a linear or sRGB display. The color picker will also stay open while you are painting on the same layer, allowing you to pick new colors quickly or swap between swatches without interrupting your painting.
This is only a first step in the color picking experience redesign and you can expect more improvements in future releases.
New 3D Warp Projection Hold on to your seats, the 3D warp projection is here. This innovative projection mode allows you to wrap images, masks and materials to any 3D surface using a grid of control points. Those points can be moved in 3d space and can stick to the surface to make sure you get a perfect fit, no matter how complex your model is.
Of course all of it is non destructive and you can swap out the material or change its wrapping at any time, you can layer as many of those as you'd like for an unparalleled projection based workflow, ideal for texturing faces, adding decals and all kind of situations where you need precise positioning.
New cylinder projection
This release adds a cylindrical projection method for fill layers and fill effects. The new projection allows to fit an image or texture around objects such as columns, pillars or more organics shapes like a character's arms.
Drag and drop textures to a specific channel
With the introduction of the Warp, the decal feature where assets can be drag and dropped from the library into the viewport while maintaining ALT had been reworked. Now, when a decal is created this way, it is no longer using the Planar projection, but the Warp projection. It is also now possible to drag and drop not only materials, but any image into the viewport. A menu will pop up allowing you to choose on which channel to apply it.
- Reworked all English texts - Fixed a rare issue with retreating enemies stuck on the map border - Fixed a rare crash caused by trading with merchant a few moments before he disassemble his tent - Fixed origin texts and texts with line breaks for localization mods, if those texts are missed in the mod and automatically replaced with English
This update focuses on further fixing some weird behavior related to patrol routes.
BETA 20.1: - preventing the user from using most of the patrol route interaction buttons while they are actively editing the route - minor map editor UI tweaks - fixed removing a route tile on an already-created route not removing that tile from the patrol controller, resulting in that tile being "taken", even though you just removed the tile - fixed finishing editing a route with new tiles not properly updating it's used tiles, resulting in being unable to click on a patrol route that has just been edited with new tiles - fixed a crash that occured when editing a patrol route, removing all the points, and clicking on the "go to" button
As a reminder, you can opt into the 'mapeditor' branch at any time. It is currently in the BETA test phase, so expect issues. If you wanted to try your hand at making maps - now would be a good time, as you would not only make your own content, but also help with reporting bugs and giving feedback.
Hello everybody, and welcome! This week we will shift the focus from the upcoming African content, to the new Monuments that we will be introducing for Leviathan DLC owners, and that will come along with the 1.32 patch.
As this has been quite a popular feature of the last DLC, we felt that we could create a few more for the game. And when I say a few, I mean that we’ve almost doubled them, with 52 new monuments being added. So first let’s talk a bit about the creative process and the decisions that we made when choosing which ones we wanted, and then I will be showing some of them (although not all, as that would really be a long post, and we want to surprise you a bit when looking at them for the first time ingame!).
The creative process started a few months ago, just after releasing the new Monuments of 1.31.5 patch. As we pointed out back then, the thing that takes more time about this feature is the Art involved, and because of that you’ve not heard anything about them in a few months. So, we really wanted to choose some beautiful and meaningful buildings to be included.
Apart from that, we also wanted the regional distribution of the Monuments to be a bit fairer, as we felt that some regions were crowded with them, but others were a bit sparse. So here you have a sneak peak of that:
Now we have 18 monuments in America (11 new), 31 in Europe (16 new), 9 in Africa (5 new), 45 in Asia (19 new), and 2 in Oceania (1 new). That’s 52 new monuments in total. We would have preferred to have a few more monuments here and there, but overall we are mostly happy with the result, and we really hope you enjoy them.
So, where did our inspiration to pick the new ones come from? First we incorporated the ones that were voted for in the forum around May; so, Cahokia, Malbork Castle, Brandenburg Gate, Santa Maria del Fiore, Bran Castle, the Rock-Hewn Churches of Lalibela, the Great Living Chola Temples, Porcelain Tower of Nanjing and Nan Madoll are in.
Then, we had been gathering suggestions from the community here in the forums, in the Monuments-specific threads. We have to thank you all for the passion you showed, as we had a long-list of around 100 Monuments to pick from, and that was a great inspiration for us. Last, but not least, we checked a lot of different places from the UNESCO World Heritage list.
Now let’s go to the cool part of the DD, and let me show you some of the new Monuments.
[[i]Disclaimer[/i]: modifiers are currently being tested by us and our QA, so expect changes on them when 1.32 patch is released.]
First one we want to show you is in the Americas: the Qhapaq Ñam, portraying the famous Incan Road System. Although we brainstormed a bit about how we could do this without being attached to only one province, we thought that it would be a bit difficult to do, and we wanted to be coherent with the other monuments, which are located in only one province. Anyway, we represented this as a buff for an united Andean Empire, and because of that it’s on the most northern tag of the region. If you notice the last modifier, it is a new one affecting Yearly Inti Authority (there's a word lacking there to be fixed, yes!), so we think it’s a nice buff for the main religion in the region:
Next one is Santa Maria del Fiore, one widely requested by the community, and one that we obviously think should be included, as being so Stendhal-esque! We took the opportunity to add a nice modifier to it, so here you have this Monthly Splendor modifier that we think fits perfectly with it:
Now let’s move to Africa. It was obvious for us that some new Monuments had to be added to the region we’re focusing on for the next Immersion Pack, and make them useful with the new content we’ve been designing. So here you’ve got the famous Rock-Hewn Churches at Lalibela, that gives some extra flavour when playing as Ethiopia, as it’s our first Coptic-related Monument. And I’ll give you some extra info, not directly related with today’s DD, but with this area: yes, we will have some new mechanics for Judaism! But those will be revealed in a couple weeks.
Let’s go now to Asia. Here we’ve added a bunch of monuments to India, as we felt this subcontinent to be a bit empty of Monuments in comparison to other regions. One of those is Hampi, the renowned capital of Vijayanagar, that grew as a really princely city (until being razed by the Bahmani Empire, of course…). So, here we’ve got a couple of interesting things to show. First is the new ‘All Estates’ Loyalty Equilibrium’, that now will make our lives (and modders’ ones!) easier, as we can add this loyalty equilibrium modifier to all the existing estates in our country. The other thing is that we added a couple new requirements for Buddhist Monuments, so now they can be used also by Hindu countries with a ruler following the Buddha cult, or by Fetishist ones that follow Buddhadharma. [Obviously the Hindu Buddha cult is redundant in this Monument, as it can be used by Dharmic religion groups, but we wanted to show this fix we’ve done in this pic.]
To end with the Oceania continent, we’ve added here its second monument, the settlement of Nan Madoll. We wanted this to work as a kind of race prize and reward for colonizing the Pacific islands, so because of that the nice modifiers for colonization, coupled with the Yearly Navy Tradition one.
That’s mostly all for today! Because I want to make a last announcement: Paradox Tinto will be joining the Grandest Lan event with a Dev (Dream) Team! Probably we will be beaten badly by everyone else in the game, but at least it will probably be fun.
Next week we will come back to the new African content, and my colleague Ogele will be talking about Mutapa and Kilwa new missions, among other things. I’ll be reading your feedback along this week, see you!