a Major update for Killed Pixel's 2018 game INCLEMENT will add a variety of new layers to the game in the form of investing and politics.
With the new update you will be able to trade shares in the stock market provided by the bank. The value of these shares will fluctuate during the game and is dependant on multiple variables and choices, some of these that you can affect to and some of these that are a causality of the environment.
Another new main addition to the game is the politics game mechanic. The game introduces a new parliament building to the town area and two opposite parties that you can support by donations. Different parties in power will have different effects on the environment.
Other changes to the game include overall balancing and extended weather consequences. As to say, harsher, more inclement weather.
Every year the match team here at the studio seek to get even closer to creating a perfect simulation of real football. Most years there are one or two areas of the match AI, animations or overall visuals that they place an emphasis on enhancing or updating for the upcoming release. This year, however, the team have been able to implement a suite of new additions that take our match simulation to new levels of authenticity.
At the centre of all of these improvements is our new animation engine which is debuting in FM22. We’ll go on to talk about the technical details about the new engine and the different elements that have been enhanced because of it over the course of this blog but you’ll notice a vast difference when playing FM22 to the overall feel and flow of play in matches.
The new animation engine has enabled us to introduce new elements to the match engine that simply weren’t possible with the previous engine. Some of these are subtle additions that replicate the flow of play of real football, and some are larger more in-your-face changes that are felt across every match.
Data analysis has become an integral part of day-to-day life at football clubs across the world, fuelling the success of teams at all levels of the game. It has also become an accepted part of football culture, being as commonly discussed in the media as tactics and transfers.
Some might argue that we played a small role in making data analysis a part of football culture but, beginning with FM21, we wanted to revolutionise the level of data and analysis within Football Manager. We wanted to give you the power to harness the same metrics and reporting methods that the top clubs use to find a winning edge over their rivals.
Last season, we introduced a raft of new features around performance analysis including the addition of xG and deeper pre- and post-match analysis. In FM22, we’re introducing a dedicated Data Hub alongside some new metrics and more interaction with your team of analysts. These improvements not only allow you to view reports and key metrics but to also take more of hands-on role with analysis and shape the direction of your analysts’ work.
Important, regular meetings between managers and their backroom teams are vital to the smooth running of any football club.
Previous iterations of Football Manager have included these in the form of regular inbox items but for FM22 that’s profoundly changed. Don’t mistake this upgrade for a simple lick of paint – our drastic staff interaction overhaul is anchored by an all-new weekly Staff Meeting.
Numerous discussions with real-life coaches working across a variety of departments has given us a real insight into how regular these staff meetings are, who they typically involve, and the sort of things addressed to ensure that everyone is working in unison for the ultimate benefit of the playing squad. As you’d expect, every club does things slightly differently, but the general consensus is that there’s typically one big meeting every week, featuring everyone from the manager themselves to scouts, analysts and the Head of Youth Development. That’s what we’ve modelled our brand-new Staff Meetings on.
Bringing weekly reports on Coaching, Recruitment, Player Development and Staffing together in one place means you’ll spend less time wading through inbox items in every career. There’ll be less pausing what you’re doing to deal with admin or overlooking things because you’re more focused on recruitment and matchdays. The Staff Meetings are going to be a one-stop shop for making your club run as smoothly as possible, allowing you more time to turn them into the title-winning machine you want them to be.
Transfer Deadline Day is one of the biggest, and most dramatic, staples in the footballing calendar. We’ve all been there, watching the clock tick down on the big screen and waiting for one of the presenters or pundits break that news that our club is about to make a massive late addition to their squad. From done deals to rumours sparked by someone’s yoga instructor’s neighbour, we’re hooked for every minute of it.
For clubs, it’s a different beast entirely. While in an ideal world they’d have their business done well in advance, the world doesn’t work like that. Results in the opening few weeks can highlights obvious squad deficits, while players being tempted by big offers and season-changing injuries can also throw a spanner in the works. Likewise, sometimes deals materialize that are just too good to turn down.
In Football Manager 2022 we’ve sought to replicate the drama of Transfer Deadline Day, upping the immersion factor and making it an unmissable part of the game. Modelled on discussions with those involved in all aspects of the day’s madness, it’ll still feel like you’re watching the drama unfold on your television but all the while in the thick of the action, sitting in the managerial hotseat and making all the big calls.
We know how focused managers need to be to deal with the chaos of Transfer Deadline Day. By bringing all this information together in one place, it’ll be far easier for you stay on top of things and ensure you’ve got a happy squad capable of delivering those all-important victories in the weeks and months to come.
Age of Empires III: Definitive Edition - elizabeth.solanki
Age of Empires III: Definitive Edition is celebrating its anniversary with a new event!
The Anniversary Event: October 12 through October 26
While this event is active, everyone will be able to play. We’re including a fun group of challenges specific to our anniversary alongside some super cool rewards:
New themed profile icons!
Unlock a birthday cake cannonball mod!
Enjoy 2 New Inca Explorer Customizations!
🡒 NEW REWARDS! Now through October 26th, complete the in-game tasks within the time limit to unlock exclusive rewards!
🎯 Sign into Xbox Live.
🏆 Unlocks the Xbox-themed Andytruck with wrapped presents profile icon.
💾 *Required* if you want to save any rewards unlocked during the event!
🔒 Unwrap 5000 presents from the resource crates.(collect 5000 resources from food, wood or coin collectively)
🏆 Profile Icon Unlock – Elisabet Ramsey and Amelia Black in birthday hats and blowing birthday party horns.
🔒 Win a single player Skirmish or Multiplayer Game as the Americans or British.
🏆 Profile Icon Unlock – George Crushington blowing out a birthday candle on a slice of cake.
🔒 Train 50 Artillery units from either the Artillery Foundry, Fort, Siege Workshop or Palace.
🧱 Mod Unlock – Birthday cake cannonball mod.
🔒 Deal 2000 damage using the Hand Mortar as the Chinese.
🏆 Profile Icon Unlock – Hand mortar holding an anniversary birthday cake.
🔒 Win a single player Skirmish or Multiplayer Game as the Incas.
🏆 Unlock Customization – 2 Inca Explorer Customizations.
[h4]🡒 KEEP IT FOREVER!![/h4] Remember: if you sign in to Xbox Live at any point during the event, you get to keep all the mods and profile icons you unlock! Sign in, earn your rewards, and enjoy!
We are happy to announce that we have wrapped up final changes to the 0.6 version of the game, finalized in 0.6.5 update. The current build is no longer plagued by instabilities and has some improvements and clarifications to game mechanics. If you're interested - I recommend reading in-game patch notes to get more information.
To everyone who was put off by bugs or waiting for the time when we finish patching game - now is the perfect time to try out Maritime Calling! (or give it another go)
On Friday (15-Oct) we will be sharing our road map describing what you could expect in the next two big content updates (0.7 and 0.8), expected to release in Q4 2021.
To everyone who helped us with feedback and bug reports - you are the best! Thank you for your patience and effort put into playing and understanding Maritime Calling.
Here are the patch notes for version 0.6.5: [expand type=showmore] - Added cooldown to crew rest - Added better combat damage numbers UI - Added flavour texts for end game screens - Improved cannons accurary in combat (and increased gunners accuracy impact) - Removed auto-pause when you end naval combat - Increased amount of jewels that treasure ships carry - Fixed bug causing endless freezes every two seconds - Fixed bug when loading saves with idle sailors gave them job to do instead - Fixed bug when you couldn't engage in combat or expedition with fort - Fixed bug with cannons not reloading automatically sometimes - Fixed bug with Alvaro not remembering you when you return to him second time - Fixed bug allowing you to repeat camp actions at the same island multiple times [/expand]
We know many of you are excited about the release of the physical edition on consoles, but we're also excited to announce that the Doki Doki Literature Club Plus Original Soundtrack is NOW AVAILABLE on Steam! Get it a discount for the first week!
Enter a terrifying world of poetry and romance as you listen to a soundtrack full of iconic music from the original DDLC, plus new additions from the stories of DDLC Plus! Featuring composers like Nikki Kaelar, Jason Hayes, and Azuria Sky, enjoy an album full of amazing tracks today!
Improvements: Improved license code input for mobile and Quest Removed file permission request on Quest (moved user files to app directory) Improved stability when switching between large files Place Revit exports as objects Starting orientation to the table front on all VR platforms Improved BIM 360 web portal stability and user interface Educational license tag Click on the license tag to open license settings Support for manually deploying license codes on Windows Various updates and bugfixes
After a month, the game sold 2,000 units, I think this is a good result like for one studio and some delays, also some people said that the game would not sell. I thought the game would sell maybe 300-600 units after month. Thank You!!!
Right now I'm sick, but in the meantime I'm preparing a demo. As you know, I have nothing against piracy, because I know that if someone has to buy a game, they will buy it. But I know a lot of you just want to see if the game will run properly on your computer, So, the demo can be found on Steam, but it will be available in about 1-2 weeks (job, job, job...).
When the demo will be available and you download it, You can later (if You like the game) buy full game in demo and continue playing in the full version (You can check out a similar demo for THE IMPOSSIBLE or other my games). There will be soon a small update soon for full version that will combine the demo with the full version of the game. Forgive me for creating the demo a later, but I don't have too much time, Also I'm always waiting for the main version to be more stable (So, I don't have to update 10 build then Windows 32, 64 bit, Linux, Mac etc. :P...). The demo later will get a big update later (big update comes with bug fixes and some performance hacks).
Addendum: We have confirmed that this issue does not occur in the full version of the game. We apologize for the inconvenience caused to anyone who played the demo.
Details: We have confirmed an issue in the Monster Hunter Rise Demo resulting in the player character flickering on the Character Select screen after selecting a quest, when using certain AMD Graphics Cards.
This issue only occurs on the Character Select screen, and does not affect any of the gameplay after selecting a character.
We are currently looking into the cause of this issue together with AMD. We will let you know as soon as we find out more, so please bear with us for the moment.
We apologize for any inconvenience this may cause.