Reworked the automated combat stops to trigger less frequently, but still prevent death. To reduce queue micromanagement at specific situations
Combat now only stops below 25% health if your health/health decay is actually at a risky combination
"Damage on completion" explorations now only cancel when they are within a 0.1 second range to actually causing damage, instead of at any time
Redesigned the visual display of "turbo mode" jobs progression bars. They no longer continue to appear "active" to prevent a common confusion, and now switch at 20 completions per second, down from 50
Negative health decay effects are now also shown in the story completion log. To make it a little more obvious what happened if you didn't read the tooltip earlier
Fixed a rare bug where combat wouldn't be allowed to continue due a false-positive in constructions being able to continue
Fixed a bug that could allow some constructions to be finished when they shouldn't be able to
Fixed a chapter five bug that caused a vendor to appear when it shouldn't
Corrected various textual issues. Thanks a lot to many of you that pointed them out!
This is only a fraction of all the Early Access feedback and suggestions that I've received so far, and I'll be getting to much more of those in following updates!
Thank you for an incredible launch into Early Access! Your responses and feedback have been overwhelming in the best possible way! Weeks like the last, with so many players voicing their enjoyment of this little creation really portrays why I fell in love with game development in the first place! Of course, there's a lot to improve and expand upon, but Early Access has only just begun! I couldn't have hoped for a better start and can't wait for the steps to follow!
Here is a summary of the latest news for "SUPER ROBOT WARS 30" broadcast on Friday, October 15th, 2021.
■DLC 1 trailer! The DLC 1 trailer is now available!
■Details of the DLC 1 For DLC 1, the following 4 titles and 9 units will be joining the fray! Mobile Suit Gundam Char's Counterattack Beltorchika's Children Super Electromagnetic Machine Voltes V Sakura Wars Series Super Robot Wars OG Series (RyuKoOh/KoRyuOh)
Here's a detailed introduction to each unit.
Mobile Suit Gundam Char's Counterattack Beltorchika's Children (Units only) "Hi-Nu Gundam" A Newtype Mobile Suit developed at Anaheim Electronics Co. It packs some heavy firepower, including a high-output Hyper Mega Bazooka Launcher capable of destroying warships in a single shot, and Fin Funnels capable of recharging in the unit's backpack funnel pod.
Super Electromagnetic Machine Voltes V (Units and pilots) "Voltes V" A combining super robot developed by Lah Gohl of the planet Boazan, AKA Dr. Kentaro Goh, along with his wife Dr. Mitsuyo Goh, and Dr. Hamaguchi. It was built to fight against the planet Boazan's pending invasion of Earth, and it operates on super electromagnetic physics. It has five combining component machines: the Volt Cruiser, Volt Bomber, Volt Panzer, Volt Frigate, and Volt Lander. The key phrase to initiate the combination sequence is "Let's volt in." In this sequence, the five Volt Machines gather up in a V formation (called "V together") before combining together. Its main pilot is Kenichi Goh, the eldest of Kentaro and Mitsuyo's sons. It has a wide array of special moves, including the Heaven Sword, which forms a super electromagnetic field and severs a target's intermolecular coupling (Heaven Sword V-Slash). It can also swing the Heaven Sword in other patterns besides a V, including a straight horizontal slash. It gets a number of upgrades to fight the Boazan Empire's forces, including an Ultra Magcon, a Super Electromagnetic Ball generated via electromagnetic compressor, and even a warp device in the last episode.
Sakura Wars Series (Units and pilots) "Type-2 Kobu Sakura Type" A spiricle armor employed by the Imperial Combat Revue. This one is Sakura Shinguji's personal model. It runs on a spiricle drive that amplifies latent human spirit power. This is an upgraded model tailored more to the individual pilot than prior models, based on usage data gathered from the Paris Combat Revue's Kobu F and Kobu F2 models. Sakura's unit is colored pink as per tradition for her, and it comes equipped with a katana and lower-body armor patterned after hakama.
"Type-2 Kobu Ogami Type" A spiricle armor employed by the Imperial Combat Revue. This one is Ichiro Ogami's personal model. It runs on a spiricle drive that amplifies latent human spirit power. This is an upgraded model tailored more to the individual pilot than prior models, based on usage data gathered from the Paris Combat Revue's Kobu F and Kobu F2 models. Ogami's unit is colored white as per tradition for him, and it comes equipped with two long katanas.
"Kobu F2 Erica Type" A spiricle armor employed by the Paris Combat Revue. This one is Erica Fontaine's personal model. It was developed as a joint project between the mechanic crews of both the Paris Combat Revue and Imperial Combat Revue. It boasts greater mobility and firepower than its base model, the Kobu F, and its weaponry is also more heavily tailored to the individual pilot. Erica's unit is colored red, and it comes equipped with the Gatling Arm Zachariel. It also has white wings on its back which enable flight in short bursts. "STAR V (Rodeo STAR)" A spiricle armor employed by the New York Combat Revue. This one is Gemini Sunrise's personal model. Its most distinguishing feature is a transformation mechanism that enables it to transform into a flight mode, making it capable of a versatile urban defense even in a city as full of high places as New York. Its on-board transformation mechanism gives it even greater output than what the Kobu series is capable of. Gemini's unit has an orange color scheme, and it comes equipped with a Gunbarrel Sword.
"STAR V (Fujiyama STAR)" A spiricle armor employed by the New York Combat Revue. This one is Shinjiro Taiga's personal model. Its most distinguishing feature is a transformation mechanism that enables it to transform into a flight mode, making it capable of a versatile urban defense even in a city as full of high places as New York. Its on-board transformation mechanism gives it even greater output than what the Kobu series is capable of. Taiga's unit has a white color scheme, and it utilizes dual Swords, a long katana and a short one.
Super Robot Wars OG Series (Units and pilots) "RyuKoOh" A Chokijin formed by RyuOhKi (the "Dragon King Machine") combined on top of KoOhKi (the "Tiger King Machine"); translated, the name means "Dragon-Tiger King". It is a cybernetic weapon created by an ancient civilization to battle various supernatural entities (often identified as "devils" and "gods of destruction" today). Its autonomous thought circuits are advanced enough that it can be considered, in its way, sapient. While RyuKoOh's personality is ordinarily calm and rational, hitting the "Gekirin" armor plate under its throat will drive it into a rage, vastly amplifying its attack power. It is capable of operating independently, but without specifically chosen telekinetic pilots seated in its components, the Wu Xing Vessel that serves as its engine cannot fully activate, badly limiting the Vessel's output and RyuKoOh's overall performance. In contrast to its alternate form, KoRyuOh, RyuKoOh specializes in aerial and underwater combat using magical attacks with tremendous destructive power. RyuKoOh itself can operate indefinitely, but it must fuel its attacks with fushui (water mixed with the ashes of burnt hufu talismans). Its armor is made of spell-reinforced hufu talismans, but it is by no means made of paper.
"KoRyuOh" A Chokijin formed by KoOhKi combined on top of RyuOhKi; translated, its name means "Tiger-Dragon King". Its personality is much more aggressive than RyuKoOh, and it specializes in close range and melee combat using a variety of weaponry. While it cannot fly, its ground speed is unparalleled, and it can make duplicates of itself using its Double Technique.
That's all the information about DLC 1. Stay tuned for more information!
We have some news for all of you today, all good ones! First of all – the second October update just landed on Steam, and secondly – Patron will soon receive a nice free Halloween DLC!
A few words on today's update: content of this package has been crafted to improve and address some of the troubles you've been encountering.
Pathfinding of your citizens has been improved, as well as their AI in numerous situations. Linked to that, we've been making adjustments to people behavior routines as well, in order to make the simulation more smooth and realistic.
In addition, workers on farms also received new animations and visuals when performing their duties on farms and in orchards.
Further tweaks have been done to some of the social classes and birthrate in the advanced stages of the game, all in line with the reports we've received in the last couple of weeks.
And of course, a mandatory batch of fixes for several game elements that you reported to us!
Here is a full list of changes:
Added gathering animations on farms
Added gathering animation in orchards
Children below the age of 3 don't roam the city alone anymore
Improvements to pathfinding of citizens
Drafting research now works as intended
When a house is selected, visual lines connecting that house to the associated workplace will be displayed
AI upgrades of citizens
Citizens behavior optimizations
Corrected pan and rotation during King pop up event
Rats will no longer eat stone and other non-edible goods in the Storage problem event
The King will no longer go berserk and raise taxes on Coins in the Royal tax event (pretty pointless, don't you think?)
Leftover resources from demolished buildings that weren't constructed won't be left on the ground indefinitely anymore
Fixed a rare crash to desktop related to orchards
Peasants and laborers now die younger, have more children (generally speaking)
Gentry and merchants now live longer, but have fewer children
Changed worker title in Sawmill from Woodcutter to Sawyer, as requested
Fixed flickering of the marker displayed above buildings that are awaiting construction
Fixed a number of word capitalization problems in the text
Fixed a problem with displaying citizen age of 0
Townhall sound emitter in levels aren't duplicated anymore when you save the map (while creating a new map / editing an existing one)
When the Happiness stat drops to 0, it will no longer be white, but red
Corrected error in level editor that made the terrain draw indefinitely
And, once again, for the conclusion of this news-bit, I'll make a special note of the upcoming free piece of DLC, Halloween-themed. This will become available quite soon, downloaded and installed automatically. Naturally, you'll be able to deactivate the DLC if/when you so wish (and reactivate it as well... yeah... makes sense...). More details on that will be revealed as the release draws closer.
ADDED: Input for prioritizing tables when grabbing objects - Hold alt and press carry button - Hold right or left trigger and press carry button - Originally planning to hold the carry button to prioritize tables, but if a plant is on a table, it would be impossible to determine if the player wanted to pick up the table or repot the plant, hence the different inputs - Note: it is still possible to pick up tables without pressing the table button if you are too far from any object on the table
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CHANGED: Significant improvement to memory over long sessions CHANGED: Can now select another emote without stopping the current one CHANGED: Small sprinkler has a lighter base now to distinguish it from the large sprinkler CHANGED: Buns can now hop over sprinklers CHANGED: Collision for carryable objects set immediately after bun releases it from paw (no more walking through water cans you just dropped)
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FIXED BUG: Bun can get stuck near the bridge between the shore and the river… I thought I fixed this in 1.0.6 but apparently not. Should be good now though! FIXED BUG: Playing longer sessions causes significant FPS degradation FIXED BUG: Playing longer sessions cause significant memory usage FIXED BUG: Doing the “be dramatic” emote then doing another emote keeps the bun’s eyes closed FIXED BUG: Can remove dirt using dirt receptacle through greenhouse walls FIXED BUG: Can throw away items through greenhouse walls FIXED BUG: Dirt bag momentarily keeps upgrade after starting new game when having upgraded it in the previous save FIXED BUG: Golden mushroom count doesn’t reset after starting a new game until saving and quitting FIXED BUG: Restricted placement zone by doors not updating when expanding greenhouse FIXED BUG: Starting a new save during the tutorial doesn’t stop the current tutorial
Looking to see what's ahead for our next big update? Then look no further as we have just enabled the Public Update Preview Program for our November update. Jump in to get an early look at the upcoming changes, see which bugs have been addressed, and help make our release even better by helping us find any last minute issues and lending your voice to our forums.
Details on how to participate in the Public Update Preview Program can be found here: https://steamcommunity.com/games/933110/announcements/detail/3061863764824320236 Please join us in strengthening the quality of Age of Empires III: Definitive Edition by sharing your voice on the official 🛠 Public Update Preview forums. (Note that you must own the game and login to Steam to access the PUP forum.) We’re definitely listening, and looking for every opportunity to make this the game you love to play! :)
The Ghost - Task of the Ghost Hunters - MS Games and Software UG
Hi there,
we would like to tell you what has happened in these weeks, especially because we have a little good curiosity for you.
The character
At the beginning of the week we looked at the character. We have adjusted the speed of the character as well as the camera controls.
Audios / sound effects
In the middle of the week we also dealt with the audios / sound effects. We have already created and programmed the first Audius / sound effects.
The first 3D models
In the middle of the week we also created the first 3D models in one of our test maps, as well as a first door. We animated the door and programmed it with the first sound effects. Our test map is used so that we can then test new functions that come into the game.
Our good news
Now we come to our best news. Today we programmed an API that we need for the COOP. The first small tests went well. However, the COOP has not yet been programmed, only the APIs that we need for it.
We'll be happy to keep you up to date with the latest news.