Apologies for the initial teething problems earlier on with opening the game. There was in issue with the configuration during the upload process that we didn't catch until hours later. We've since fixed that, and are now dropping some more hotfixes for some of the bugs that've been popping up.
We've decided to move the Beta Branch on to the default branch, whilst archiving the old version of the game on to an 'archaic' branch just to see how far we've come. This simplifies trying to figure out the different versions, and means that people less familiar with Steam's Beta system can access the Beta Branch more easily.
We'll be coming out with the Major Update within the next few days, as we squash the bugs that are popping up and adding features in the meanwhile.
The next few updates will include: - Combat Balancing - Card Movement - Combat VFX (and otherwise) - SFX - Improvements to the Monster AI - And no doubt, a plethora of Bug Fixes
That said, here's the patch notes for this current Beta Hotfix 1: - Applied volume control to Monster Sounds - Fixed Academy/Fugue Toggle bug - where leaving a shop whilst selecting a monster tab would render it unselectable when reentering - Card Hand updated - Unhide Starting Block from behind Monster Intent at the start of Combat - Strix wing bug fixed - no longer starts combat with wings open and static - Fixed a bug where monsters with packtactics can sometimes softlock - Fixed bug where monsters that lose flying due to being damaged would stay floating and not fall to the ground - Overhauled AI base values across the board - Added 4 more Elites/Bosses to the pool - Fixed Token Tooltips that weren't appearing - Combat Win eventual softlock
We hope you have fun with The Corpsmen, feel free to get in touch via the Forum with any bugs or feedback, and we'll do our best to keep up to date while we're churning out hotfixes as we approach the Major Release some time before Halloween.
12 cars with building materials, southern city, make sure you still have 2 bridges to build after completing that — out of 6 allowed. Very beatable but hard to optimize one's final time — manage several separate supply chains, reconnect three level zones and remember bridges are not the only way to do so, watch your engine list and be prepared for some non-standard-TV2-Editor surprises.
Pandas — they need food, shelter, more food and some food for later too. Pandas do not like terraforming events too much, nor do they like bridge building, and the only currency local panda food shop accepts is solid gold ingots, not to mention 13 minutes time limit and shortage of panda operating manuals.
Passenger Flow mechanics! Prebuilt and presumably still usable railway network! DNRT and DNDATT! Treacherous topology and expensive to navigate obstacles! Busiest 9 minutes you will have today :)
A river valley divided in two, terraforming to connect it back into one, cutting edge car printing factory, 150 track tile limit, some Passenger Flow gameplay to start our run, possibly buildable areas hidden in the water and 10 minutes on a timer to keep things really interesting.
Industrial grade glue escaped its tank and only trainloads of paper towels can save the locals from sticky everything. Colored liquids terraforming scenario, barely any resistance from the objectives, almost 10 minutes on the timer and the exact amount of lightheartedness one needs after solving another Gatebase design.
@Gatebase is our newest winner! A €10 Steam gift card will be delivered to them by our contact ASAP.
Don't forget to tell us about your TV2 workshop adventures and visit our Discord server for an upcoming LPT challenge. Until next week!
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*Do No Stop Any Trains *Do Not Destroy Any Track Tiles *Do Not Reverse Trains *Do Not Use Pause
A Halloween update has been installed on the game servers. It includes: novelties for the upcoming celebration of the spookiest holiday of the year, a set for a new agent, a brand new modification system, tweaks to the experience received per match in the Battle Pass as well as some bug fixes.
We know how much you love thematic equipment sets and how often you make cool screenshots with them on. Don’t deny the desire to boast a bone-chilling look and this year, we have two new sets that will allow you to turn into two horror characters at your disposal.
Please note: the equipment is prohibited in Ranked Matches since the helmets do not have class distinctions. We believe that it can negatively affect the readability of the opponents in battle. If you think that these concerns are unnecessary and the armour should get into the list of allowed items, be sure to share your opinion in any of the discussions linked below.
You can get the new equipment in special festive contracts. They are already available in the game in the "Contracts" section (one contract can be unlocked for WF$ while the other - for Kredits). In addition, the items are available in the game store.
Weapon series and camouflages
To mark the upcoming holiday, the collection of Halloween weapons will be replenished with five new models. Each of them has its own unique appearance with horror-related elements. You can expect to see bones, skulls, bloody patterns, neon radiation, ominous symbols, and web on the frames of the guns — everything that reminds you of horror movies about ghosts, undead skeletons, and zombies.
You can get the new camouflages in special festive contracts. They are already available in the game in the "Contracts" section and can be unlocked for WF$. In addition, the items are available in the game store.
Festive charms and achievements
Especially for the holiday, we have prepared 4 thematic charms for you, as well as a complete coat of arms in the style of the event — a mark, a badge, and a stripe.
You can get the new charms in special festive contracts or in the game store. Some items will be among the log-in streak gifts that will start tomorrow.
Contracts
Thematic contracts await you! And not only can they increase your skill in the game or demonstrate your experience, but you will also get pleasant festive rewards for their completion.
2 festive "Halloween" contracts. After completing them, you will receive thematic items, including the contents of this update, weapons from the Halloween weapon series, mini-pumpkins, and charms. The contracts can be unlocked with WF$.
4 "Pharaoh" contracts. After completing them, you will receive temporary and permanent weapons from the "Pharaoh" series, as well as useful consumables. The contracts can be unlocked with Crowns.
4 "Hidden War" contracts. After completing them, you can get permanent class-specific equipment, as well as get useful consumables. The contracts can be unlocked with Crowns.
Additionally
The special maps "Halloween Wars" and "Cemetery" are back in the rotation.
The login streak rewards will be updated with festive gifts tomorrow.
Starting from 09:00 UTC on October 28th and until 09:00 UTC on November 10th, there will be increased server rates (150%) to mark the celebration.
The lobby and the shooting range have an updated thematic appearance.
Other
Modification System
Modifications are a new progression mechanic in Warface. They allow changing the specs of any primary or secondary Vendor weapon applying special bonuses - mods.
The current version of the system is the first phase that will allow you to see how the mod system works in battle in general.
We will not add modifications to current weapon models, with the exception of the vendor branches.
For the mods, we will design new weapon models. They will initially be balanced for the mods. Such guns will come out rarely: they will require more careful testing and discussion. The first model like that will be the Makarov Pistol, it will appear in one of the future updates.
The new guns and modifications for them can be earned both through playing the game and for the in-game currency. It significantly expands the possibility to receive new combat devices. You can use a booster to upgrade weapons. They can be earned for free in contracts or acquired with Kredits in the future.
An agent with a new story will appear in the game very soon. And in the meantime, we welcome you to get acquainted with the contents of the set, that will be dedicated to them. The set includes the "Red Dusk" series, 3 thematic charms, the Agent "Spark" Rifleman suit, as well as a set of special achievements and contracts in the future.
The "Red Duck" series and the Agent "Spark" Rifleman suit are already available in thematic boxes in the game store.
Content Changes
Battle Pass
We have revised the way you gain experience when completing matches in different modes. Previously, the player received disproportionate rewards that didn’t match up to the time spent in special operations and PvP modes. - "Black Shark" and "Mars" ("Easy", "Normal", and "Hard" difficulties): increased the amount of Battle Pass experience received (from 80/120/200 to 100/150/250). - "Blackwood": decreased the amount of Battle Pass experience (from 120 to 60). This change is necessary to balance out the amount of experience gained with the time, which a player spends on participation in other missions or modes. We'd like to remind you that the average time of completing the mission is about 12–15 minutes, while for doing a similarly timed match, the player received way less experience — this created a significant advantage for the special operation and diminished the success of other players in other modes.
A purchase confirmation window has been added in the Battle Pass shop.
You can now scroll vertically in the Battle Pass shop.
Other
Hidden War Rhino 60 DS Special: added a new 2x zoom sight attachment.
M4A1 Custom, Kalashnikov MP-155 Ultima: added a guaranteed possibility to get the golden versions of the guns after opening 1000 boxes.
Added achievements for the "Viridian" series.
The game’s localization has been updated.
Fixed bugs
Important
Fixed the reasons for the "Failed Creating The Diret3D Device" errors when you started the game.
Fixed a game vulnerability that allowed players to reconnect to the match through non-standard methods.
Fixed some reasons that caused freezes when players connected to the room.
Fixed some reasons for spontaneous crashes of the game client.
Weapons and equipment
M4A1 Custom, Kalashnikov MP-155 Ultima, PP-19-01 Vityaz, Grand Power SR9A2, VKS: fixed a bug due to which in some cases the player was missing attachments that are installed on these versions of the guns.
Santa Muerte Ruger Mark IV Lite: fixed a bug due to which the model didn’t have a "Leupold Deltapoint Mk5 Reflex Sight" attachment.
Fixed a bug due to which the speed of reloading animation did not coincide with the speed of the magazine replenishment if there were bonuses increasing the reloading speed (for weapons without the possibility to reload one cartridge at a time).
PvP
"Blackwood Base": fixed a vulnerability that allowed players in the first location to use an unintended advantage using the map textures.
Other
Fixed a bug due to which, when searching for a PvE room, the PvP mode was specified in the search status.
A number of minor fixes were made to the Battle Pass interface. Now there are fewer inaccuracies and the pictures load faster.
Fixed a bug due to which the "Back" button on the Battle Pass screen did not work.
Fixed a bug due to which the modification window could display the negative value of the required experience.
Known Bugs
Modifications system contracts tasks indicating the "Plant the Bomb" or "Blitz" modes do not count in Ranked Matches. To do the tasks, you must complete matches in "Quick Play".
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A new parameter in the project settings "Pixel Mode" disables image anti-aliasing and partial anti-aliasing of fonts (does not work in the FireFox browser and its analogues) Disabling anti-aliasing can be seen in the scene editor and in the preview.
The project needs help solving an issue with the resize / drag / rotate tool in the scene editor. It is necessary to implement the correct resizing of the object, taking into account its angle of inclination and position.
I am not good at trigonometry to solve this problem. I found a very similar description of my problem on stackoverflow. But I could not use the solution from there correctly, partly due to the fact that in TuesdayJS one
object is used to change the size and position, and not two separate ones as there.
If someone can help me to solve this problem I would be very grateful.
For this in the repositories there is a separate file with the code of this tool https://github.com/Kirilllive/tuesday-js/blob/master/DragElements%202.zip[/url]
Or in code of [url=https://github.com/Kirilllive/tuesday-js/blob/master/tuesday_visual.html#L4248]tuesday_visual.html[/url] file which starts with [url=https://github.com/Kirilllive/tuesday-js/blob/master/tuesday_visual.html#L4248]function make_resizable(s,f)[/url]
Updates in this release:
[list]
[*] Fixed updating files in chrome.
[*] Fixed image alignment in chrome.
[*] Fixed hiding interface function, now forward and back buttons are stably hidden
[*] Keyboard forward and backward controls will not work when the interface is hidden
[*] Fixed the location of the panel with the name
[*] Fixed a conflict between displaying the test and the "Hidden Object" plugin
[*] Fixed errors that occurred when opening another project from the "Hidden Object" tool.
[*] Fixed a bug with adding classes to arts
[*] Fixed bug with HotSpot parameter
[*] Fixed bug with preview parameters in scene editor
[*] Fixed problem with incorrect scrolling in scene editor
[*] Fixed appearance of switches
[*] File directory is now case sensitive in file format
[*] PixelArt mode disables anti-aliasing for images and fonts.
[*] Fixed the "Load" button, now it is inactive if there are no saves
[*] Fixed defines the position of the element along the z-axis for the Opera browser
[*] Restored search by files.
[*] Changed build structure of Windows version.
[*] Some functions have been rewritten to improve performance.
[*] To avoid путоници, the interface of toggles has been changed.
[/list Or in code of https://github.com/Kirilllive/tuesday-js/blob/master/tuesday_visual.html#L4248 file which starts with function make_resizable(s,f)
Updates in this release:
Fixed updating files in chrome.
Fixed image alignment in chrome.
Fixed hiding interface function, now forward and back buttons are stably hidden
Keyboard forward and backward controls will not work when the interface is hidden
Fixed the location of the panel with the name
Fixed a conflict between displaying the test and the "Hidden Object" plugin
Fixed errors that occurred when opening another project from the "Hidden Object" tool.
Fixed a bug with adding classes to arts
Fixed bug with HotSpot parameter
Fixed bug with preview parameters in scene editor
Fixed problem with incorrect scrolling in scene editor
Fixed appearance of switches
File directory is now case sensitive in file format
PixelArt mode disables anti-aliasing for images and fonts.
Fixed the "Load" button, now it is inactive if there are no saves
Fixed defines the position of the element along the z-axis for the Opera browser
Restored search by files.
Changed build structure of Windows version.
Some functions have been rewritten to improve performance.
To avoid путоници, the interface of toggles has been changed.
The day has finally arrived! Once More has officially been released on Steam with Early Access. Our Early Access launch includes Nia's route with two endings, we hope you'll enjoy her story. Stay tuned for future announcements regarding the remaining routes. Special thanks to our amazing Kickstarter backers, we couldn't have gotten here without you!
Please be advised if you're using a save file from the demo versions of Once More you may run into unexpected errors. We recommend you start fresh with a new save file, but don't worry, you'll be given a prompt to skip the demo content when starting a new game!
If you have any feedback or you spot any bugs, please don't hesitate to let us know here on Steam or through our Twitter @MalheurGames.
We're back with another mid-week update, and this one brings quite a few changes. Normally we try to keep the patch notes as close to spoiler-free as possible, but there's no way around some major spoilers this time. Read on at your peril. You have been warned!
New In This Build:
Abyss Delve Victory Tile Fix: There was a bug causing only three victory tiles to spawn in some Abyss Delve levels, potentially preventing parties of four characters from completing a run. This has now been fixed (or at least, I really hope it has! - Daniel).
True Final Boss Deployment Fix: There was a bug where the deployment tiles were not spawning at the start of the true final boss fight, preventing changes to the default party. This has been fixed.
True Final Boss Glory Readout Fix: The true final boss fight was displaying a Glory reward of 0 on the world map. This has been fixed.
Movement Point Crash Fix: There was a bug that caused the game to crash if a character exceeded 15 available Movement Points. Although unlikely to occur, this could affect some end-game party compositions. The bug has been fixed.
Combat UI Update: The combat UI has been updated to make room for more trait icons in preparation for trait tooltips. Player and enemy characters will now also display their equipped Boon under their name in the combat UI.
Shared Frenzy Update: The Gladiator rework has begun, and the first phase is... a buff. The Shared Frenzy skill now also removes the Stunned and Off-Balance conditions from allies when it triggers. This is the first part of an overhaul to the trait, and the Gladiator Boon as a whole. Don't worry, it will be scaled down to be slightly less ridiculous soon, and other end-game Boons will be getting some upgrades to introduce some more interesting choices to end-game party building.
Herald (Darkbringer): Speaking of end-game Boons, the Herald has just received one of its own. The Herald was pretty underwhelming in post-game content, and this new Boon should more than rectify that. The Darkbringer Boon can only be unlocked by completing the story campaign, and is a nod to the Easter egg at the end of the final cutscene. In addition to the lore ramifications, the Darkbringer Boon is just also really powerful. With it the Herald gains the ability to harm even stone Unborn, the ability to break barriers with its melee attack, and the ability to drain life when it deals damage. Combined with its already formidable set of skills and traits, the Darkbringer Boon turns the Herald into an absolute monster ideally suited to hunting down the true final boss.
Herald Teleport Fix: There was a bug causing the victory conditions to not be checked after the Herald teleported, potentially meaning that all your characters would be standing on victory tiles, but that the victory would not register until you ended your turn. Not a big issue, but still annoying. This is now fixed.
Giant (Giant Lord): The Giant has also received its end-game Boon in the form of the Giant Lord. The Giant Lord Boon is a significant upgrade that grants the Giant a massive health pool, even higher damage on its club smash, and a surprising amount of mobility. The Giant should now feel like a much more useful team member, even on the hardest Delve levels.
Rakshasa Hero Update: The Rakshasa hero is an absolute powerhouse, but its slow attacks and limited action points make it slightly awkward as a solo character when compared to Sahatus, the only other Delve hero to take up three party slots. To make the Rakshasa feel more worthwhile, we have reduced its cost to two party slots, making it much easier to include in late-game Delve parties.
Rakshasa (Great Fiend) Fix: The Rakshasa's end-game boon, the Great Fiend, was displaying incorrect unlock requirements. This has now been fixed.
Misc: Fixed a couple more typos!
That's all for now! We'll see you in the next update. Until then, thank you for reading, and may your adventures in the Drowned Lands be glorious!
Fixed issue with Junky Quest 13 (subquest 7 of 8). Now all the stages are accurately counted.
Fixed issue with the AZERTY keyboard. This time we repaired the camera control key [7] the Crusher.
Fixed issue with camera control key [é] for Czech players
Crouching - according to your suggestion, we improved the blocking of pressing the button repeatedly.
Fixed issue with transported car disappearing from Mini Crusher area.
Fixed issue with Junky Quest 23.
Additionally, we're working on game optimization. You can expect effects in the next 10-15 days. We're updating the game regularly. If you're not pleased with Junkyard Simulator today, give us a bit more time to see the progress.
D&D Classics: I1 Dwellers of the Forbidden City Publisher: Wizards of the Coast System: D&D Classics - AD&D 1E/2E Type: Adventure https://store.steampowered.com/app/1082420
Pathfinder RPG - Return of the Runelords AP 2: It Came from Hollow Mountain Publisher: Paizo Inc. System: Pathfinder RPG and D&D 3.5/ OGL Type: Adventure https://store.steampowered.com/app/916720
Pathfinder RPG - Carrion Crown AP 4: Wake of the Watcher Publisher: Paizo Inc. System: Pathfinder RPG and D&D 3.5/ OGL Type: Adventure https://store.steampowered.com/app/984850
Pathfinder 2 RPG - Extinction Curse AP 5: Lord of the Black Sands Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Adventure https://store.steampowered.com/app/1328640