QUANTAAR - 0nefootinthegame
Hey there, Observers!

For all those waiting excitedly by their headsets, hang tight!

Our Demo is set to launch real soon and we’ll update you as soon as the Demo’s live.

Due to unforeseen consequences with Steam’s back end, we have had to delay the Demo by a day or two, but we aim to launch the Demo real soon and run it for a week as planned!



This gives you plenty of extra time to select your preferred hero, explore our game on Twitter, Instagram and Facebook, as well as join our community on Discord too.



So till then, thank you for being so patient and we can’t wait to share the Demo, and welcome you all to the Quantaar multiverse, real soon!



For any questions or support, please do join us on Discord via the link above.

Till then!

Quantaar
Vault of the Void - Josh Bruce
Hey Folks!

Sorry about no patch last weekend - I needed to take a little time off during the week to recharge. The sprint to get the Tempest out caught up with me - couple that with falling a bit behind on my day job work, the week of rest was needed! But things are ramping back up again. Today there's a few card updates, lots of bug fixes as well. But I also wanted to take the time to do a bit of a “Community Update” of sorts, and highlight some cool things I’ve seen over the last little while. After all that, I’ll highlight what I intend to dive into next! Let’s begin.

Trading Cards!
Someone in the Discord mentioned Steam Trading Cards this week, and asked if Vault was going to get them at all. To be honest, I’ve never really interacted too much with that area of Steam, so I didn’t know too much about them! I dove into the knowledgbase, asked around a little in the Discord, and hey presto - Trading Cards are good to go!

Well, sorta.

They’re currently in review with Steam! This process should only take another day or two, but you might start to see them pop up as you play over the weekend! There's also Badges, Background and Emotes to collect as well of course - hopefully they’re to everyone's liking!

Again, because I’m pretty new to these systems - if there's anything I can improve upon here just let me know! Happy to take feedback from some Trading Card experts out there!

Community Wrap-up!
So I figured I might try to do this as often as once a month, once every two months maybe. Highlight a few cool things happening around the VotV community, funny memes, fun decks etc that have been shared! The best place for all this is probably the Vault Discord, but of course if you have stuff to submit, please feel free to link it to me anyway you like! I’ve already seen a bunch of killer fan art - love seeing all the creative stuff around the community!

Impossible+ Guide and I50+ Streams
Those who have been around the Subreddit for a little while will probably recognize Breakshifts name! Long time player, Breakshift took the time to put together a great guide on his thoughts when it comes to Impossible+, and the modifiers. They’ve managed to clear I50+ on all characters, on all Specs as well! If you’re interested in starting to Climb the I+ ladder - you should definitely give it a look over!

https://steamcommunity.com/sharedfiles/filedetails/?id=2639160815

Also, Breakshift has started to do a few I50+ streams from time to time! I try to hang out there where I can, and if you’re interested in seeing high level I+ content - definitely the place to be!

https://www.twitch.tv/the_breakshift

Discord Fun
New community member Trench has been spitting out some great memes which I just had to share here - definitely got a chuckle out of this one!



But it’s not all fun and games. Trench also shared the exact moment where The Enlightened was, just a turn to slow... (it’s happened to us all).



Discord Bot
Since the latest update, I’ve managed (with the help of my web guru!) to get the Discord Bot all updated. If you’re ever wondering about a Card, Artifact or Keyword, the Discord Bot now is fully updated and ready to be queried, day-or-night!

What’s next?
Alright - I promised myself I’d keep this short. So after looking over the list of things to tend to next, two things jump out: new Encounters and the Challenge Coin rework.

New Encounters (and reworks of some old ones that were removed) speak for themselves, but the Challenge Coin rework is going to be a super fun undertaking. The Challenge Coin system in and of itself is great, but its presentation and content (or lack thereof) has been dying for some love. Major plans on this front to really flesh this out with lots of super fun and wacky run modifiers. Of course, this also means new Achivements (and new Deckbacks?).

5th Class?
It’s happening. Still a while of showing too much, but I’ve learnt and setup a lot of systems when doing the Tempest to make things smoother. Expect some more stuff come Q1 next year :)




And of course - I can’t end a Dev Post without a massive thank you for all the love on Vault. Your reviews keep flowing in - I read every single one of them and appreciate them more than you know! I can’t wait for the 500 Review Community reward, it’s going to be awesome. In the meantime, if you’re new here, go grab yourself the 250 reward deckback!!

All for now folks - have a great weekend and may it be filled with satisfying Void kills.

- Josh









Card Changes
- Now We Wait is now a 0 cost
- Lust's Damage and Block have both been increased by 1.
- Backpedal's damage increased to 5(8) and has had Swift removed.
- Vanguard's Discharge lowered by 1.
- Overload has been kicked upstairs to Rare
- At the Ready has had its Rage removed, increased Block and Zeal
- Keep Pace: Block 6(10). Rage 50%. Purge: Delay Rage 25%(125% and Expel).
- Electric Kite now costs 0.
- Gathering Storm's Overcharge increased by 1.

Zeal Changes
- Hungering Whirl increase to Shock 4
- The Zeals in the 7/10 slots which summon random Commons has also now gained "Next card played will cost 1 less."
- Salvation Prayer changed to: "Draw 1. Discharge 1: Gain 1 Energy."

Bugs/Tweaks
- Fixed Voodoo Doll to trigger before enemy first action during Ambush.
- Same fix applied to Mace of Skull Crushing, Quartz Crane and Smelling Salts.
- In light of the changes above, fixed a few items wording to say "start of your first turn" to show they don't trigger at the start of battle when Ambush is on (unless its in the players favour, like Voodoo Doll, where it remains "start of battle")
- You can now cancel the Spell Weapon Switch like others, so long as you're still on the Sift stage of the spell.
- Fixed an interaction with Echo Cloak and Performance Enhancers that would cause a loopty loop.
- Somehow, the The Unholy King has been increasing Frenzy by 2, not 1, whilst doing his "What's Yours, Is Mine" ability. I've correct values - he'll still gain 2 on Impossible, but only 1 on Normal/Hard.
- Swarm Spell will now stack!
- Fixed an issue with the Daily Imp+ option getting suck when viewing the rewards.
- Lost Sword will not effect Volatile cards anymore
- Servants of the Void will stop trying to be overachievers, and now correctly show each with 100% Battle Progress, not 120%.
- Fixed Zig Zag not updating its card text during the Dragon Mother fight.
- Minions will now show the Minion tooltip when mousing over them directly, not just over the Minion passive
- Haunted no longer ticks down on its own at the end of turn.
- Fixed a minor issue with Card Discovery percentage
- Fixed an issue with the Queen's King Stone not going Intert

Oct 29, 2021
Survivor Jones - adrian.aksan
Temporary Halloween update. Exploding pumpkins are spawned at random throughout the world with GOLD or HP inside!


The event will last until the 6th of November!

GearBlocks - danger726
Hi everyone, I've now updated the demo main branch with all the builder tool changes from the past several months, so I thought it would be a good idea to summarise everything here.

Part multi-selection

The builder tool controls for part selection and movement hadn't really changed much since early on in the project. Left clicking on a part in a construction would toggle selection on, and then the mouse (and player movement keys) would move the whole construction around. Clicking again would deselect (and unfreeze) it. Holding the right mouse button on a part would detach it from the rest of the construction.

However, I wanted to introduce the ability to select multiple parts of a construction and manipulate them together, independently of the rest of the construction. The old selection controls didn't adapt well to this, so I re-implemented them to adopt a "drag and drop" paradigm.

So now, left clicking on a part selects only that part (not the whole construction). To move the selection around the left mouse button has to be held down while dragging, and releasing the button will stop moving it, leaving it frozen in place. Releasing the selection while aligning it to another frozen part will attach it to that part.

The right mouse button no longer detaches a part (it now always deletes it), because a part can be detached simply by selecting and dragging it away from the rest of construction.

In order to select multiple parts of a construction, holding left control and left clicking on a part will add or remove it from the selection. Then, all selected parts can be moved around together, allowing for easier modification of sub-sections of a construction.

Often it's still useful to move an entire construction around, and to do this all of its parts must be selected to avoid breaking it apart. Holding left control and pressing A while targeting a construction provides an easy way to do this.

Finally, left clicking while not targeting anything will deselect any parts currently selected.

I've also tweaked the part highlighter rendering to more clearly convey the distinction between unfrozen, frozen, selected, and targeted parts. Frozen parts are outlined in blue, selected parts in orange, and the targeted part in white. An example of this can be seen here:



Move manipulator

Building on the part selection changes, I wanted to introduce the concept of manipulators, kind of like "sub tools" within the builder tool itself. The idea being that they provide an easier and more obvious way to perform certain transformations on the selection (e.g. translation, rotation, etc.) The first of these to discuss is the move manipulator, I'll go over the others later on.

The first step was to implement a way to author pivot points for all of the parts, and to make it possible for the player to target and select them. The selected pivot point then provides the anchor for transforming the selection with the manipulators (being the centre of rotation for example). The targeted pivot point is indicated by a small circle as can be seen in the previous image.

Next, I factored out the code for clicking and dragging the selection from the builder tool, forming the basis of the new move manipulator. It provides drag and drop behaviour in much the same way as before, except that I also added a more obvious draggable "handle" (positioned at the selected pivot point). Pivot points can only be targeted on selected parts, but clicking and dragging on an unselected part will select it and also select the closest pivot point all in one go, as a shortcut to help speed up building.

Once a pivot point is selected, the selection is detached from any unselected parts in the rest of the construction, and the move manipulator handle appears as a larger circle, as seen below.



In the example shown the selection is being aligned to another frozen part, and a valid attachment is possible, so the selection is outlined in green. If the attachment was not valid (e.g. due to part interpenetration) it would be outlined in red.

By clicking and dragging the move manipulator handle, the selection can be moved, allowing it to be repositioned, aligned for attachment, or detached altogether.

The pivot point can be deselected by left clicking while not targeting a selected part, this will attach the selection to any other parts it's being aligned to (if a valid attachment is possible).

I also carried over the shortcut keys for use while dragging the move manipulator handle. Holding down left shift and moving the mouse translates the pivot point (moving the selection under the crosshair). Holding down left shift and using the directional keys (e.g. WASD) will rotate the selection in 90 degree steps. Holding down left control and using the directional keys will resize the selected part (if applicable).

These shortcuts are mostly the same as with the original building controls, even holding the right mouse button to rotate the selection with the mouse still works, for those who are used to the old way.

Recap of the builder tool controls

Selecting parts:-
  • LMB to select the targeted part (and deselect all others).
  • Left control + LMB to add or remove the targeted part from the selection.
  • Left control + A to select all parts of the targeted construction (and deselect all others).
  • LMB while not targeting any parts to deselect all.
Moving the selection:-
  • LMB on a selected part (or hold LMB and drag on any part) to:-
    • 1) Select the targeted pivot point.
    • 2) Show the move manipulator.
    • 3) Detach the selection from any unselected parts in the rest of the construction.
  • Hold LMB and drag the move manipulator handle to move the entire selection, align it to other frozen parts, and so on.
  • LMB while not targeting a selected part to:-
    • 1) Attach the selection to any other parts it's being aligned to.
    • 2) Hide the manipulator.
    • 3) Deselect the pivot point.
Shortcuts while dragging the move manipulator handle:-
  • Hold left shift and move the mouse to translate the selection under the crosshair.
  • Hold left shift and use the directional keys to rotate the selection in 90 degree steps.
  • Hold left control and use the directional keys to resize the selected part.
  • Hold RMB (or left shift + RMB) for legacy mouse rotation.
  • Mouse wheel (or hold left alt and use mouse) to "dolly" the selection.
Other:-
  • Hold RMB to delete the targeted part.
  • Left control + D to duplicate the targeted part.
  • Left control + F to freeze / unfreeze the targeted part.
There is a lot to remember here, but the in-game UI overlays are there to provide a reminder of the available actions and key bindings in the current context.

Alignment targeting

Until now, to align and attach the selection to another frozen part, the crosshair would have to be directly over the frozen part being aligned to. I don't think this is very intuitive, so I re-implemented the system to use a volume based on the selected pivot point to find the part to align to.

Before, a Raycast would be fired forward from the player's viewpoint to find the part. Instead now, it uses a BoxCast (again directed forward from the player's viewpoint). A part's selectable pivot points are typically grouped together, and the group containing the selected pivot point determines the size of this box. For some parts (such as beams and plates) the box happens to encompass the whole part, for others (such as gears and wheels) it does not.

The image below shows one beam being aligned to another without the frozen one needing to be directly under the crosshair.



In some cases however, the more precise Raycast method is still preferable. For example, inserting a beam in between two other beams is hard to do with a BoxCast, because the selection will tend to align to the outside of one of the beams, as shown here.



So the final solution I came up with was a combination of both methods. First a Raycast is tried, and then if that doesn't find a part to align to, the BoxCast is attempted as a second step. This allows for more precise targeting when needed by aiming the crosshair over the desired part. In the beam example, this makes it easier to insert the part, as shown below.



The other manipulators

In addition to the move manipulator, I've also implemented manipulators specifically for translating, rotating, and resizing the selection. These manipulators can be switched between using the R, T, and Y keys respectively. Pressing the key for an already selected manipulator will disable it, leaving only the move manipulator active.

Translation manipulator

The translation manipulator has handles that can be targeted and dragged to translate the selection along the x, y, and z axes (oriented relative to the pivot). It also has shortcut keys, holding left shift and using the directional keys will translate the selection in unit steps.



Since the last dev diary video, I've also implemented code to align the selection while using this manipulator. To do this it uses a BoxCollider, again taking the selected pivot point group for size, and positions it relative to the pivot point. It then detects collision contacts against the collider with frozen parts, to find any directly adjacent ones to align the selection to.

Rotation manipulator

The rotation manipulator also has draggable handles, in this case to rotate the selection around the x, y, and z axes. Again, it has shortcut keys, left shift and the directional keys will rotate the selection in 90 degree steps. It will also now align the selection while rotating it, in the same way as the translation manipulator.



Resize manipulator

A long standing request from some players has been to make part resizing easier and more intuitive. The resize manipulator is now there to achieve this, it provides draggable handles to resize the selected part. Just like the other manipulators it also has shortcut keys, left shift and the directional keys will resize the part in the available resizing directions.



This manipulator is only available for use if a single part is currently selected (and that part is resizable of course). Resizing multiple parts together is not possible, although I may revisit this in the future.

Summing up

OK, that's about it for this update! Sorry it was a long one, despite skimming over a lot of details.

There's still a lot more I want to do to further improve the building controls, and extend their functionality, but I think I now have a solid basis to work from. The most important thing now is to implement some tutorials to introduce players to building in GearBlocks, so that's what I'll be working on soon.
Oct 29, 2021
Mictlan: An Ancient Mythical Tale - Anna_Somniar
Greetings, travelers of Mictlan!

New day, new post!

Today we present to you this WIP where the very talented Alkapone is characterized to become part of the world of Mictlan.

As you can see, in this concept art piece there is a mix of many references that we took from documents such as the Florentino, Azcatitlan, and Mendoza Codices, which allowed us to give life to this composition.

What we are showing to you is a preliminary drawing, so you can give us your thoughts and opinions. Remember that all of this is in its early stages and as time goes on it will likely go through changes.

We do this so you can judge for yourselves that we are working very hard while we prepare the mechanics of our game.

Remember that we really appreciate your comments! Let us hear your voice!















It would help us immensely if you decide to sign up to our Kickstarter campaign.
In order to launch the campaign, we need at least 20k people to register to the page. It literally takes a minute to do so, but it would mean the world to us.


Oct 29, 2021
青鳥樂園 Blue Bird Land EP.1 上篇 - 殘月 C.moon
Are you ready for the horror and exciting atmosphere in Blue Bird Land during Halloween?
I hope you will enjoy and love it.
It'll be released at 10/29 19:00 PST
Happy Halloween~
※EA is not dubbed yet (´・Д・)」

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Hope you’re all doing well! This alpha cycle continues to… truck along slowly. The new Item Spawner (and accompanying metadata / database changes) have taken longer to work out than I had originally anticipated. A tool of this complexity is basically like writing an extra piece of software inside another piece of software, in this case complicated by over 5 years of prior decisions and gotchas and technical debt.

If you jump into the Indoor Range in this update, one the side wall to the left you will see a partially functional version of the in-progress Item Spawner. IT DOES NOT YET WORK. It is in there primarily so I can gather some data about legibility, button size and other UX concerns from a range of hardware, before some final decisions are made. It is also there to provide a testing scaffold for the modding community, so they can start adding some of the requisite new tags in to their own asset’s metadata to be ‘seen’ by this new spawner correctly, to make this as smooth of a transition process as possible.

In the mean time, as always, I hope y’all enjoy the NEW SHINY TOYS that are totally NOT just a distraction to keep you occupied while I do more soul-crushing UI work *cough*. I hope you enjoy this beautiful new set. I am certainly a fan, and I know those of you who enjoy modern tactical russian kit will be a fan as well.

Hope y’all enjoy and have a WONDERFUL weekend.

Peace,
All Of Us Here at RUST LTD.

TO PLAY THE NEW ALPHA:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha1!


Full Changelog - Update 100 - Alpha 4

Additions:
  • Added New Firearm: PP19 Vityaz (9x19mm) with 30rnd mag and 50rnd Drum
  • Added New Attachment: Perst3 Laser
  • Added New Attachment: RKO Foregrip
  • Added New Attachment: Mk2. Hex Suppressor
  • Added New Attachment: PK120 Reflex Sight
  • Added several new Impact Sound types for future content work
Changes:
  • Changed a bunch of internal meta-data (this is ongoing)
  • Changed the internal name flags for some metadata fields for display clarity (this is ongoing)
Fixes:
  • Fixed Stoner63 AR metadata such that it is in the correct category now.
  • Fixed Proving Ground Respawn Point
  • Cleaned up a bunch of debug logs that were errantly left in

API Changes:
  • FVRObject now has a field called RoundType of type FireArmRoundType. This MUST be filled out correctly on all firearms, magazines, speed loaders, clips, and cartridges for them to be ‘seen’ properly by the new WIP Itemspawner. IN ADDITION, the UsesRoundTypeFlag must be set to true.
  • FVRObject’s MagazineType field MUST be set for BOTH magazines, and firearms that accept removable magazines for them to link correctly in the new WIP Itemspawner.
Keyword: A Spider's Thread - Sala
Broken window.
Tangled internet cable.
Cyberpunk neon-lit coat.
A helpless girl.

Who is she?
Can you save her?

MIR4 - MIR4


From my battle to our war, MMORPG MIR4

Greetings, This is MIR4.

Sarmati's Mission Scroll of October is going to end soon.

If there are missions and rewards that you haven't received yet, please accomplish the missions and claim the rewards before it ends.

[Schedules for Sarmati's Mission Scroll]

- October's Sarmati's Mission Scroll end time :
ASIA : Sunday, October 31, 2021, (UTC+8) 11:55 pm
INDIA : Sunday, October 31, 2021, (UTC+6) 9:55 pm
MENA : Sunday, October 31, 2021, (UTC+3) 6:55 pm
EU : Sunday, October 31, 2021, (UTC+2) 5:55 pm
SA : Sunday, October 31, 2021, (UTC-3) 12:55 pm
NA : Sunday, October 31, 2021, (UTC-4) 11:55 am

※ Additional buff of increased EXP/Copper gain rate will end at the same time.

- November's Sarmati's Mission Scroll start time :
ASIA : Monday, November 01, 2021, (UTC+8) 12:30 am
INDIA : Sunday, October 31, 2021, (UTC+6) 10:30 pm
MENA : Sunday, October 31, 2021, (UTC+3) 7:30 pm
EU : Sunday, October 31, 2021, (UTC+2) 6:30 pm
SA : Sunday, October 31, 2021, (UTC-3) 1:30 pm
NA : Sunday, October 31, 2021, (UTC-4) 12:30 pm


Thank you.
Project Pythia Playtest - ceMelusine
Coming in with the Friday evening update to the Beta build.
We were focused on some optimization and other non-bug issues this week, so we didn't get to a TON of bug fixes, but you should find:
- some subtitle fixes (thanks for those reports!)
- the Clerk should no longer disappear sometimes
- Playstation Controller buttons should now show properly when remapping controls
- some typo fixes
- various error message fixes and other minor bugs

There's also a few minor art updates.

There's definitely still some known issues such as the Cool Zone problems.

This week also involved some refactoring of how the game project files are organized, which may have introduced some new bugs. We'd love any help tracking those down across the game (and we're very sorry if any of them are game-breakers!).

Thanks so much for your continued help; we love seeing the comments and screenshots and such here, and definitely encourage you to keep sharing your favourite parts of the game alongside the bugs! <3
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