The Paladin hull is available for purchase in the garage with crystals.
The Paladin XT skin is now available in the updated Ultra Containers.
Gear Score distribution changed:
Turret/Hull Mk1 up to 350 GS
Turret/Hull Mk2 up to 700 GS
Turret/Hull Mk3 up to 1050 GS
Turret/Hull Mk4 up to 1400 GS
Turret/Hull Mk5 up to 1750 GS
Turret/Hull Mk6 up to 2100 GS
Turret/Hull Mk7 up to 2700 GS
Drone up to 2799 GS
Turret/Hull augment 300 GS
Now the Turret, Hull, and Drone have almost the same “weight” in GS points, which reflects the real situation with power level after making supplies power be upgradable by drones.
Tesla:
«Jamming discharge» augment
Duration of the «Jammer» status effect is increased to 15 seconds.
Hammer:
«Jamming Shot» augment
The «Jammer» status effect is applied with every shot, not just the last.
The «Jammer» status effect’s duration is reduced from 7 to 5 seconds.
Twins:
«Heavy Plasmagun» augment
Projectile speed slows down by 45% instead of 35%.
Ricochet:
«Plasma-torch» augment
Turret recoil is reduced by 80%.
This change not only simplifies the use of the augment on light hulls, but also significantly reduces the range of Hopper in combination with the «Lightweight Construction» augment.
Vulcan:
«Incendiary band» augment
Rate of fire is reduced by 25%;
Tank starts to overheat 75% faster.
Thunder:
Reload duration is increased from 3-2.2 to 3.2-2.3 seconds.
Critical damage radius is increased to 12 meters.
Critical hit chance is increased from 10% to 15%.
The maximum splash radius is increased to 2 meters.
The percentage of medium damage is reduced to 25%.
The percentage of weak damage is reduced to 10%.
Impact power is increased from 1.5-3.3 to 2-5.
«Small caliber charging machine» augment
Critical damage is reduced by 20%.
«Subcaliber rounds» augment
Rate of fire is increased by 15% instead of 10%.
«”Sledgehammer” rounds» augment
Critical chance is now 0%.
Standard damage now requires more accurate shooting, because its explosion damage is quickly weakened. On the contrary, critical damage now acts in the entire radius of the explosion. According to our idea, such a Thunder should become less effective when shooting thoughtlessly and more effective when the player clearly understands when to shoot accurately, and when to hit the walls and wait for a critical shot.
Railgun:
«Electromagnetic accelerator "Scout"» augment
Impact force is reduced by 40%.
Rate of fire is increased by 20% instead of 30%.
Shot warmup time is 30% faster instead of 25%.
«Large caliber rounds» augment
Recharge time is increased by 90% instead of 60%.
«Round destabilization» augment
Maximum critical chance is reduced from 70% to 50%.
Critical damage is reduced to fixed 50 units.
Standard damage is increased by 180%.
All these augments are weakened in different ways due to their high efficiency. The most interesting changes came with the «Round destabilization» augment. Now the main damage dealt is of the standard type, instead of critical. This means that this augment can no longer ignore Railgun protection in battle, as it was before critical damage was introduced.
Hopper:
Overdrive charging time is increased from 180 to 210 seconds.
Hunter:
Overdrive radius is increased from 25 to 30 meters.
The «Stun» status effect’s duration is increased from 3 to 4 seconds.
The «EMP» status effect’s duration time is increased from 5 to 6 seconds.
Crusader:
Armor Piercing Icicle damage is increased from 1000-2000 to 1500-3000.
Reverts the previous damage settings for the Crusader overdrive. They are more justified for slow charging.
«Booster» drone:
Supply boost is reduced from 20-40% to 15-30%.
The performance of this drone is still superior to all other drones.
TDM game mode is now limited to 150 eliminations in Matchmaking.
The volume of enabling and disabling supplies has been standardized.
The sounds of the «Boosted armor» supply will no longer be so loud.
The «Chernushka» map is available in Matchmaking and Pro battles in TDM, CP, CTF, RGB, ASL, and TJR modes
Added the option to disable the «Nuclear energy» supply in PRO Battle settings.
When creating a battle in the «Parkour» format, the option to disable gold boxes is now available.
Improved notification system for invitations to battles if the game tab is inactive.
Thank you for a great first day of Jubilee! Since the launch (and before it), I've been watching streams of the game, and I've implemented some improvements based on what I've seen from players.
I'm happy to share with you the first update. Been working on this all day to get this out as soon as possible.
Big Updates:
Save Slots! There are now four save slots. You can change the active save slot by simply pressing left/right on the title screen.
Added a new option that will make life easier for speedrunners (it's unlocked after the first time the player reaches any ending).
Small Updates:
Added an extra checkpoint in Skylantis.
Shift key can now be used to jump.
Fixed a bug in the shrine menu, now correctly displays the current zone's gem information when your cursor is on the "return" button.
Adjusted Kjalstar's position and hitbox (the NPC near the bayou entrance) so he doesn't get in the way of a jump.
Fixed a bug that potentially locked up the endgame "return to world" screen.
Subtly changed the color of the death-warning signs, hopefully they blend into the background better and look less like platforms.
This update shouldn't break anything, even though the new save slots are a significant addition. If you have any problems or find any errors with the update, send me a message on twitter. Thank you!
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : 1st Gacha Ticket(1EA) - 19:30 : Free pass (1 hour) - 20:30 : 2nd Gacha Ticket(1EA)
.increased Joystick support .added buff value display .Added the Choice difficulty of the game .Improved the interface and game effect .Fixed other errors
Hi! To my great regret, not all players were able to get from the game positive. The reason for this are some problems with the localization of the game. I am sincerely sorry if you saw that the game supports your native language, but you were disappointed in the game. This update should fix that problem.
List of changes:
Fixes problems with in-game localization.
Language selection in the settings menu.
Visual improvement of the main character's house.
Small changes related to the player's progression through the story.
If you find problems, please report them to the game's community. Thank you!
Hey, Bikers! We are constantly fighting and improving! We also have some build with cool features in internal testing...but we'll talk about that on another occasion. In the meantime, check out what we have introduced in the new update.
1.0.26 changelog:
[SAVES] Fixed an issue with save loading
[Russian] fixed some translations and text scaling issues
[Localization] Fixed issues with some missing translations
[Camera] Fixed some issues with camera movement when disassembling
[UI] Fixed an issue with shopping list being on top of side inventory
[UI] Fixed an issue where radial menu text is poorly visible
[UI] Fixed part tier text being cutout in inventory item in the corner of the screen
[UI] Added a shadow backdrop under tooltip text so it's more visible
[UI] Fixed an issue where quest text was to small to read
[UI] Fixed an issue where Part Preview was staying on top of the UI
[UI] Quests objectives are now sorted
[UI] Fixed an issue with dynometer button state.
[Motorcycles] Fixed wrong relations in Motorcycles, according to community opinions.
[Motorcycles] Fixed a bug with uninteractable Roverson saddle.
[Motorcycles] Fixed an issue where skills did not speed up oil suction and pouring
[Motorcycles] Fixed an issue where holdfast was missing from the shop
[Motorcycles] Fixed an issue where moving a motorcycle crashed the game
[Paint] Fixed issues with paint table brush sizes
[Paint] Fixed an issue where paint table had a big collider
[Tire Changer] Fixed an issue where Tire Changer was bugging the game
Fixed an issue with Sandbox Achievement
Remember that we are waiting for you all the time on our discord.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed a bug which was causing the AI to not ever move Leaders to help Shaken stacks - Advanced Combat Rules: vehicles with damaged components now count as "eliminated" for victory purposes - Battle Generator: fixed missing aux units for Motherland campaigns as Germany - Scenario Editor: added unit attribute LOS Event #.
This is Tibor again. We will keep updating you about the development of Subverse in this Dev Diary, but before we get to that part - please allow me to reflect upon my actions in the last few weeks.
Please accept my sincere apology for the poor communication that I have been putting forward lately. My uncareful messages offended many players. I am very sorry for offending anyone – that was not my intention. Also, the way I handled certain topics in the public domain created stress for the team. The last thing we need to do is distract our exceptionally talented, creative team from their work. As a consequence, and to take responsibility for my actions, I am stepping back from leading our software development. Do not worry, the game is in very good hands, with other senior team members filling my shoes, as we head into the next phase of development.
On a personal note, I would also like to thank all who supported me, sent me such kind messages, encouraged me on Steam, YouTube, on other various forums and in personal messages. That means a lot to me, and I am grateful for your kindness and support.
With that, please let me introduce our new communication expert - Till Eulenspiegel. Till has extensive experience in dealing with complex matters in a simple way. He is a proven problem solver. Since dealing with intimate topics is one of Till’s greatest attributes, we feel he is a good fit for a porn parody game like Subverse.
The floor is yours Till!
Till Eulenspiegel - New Community Spokesperson
To all of my new friends and fellow perverts around the globe, I wish to say Hello!!
You may call me Till, and I have been tasked by the management of StudioFOW with game production communications from here on out. I will be bringing you all sorts of exciting, spicy, and even sometimes slightly sticky news from the moist and hot center of the dev pit in which our monumental space fuck epic is conceived.
Today I bring you a new Dev Diary format for your enjoyment - you will be hearing directly from our beloved and mostly stable (mostly) team members, that are working hard on the next block of content, as they review their recent tasks and accomplishments that will soon all merge together to make our sexy kitty release something that is worthy of your fappage.
ANIMATION
Moneyshot
God kväll! As one of the senior animators at the studio, it’s my duty to use my grand wizard IK/FK rig magic to bring the waifus to life. While anyone can fill their beautifully tight orifices with monster dongs exceeding a meter in length - the important thing is to get it done with high quality befitting the studio and make their pleasure match their personalities.
Here’s a preview of the current PANDORA animation I’m working on. I’m proud to report that I spent hours today fondling the bones of this beast’s nutsack in order to achieve the “thwapping” glory for which I am known.
Although sometimes rather than hand-animate, we do rely on physics inside UE4 for the most critical of character animation, like making sure Erark’s model holds up in the wind:
Manski
Speaking of the duties of a senior animator and bringing our characters to life, I have recently been working with Moneyshot on Taron’s idles that will be used in DIS (our Dialogue Input System). Since these idles will be used throughout the game in many story sequences, we want to make sure Taron’s sassy yet timid cat girl personality shines through.
Here’s a nice lineup of her poses for you to enjoy:
And here’s an example of what happens when you encounter bugs during this process:
Yagskie
Magandang araw! Living my life like a middle-aged single dog hikkikomori gives me the time I need to dedicate to important block objectives, like creating Taron’s recruitment animation. Here you can see her, as the Captain says, “taking a rocket ride to jizz city” in his quarters.
Mendez
Currently, I am taking care of an important part of bringing more animations to PANDORA, which is called “retargeting.” This is where we take popular animations already available for other waifus and apply them to new ones. As you can see, DEMI is totally thrilled about it!
Massimo Decimo Meridio
I’ve also been working on a retarget of a popular animation we brought out in the last block.
Brunka
Let’s play a game called, “What’s in Lily’s mouth?” Tune in next block to see!
Attila von Fock
Two aliens walk into a bar. They see an android with 27 different suction settings in her holes. They are happy. Thank you.
PROGRAMMING
Hungry JJ
Although I’m our resident SHMUP expert, I’m also responsible for many of the less action-centric tasks that need to be done from block to block. For example, right now I’m getting one of the most important parts of the game assembled for our next release, which is what we call the “skeleton” of the block.
This is the framework upon which everything else stands - making sure the plot sequences and their subsequent content unlocks fire in the correct order, adding new characters, new planets, etc. It’s a lot of work, but extremely necessary to make Subverse work.
Professor BANG
As you’ve seen in other Dev Diaries, I am the one that does the majority of the animation for our grid combat models (like our good friend William Dildofingers).
This block is no exception, and I recently wrapped production on our new friends in the Imperium faction. Making the War Golem fall to pieces was very entertaining.
Now I'm finishing up Taron. Since her combat archetype is one of a thief/acrobat, she is entertaining to animate, because I can always slip in a bit of spinning and free-falling into her moveset. You'll see her jumping up and down and clawing her way through the enemies. Her tail and breasts are physically active, and her hair can move in the wind, but of course the most important thing is that she is a good addition to our team.
Mrs. Mankrik
One of my primary tasks is getting all of the new character models set up in DIS. The process requires the installation of lookat assets and facial morphs so the characters can express themselves, along with providing animation blending for the primary characters. This allows their various poses to transition smoothly, which is necessary for making plot sequences flow well - like when you meet the lead singer of Chuttphallica.
After all, if they aren’t set up correctly, embarrassing mishaps like this can occur…
Timmeh
Grid combat has been at the top of my list lately, and programming as well as balancing the Imperium units went well. Now I’m working on a new manticore that doesn’t exactly “horse around” when it comes to his role as an anti-ranged tank.
HentaiKouhai
I can’t talk about my recent tasks too much without spoiling a major upcoming boss fight, but I can reveal two things:
It’s unlike anything we’ve done in the game so far, and it’s challenging and fun
Mark-17 Pussy Pummeler
ART & MODELING
WTX
Right now I’m completing some new grid combat maps as well as completing an upgrade pass on our old ones. Other than gameplay maps, I’m responsible for creating many of the cinematic sets you see throughout the game. I recently created one for the Imperium facility you will raid with Taron.
Portsman
When I’m not busy maintaining the models or creating new ones for things like side quests, I make sexy bikinis for the waifus to be used with the upcoming outfit system. My job is pretty awesome.
ErinTheSketchy
Right now I’m going down the list of required assets for this block, such as the new character ability icons. I’m also upgrading our old graphic assets that need a little love, such as the end of mission rank stars that will be more prominent now that replayable missions will be added to the game.
…and that’s all for this entry, my new friends!
I look forward to bringing you more Subverse news and titty screenshots in the near future.