Merry Chri-... Well, it's not THAT time of the year yet. However, we have a special Christmas event for you!
Silent Night… Yeah Right!
Please, welcome our Santa Guy, who is here to give gifts to those who've been nice! His mighty red-nosed reindeers (who: 1 -> are not named Rudolph, because, come on, Rudolf the Red-Nosed Reindeer is one and only, 2 -> are not reindeers, but horses, because the real Santa didn't want to borrow Guy his ones) are awaiting your orders! If you've been naughty (be naughty and save Guy the trip), take a look at the snow around you and prepare for a snowball fight!
When?
Christmas Event starts on December 1 and lasts until the end of the month! You have plenty of time to give it a try!
How to start the event?
Take a look around and find a Santa cart (the one with gifts on it!). It should be waiting for you in one of the carts' parking lots. Just hop right in and bring happiness and joy - or mayhem and despair, it's up to you - to the world
And now: look in the Rustler's game window and sing with us: Baby, it's Guy outside!
Oh, and we have some new fixes for you! [expand type=details]
You can now run your enemies - or any NPCs - over with a tank!
Tank leaves a bit more dust behind.
Now you can find a horse at Vinci's location to spare you some time :)
The Flamethrower shouldn't keep firing during cutscenes.
When buying a new weapon, you will now see information in the right top corner of the screen about what will be replaced with it.
While riding a horse together with a hired bard, you will now be able to shoot him and fire him this way.
We've also looked into any crash logs you've provided us with and fixed them.
Do you hear that the howl of piercing northern wind and the crackling of ice? The Whispers of Frost winter-themed event is here and a number of epic prizes with it.
This event is available until December 31, 2021 and its rules are very simple. Complete the daily objective by winning 3 matches in any standard mode (while driving a Tier 3 vehicle or higher) in order to receive a reward.
This hotfix is reworking freeze conditions to make playing with cold weapons more diverse and challenging.
Game
Freeze conditions have been reworked to slow enemy movements instead of completely stopping enemies from moving. Freeze now also has a recovery time to prevent enemies beeing permanently frozen on high attack speeds.
Increased unlocked unique skills on new save files from 6 to 8 skills.
Bugfixes
Fixed a bug which caused not all unlocked weapons beeing included in the drop tables for destructible world objects and chests
This month, we’re launching another series of special Loot Crates in MY.GAMES Market that offer you a chance to win some of the most coveted vehicles in the game.
These crates are:
Asian-themed (with Type 10)
Russian-themed (with Object 195)
NATO-themed (with Challenger 2 Streetfighter II)
We’re implementing a new mechanic to the MY.GAMES Market Loot Crates. The mechanic is simple – instead of purchasing the Loot Crates, you purchase keys to them, which you then use to unlock them. Please note:
Discounts do not apply to Loot Crates, but rather to Keys
It is possible to buy multiple keys for a single chest type
Keys belong to individual Loot Crates (that is, a key to a Commander Loot Crate purchased now is not guaranteed to work on a Commander Loot Crate a month down the line)
Keys can be found in a separate Market section
We hope that you will enjoy the offer and, as always:
Chronicles of Tal'Dun: The Remainder - Act 2 - Patrick
Greetings weary traveler,
You might have noticed already, but our story just got a new name: Chronicles of Tal'Dun: The Remainder.
There will be more than one story in this setting we created, and it's easier to search for this way, so Ze and I are very happy about this decision.
The changes we tested in previous update of act 1 are now applied to the Act 2 as well.
Hopefully nothing new broke by this update, but in case something is not working properly, let me know.
About the achievements for the Act 2: they are there but are still somewhat work in progress, most likely I will change their names in the long run and add a few more, but they are there and working so - victory!
There are some new bits of writing after Vyn reads the journal for the first time, and we tried to reduce the info dumping as much as we could.
We hope you will enjoy these new tweaks. We are more than halfway finished with the final act and let me tell you, it will be amazing. :3
Following is the list of features from the previous act 1 update devlog which are now implemented in second act as well:
1. New text display system
Text is now appearing in a slightly different way than before. Old text is automatically scrolls out of the box when the new line appears. Also, the new line has a slight effect on it to guide the eye to it. I think it's an improvement and pretty neat, but I'm looking forward to any feedback and suggestions regarding it.
2. New way to display history
It is also now possible to scroll text up if you missed something so I removed the history screen for now. This doesn't work flawlessly for now, but I prefer it to opening a complete new screen.
4. Visual changes
Changed the background of the opening scene and blood filled dream
Broke up the wall of text about Shrooshroo at the beginning and added animated bg
Changed appearance of the intro tutorial
5. Post death dialogue
Dying is not so prominent in the act 1, but from now on things happen when you die. <_<
6. Small changes in wording and fixed typos here and there
More building parts: - Corner roofs, inverted triangles, diagonal walls, foundations, windows and slits, roofs.
More Furniture and Resources as Furniture: - Peasant beds¸ Floor mattresses and King beds, wall torch, throne chair, king's tub and toilet, spinning wheel. - Trees, stones and metal lodes will become buildable, with one worker slot per resource. Metal lodes' availability is based on the island (e.g. copper lode is only available to be built at the Copper Desert Island).
Height Slider: - People will have different heights.
Families: - Mercenaries will be removed and Villagers cannot be hired from the Merchant anymore. NPCs' appearances will be random in the meantime. Soon, there will be more character customizations. - Villagers and Players HP increased from 300 to 1000. - Villagers will have a chance to come in small families (same family name, and just brothers and sisters for now) from the Wagon at the Marketplace every 5 minutes. Note: Please ensure that you have an open path from Caringtown to your Marketplace, if not, the Wagon cannot arrive and villagers will not come to your castle.
Castles as Inns: - Villagers will pay rent to you while staying at your castle.
Workplaces and Villagers' Wages: - Workplaces will require you to pay wages for the villagers to work at. - Villagers will continue to work offline as long as they are being paid. - One person per training dummy.
Easier Combat: - Flinch stun duration reduced from 0.5 seconds to 0.3 seconds. - Decreased AI's attack rates.
Safer World: - Removing all enemy camps on the map except those at Dungeons. - Removing all enemy waves at all towns.
Teleport to Caringtown: - Added ability to teleport people to Caringtown if they are trapped or lost. Note: If they have a bed, you can press F10 to command them to come back and rest, you don't have to personally bring them back to your castle.
Ever since Early Access began on the 17th, we have received a lot of bug reports and improvement ideas. We’d like to say thank you, and will be reviewing each and every piece of feedback.
Among the feedback received, we have identified urgent issues that need to be prioritized for improvement and have applied fixes where possible.
Please find the details of today’s update below.
1. Difficulty adjustment A key trait of Unsouled is the sense of challenge and reward that comes from its hard difficulty. However, we have adjusted the balance of Prince of the fallen kingdom and Normal so that each difficulty is more distinct due to it being overly difficult.
Increased the amount of Red Souls acquired in Prince of the fallen kingdom and Normal difficulty
Added dash immunity time to Prince of the fallen kingdom and Normal difficulty
Increased Attack and reduced damage when hit in Prince of the fallen kingdom and Normal difficulty
Added Rookie Mode (on/off) to Prince of the fallen kingdom and Normal difficulty
2. Increased soul absorption speed when not in combat It is possible to absorb souls during combat tactically, and it is directly related to boss difficulty. But, we have decided to adjust this due to feedback that the overall rhythm of the game is interrupted if souls are absorbed at the same speed even when out of combat. 3. Improved boss combat convenience Boss fights are the core of Unsouled’s combat. Yet, sometimes it will be difficult to clear no matter how hard you try. Sometimes you may even need to start over to complete the Challenges! A restart feature that allows players to return to the very beginning of the Act and obtain souls for upgrade before facing the boss again was added. In addition, a quick restart feature that returns the player to the last save point is now also available.
4. Modified difficulty based features in Act 2 during the part with the rolling rock There was a good amount of feedback stating that the part where players have to avoid the rolling rock in Act 2 was overly difficult. As a result the difficulty level of Prince of the fallen kingdom and Normal was greatly reduced.
5. Greatly increased the chances of acquiring Passive Soul when certain conditions are met 6. Skills can be used without additional upgrades when acquired 7. Modified the patterns of some bosses in each difficulty 8. Bug fixes
Aside from the above, other detailed improvements were also made. We will continue to actively improve the game through user feedback during Early Access. Thank you for your feedback and interest!