I am sorry to announce that I will have to delay the release of Quant, due to many reasons, including you-know-what (a certain current social crisis). But don't worry! This is for the best trust me. Instead of rushing and delivering an unfinished game, I will take my time to make the story as interesting, the gameplay as fun, and the physics as simple as possible. And I'm working now with a very talented and experienced music composer (FruitSaladSound), who will make your journey unforgettable.
I'm hoping to release Quant: Leap into the journey next year, around Christmas.
The next chapter of Dino Nest is now released! All elder apex creatures can now be hunted for a reward. We also added a new secret area to the world and a new playable mysterious species. To unlock the new exciting things just play to progress. Enjoy!
New features in Chapter III
- Hunt rewards for killing elder apex creatures
- New secret area added to the game
- New playable species added to the game
This is our biggest update so far with major features including a "game ending suprise", heavy rework of the world generation, hundreds of tweaks and fixes and improved saving systems. Savefiles from previous versions are compatible but all elder creatures will be reset for the "hunt reward" progression.
We also have special good news regarding that we finally found a fix for that wierd ancient bug where herbivores sometimes act like carnivores and starts hunting for meat. This bug has been causing issues with the game world for some time. Maybe you have been hunted by a very hungry crazy Dodo that thinks it has big teeth and wants meat. In that case your nightmare is now over and you can be happy. All herbivores should now act like prey and not predators.
Here are the patch notes(v1.22.141):
NEW FEATURE - The hidden island added to the game!
NEW FEATURE - New playable mysterious species to unlock!
NEW FEATURE - Hunt rewards for killing apex creatures!
ADDED a new ancient elder creature to the world
ADDED 32 new dino textures
ADDED 10 new jungle textures
ADDED new predator events to hunt scene
ADDED new herbivore events to hunt scene
ADDED new elder apex events to hunt scene
ADDED new area to exploration unlock events
ADDED nest location and egg for new species
ADDED boss creature intros in combat scene
ADDED visible feedback for Giganotosaurus carrying cap
ADDED 2 more deadly rating levels for Giganotosaurus
ADDED Change view button to Giganotosaurus nest
ADDED new ambience soundeffects to different areas
Elder Apex overview UI has been reworked.
All elder creatures now grants alpha points when defeated.
Hunt Party UI now visually shows correct hunt party for Giga
Successful roar now reduces threat and gives dominance.
Reworked Giganotosaurus Nest to a much wider and larger area
Hunt reward added for killing "Gigantic"
Hunt reward added for killing "Deathclaw"
Hunt reward added for killing "Behemoth"
Hunt reward added for killing "Phantom"
Hunt reward added for killing "Brutallus"
Hunt reward added for killing "Savage"
Hunt reward added for killing "Axia (Ant Queen)"
Fixed animation errors for Velociraptor
Improved nest pathing for Velociraptor
Improved nest pathing for Giganotosaurus
Improved waterhole events and stop drinking control
Genetics notifier icon only visible if mutations available
Improved Roar ability for apex creature interactions
Improved threat mechanics for all apex creature interactions
Improved behaviour AI for nest expansions
Hunger Popup: Nest button not visible if no meat in storage
Thirsty Popup: No longer activating when already drinking
Stockpile button: Now hidden if already max meat cap in nest
Giganotosaurus now requires size 20 to use hatchery and lay eggs
Changes to genetics talent "Quality" for Velociraptor
"Quality" now unlocks legendary mutations for Velociraptor
Tweaks to chances for legendary mutations for both species
Tweaks to carrying capacity for Giganotosaurus based on size
Tweaks to max health for apex creatures on "Normal" difficulty
Tweaks to max health for apex creatures on "Hard" difficulty
Tweaks to damage health for apex creatures on "Normal" difficulty
Tweaks to damage health for apex creatures on "Hard" difficulty
Tweaks to balance speed stat in combat for both playable species
Tweaks to increase chance to find "nest materials" when scavenging
Tweaks to nest experience gain
Tweaks to leader experience
Tweaks to genetic scaling bonuses
Tweaks to threat generation when hunting
Tweaks to threat generation when feeding on the hunt
Tweaks to chance for legendary mutation for Velociraptor
Fixed issues with herbivores acting like carnivores
Fixed issues with wrong deadly rating for carnivores
Fixed issues with hunting prey not working properly
Fixed issues with apex creatures being in wrong area
Fixed issue with hover displaying wrong Giga names in combat
Fixed issue with claim carcass not working properly
Fixed issue with running away not working properly
Fixed issue with alpha points in leader UI
Fixed issue with meat values not reseting in the field
Fixed issue with threat while eating in the field
Fixed issue with scavengers not appearing at carcass
Fixed issue with notification settings not saving
Fixed issue with predator icons not working properly
Fixed animation issue when spawning in nest
Fixed issues with textures in combat
Minor tweaks to size and scaling for first Giganotosaurus
Minor tweaks to dino growth gain for first Giganotosaurus
Minor tweaks to experience gain from successful hunt
Minor tweaks to prey density
Minor tweaks to threat generation when drinking
Added "Stop hunting" button on all area hunt maps
Added "kill reward text" for all apex on hunt maps
Added visible notifier when "alpha points" are available
Added "growing progress" bar for new playable species
Added "dino profile" UI for new playable species
Added special "levelup notifier" for new playable species
Added more info about elder apex creatures on hunt maps
Improved feed effect in hunt scene
Optimized and improved load order in combat scene
Optimized and improved load order in nest scene
Optimized and improved load order in tutorial scene
Improved creature behaviour in combat
Improved map textures
Minor convenience adjustments
Numerous of other minor balance changes
Numerous other bug fixes & stability fixes
Added 2 new soundeffects for jungle and ocean
Savefiles from previous version are compatible
We always appreciate and try our best to apply any feedback given by you to make the game the best experience it can possibly be, so dont forget to leave any feedback you may have in the forums.
It's been a couple of months since I released the SpiderHeck demo on Steam and BY THE WAY, thank you all for playing it, we have been consistently hovering on 1st and 2nd page of most popular demos, and that to me is kind of mindblowing!
Based on your feedback, I am happy with how the game plays and looks, so I have been mostly focusing on polishing and adding more content. Today I’d like to show you something new.
If you don’t want to read through this post, feel free to check out the video version of the devlog.
Watch the New Devlog
Please note: this is still work in progress and not all of these enemies might end up being in the final version of the game.
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If you have played the demo, you are already familiar with the two existing enemies. These current enemies either try to stab you with their stingers or roll you over with their… rollers? So with the new enemies, I wanted to change up the gameplay a little bit and the obvious way to do that when all your enemies are melee is by adding some ranged enemies! I know. Genius.
Introducing new enemies
First new enemy I worked on was this bug thing I am calling Khepri. For some reason my brain didn’t let me just make a wasp with a gun (even though it does sound kind of cool when I write this) because I needed to do something “interesting”, so I ended up with this beetle thing… that shoots energy spheres at you.
There are a couple of cool things about it. Initially, the projectiles it shoots were meant to be fast and very bouncy, kind of like the ones you may remember from the Half Life 2. But, I quickly realized that giving something like that to the enemies was going to get very frustrating for players. All the bounciness is going to lead to a lot of random deaths… which let’s be honest… the game already has plenty of.
So instead I slowed the projectiles down quite a bit, and to still keep them a threat, made the spheres bigger while also having them follow players.
That might sound a bit scary, but there are a bunch of ways to counter them! The obvious one – just move. But besides that, you can also shoot or deflect these with your particle blade.
To make it even more interesting in terms of deflection, once you hit these spheres with a particle blade they will actually stop following you and start homing in on the enemies, giving you this little new ally.
My intention with this enemy was to make it more like a pest that isn’t quite dangerous up front BUT needs to be dealt with fast, otherwise it's going to spawn too many of these energy spheres until you get overwhelmed.
And just to prevent you from simply shooting it down, the only way to destroy it is by hitting the glowing part on it’s back. You will need to hit its head first to make it spin around, so it can get a little tricky. Or just use explosives. They work fine here.
Second enemy I have made is a bit more straightforward. I am currently calling it a Whisp but it might need to be renamed as I don’t think the name is a perfect match with what this turned out to be.
The goal with this enemy was to make something that is opposite of Khepri as in – something that is fast and hard to hit.
The way it behaves is – it zips around in an unpredictable way until it decides to focus on you and blast you with its weapon. From tests so far, it can get pretty stressful when you are facing other enemies, and all of a sudden you see a Whisp start charging its cannon aimed at you. It is also surrounded by spinning blades, so you probably shouldn’t touch it!
As for counterplay – the basic version of it is very fragile, requiring you to only hit it once to destroy it. You can deflect its shots with the particle blade. You may even want to completely avoid destroying it since dodging the projectiles can make it kill other enemies for you. Handy!
An explosive roller! This is just that.
Originally it was intended as a joke, but then I took myself seriously and actually made it. This is dedicated to anyone who played the demo and spawn killed the enemies by putting their blade into a spawn zone.
It resembles the existing roller enemy but this one has a mine inside it. I know, amazing design. This enemy will troll the spawn killers and will also make you move around even more since, you know, avoiding explosions is generally a good idea.
And while it can be extremely deadly to you, it is also deadly to other enemies if you time it right.
And that should do it for today’s devlog! There are certainly more enemies coming to SpiderHeck in the future, these are just the ones I am ready to talk about. Let me know what you think of these and don’t forget to wishlist the game!
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We maintain a zero-tolerance policy against the use of unauthorized programs or software, manipulation or tampering of game data, and intentional exploitation of game systems.
To date, we have permanently restricted more than 5,803,100 accounts.
[Accounts Banned or Restricted] - Applicable Date: Thursday, December 2nd, 2021 - Number of Accounts: 26,799 (Total 5,803,183) - Reason: Use of unauthorized programs & Violation of Operational Policy
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Slitherine (Warhammer 40,000: Gladius - Relics of War, Warhammer 40,000: Sanctus Reach and Warhammer 40,000: Armageddon) and Black Lab Games (Battlestar Galactica Deadlock and Starhammer) are pleased to announce that the critically acclaimed turn-based strategy title set in Games Workshop’s world-renowned grimdark universe Warhammer 40,000: Battlesector is now available on Xbox One, Xbox Series X|S, PlayStation 4/5 and Games for Windows.
That’s not all: the game is now available for Xbox Game Pass for Console and PC.
Console version release
The console version features full achievement and trophy support, in addition to an updated UI and brand new control scheme specifically designed for consoles, giving players full tactical control when commanding the Blood Angel Space Marines in bone-rattling and soul-crushing skirmishes against the Tyranids.
Elites DLCs release
The Warhammer 40,000: Battlesector - Blood Angels Elites DLC gives players access to Assault Terminators and Sanguinary Guard. Assault Terminators feature a game-changing Deep Strike ability, while The Sanguinary Guard can quickly traverse the battlefield using their Jump Pack and can be equipped with a variety of ranged and melee weapon options.
The Warhammer 40,000: Battlesector - Tyranid Elites DLC adds the Broodlord and Hive Guard. The Broodlord are superior melee warriors with a natural ability for disrupting the minds of nearby prey, whereas the Hive Guard offers deadly ranged attacks, wrapped in a heavy armour of lumbering carapace.
For an exclusive first look at a new, upcoming faction that will be added to the game in 2022, please tune in to the Slitherine Home of the Wargamers Live+ event taking place on the December 14th.
New Tournament open for sign-ups
The first official tournament for Battlesector is now open for sign-ups. There are 128 spots available. It is a PBEM Swiss system tournament played over the course of three rounds, each round lasting 14 days. It makes use of Slitherine's automated tournament system, which means our system will automatically pair you up with opponents in paired matches, and you will be receiving notifications when it is your turn to play. You can find the full rules here.
As the first public tournament, we consider this to be an Open Beta. We're looking forward to having a regular stream of online tournaments in 2022. You can join by clicking here (a Slitherine account is required, and you can register one for free) or directly from in-game.
We’ve seen a few comments about flickering shadows and people asked how much are we planning to show the same part of the jungle? Today we’ll share our plans, show you the current result of working on locations, and let you know when you’ll see new locations.
In the game’s announcement, we told you that we’ll try to make the most of the purchased textures to speed up the development process and spend less money. However, with the growth of our team and level of expertise, we came to understand that hand-made buildings look more interesting and of better quality than off-the-shelf solutions. Currently, our team is in the process of creating unique buildings and locations that will be in the first game.
In Sea Dogs, the land gameplay consisted of space-limited locations with loading screens each 10-20 seconds while the character moves from point A to point B. If the character was outside the city, the player had no understanding of the island’s layout and they had to go on forums and search for maps of paths that look all the same. In fact, the island is a set of rooms that have no geographical relation to each other, and after the point of transition between locations is reached, the game teleports the character to another room with decorations that give the impression of a continuous path.
The solution chosen by developers at that moment was forward-looking, it allowed minimizing technical requirements of the game and reusing the same locations in multiple places.
In 2021, such an approach is obsolete and very undesirable. Due to this, we abandoned the concept of a set of locations and decided to design the island as a whole, making one location with a minimal number of loading screens. The task of creating a full-fledged open world has many complications, one of which is to ensure stable FPS and minimize the requirements necessary for the game to work. Shadow flickering seen in the game footage is due to the need for increasing shadow render distance, which leads to a high GPU load.
Currently, we’re concentrating on creating a single technologically efficient approach to making whole islands that would show good results for graphics and optimal use of PC resources. In the first game, Barbados will become our reference model. After the release of the game, we will collect player feedback, make additional changes to graphics optimization and after that, we’ll be able to use ready-made and well-proven technology to create new islands.
We use a dynamic sun that changes its location based on time of day and creates unique lighting. We also implemented dynamic weather that adds nice visual and sound effects to the gameplay. These features don’t allow to programmatically calculate the location and appearance of each object’s shadow on a map once, which leads to high GPU load. However, we think that those seemingly little things create an atmosphere for the player and increase engagement in the gameplay.
To find out all the details about the open world in the game - watch the full devlog video :) Subscribe to our YouTube channels in order not to miss news about the Corsairs Legacy development!
In the trailer, you’ll be able to see Jacob Rivers, Kyle Reese, and their team on the run from the overwhelming force of Skynet...including an intimidating and deadly new machine, the HK Centurion, an enemy never previously seen in a Terminator video game.
In addition to this, we will be playing through this section of the campaign live and unedited on our Twitch Channel on Friday, 3rd December at 8am PST/ 4pm GMT / 5pm CET. During the stream, you’ll be able to see this newly revealed part of the campaign in greater detail, with some additional information and commentary!
We cannot wait for you to fight alongside iconic Resistance hero Kyle Reese next week.
Century: Age of Ashes is finally available! Take to the skies with your dragon and burn your enemies to ashes!
It feels amazing to finally be able to share the product of years of efforts with you all. I can't be thankful enough for how awesome our community is, and this is only the beginning of our adventure together! Check our launch trailer right here!