Last month, we shared the first part of our Creature Compendium with you. From the passive Orange Slime all the way to the highly aggressive Caveling Shaman, we told you where to find these monsters and what to expect from their attacks. We’re sure you’ve spotted plenty of other mobs in the underground during our Open Alpha, so let’s take a look at another batch of creatures today!
Caveling Brute
Location: Stone Biome Attacks: With a GIANT Club
Much like the Big Larva is a scarier version of the Larva, the Caveling Brute is a much scarier version of the Caveling. These creatures are slow but mighty, and just one hit from one of their wooden clubs is enough to do serious damage to an unarmoured Explorer. Here’s a top tip: Brutes are most dangerous when there are other enemies around. Try luring smaller enemies away so you don't have to fight them all at once.
Caveling Merchant
Location: Stone Biome Attacks: Never!
The Caveling Merchant is an outsider amongst its kind. Having retained some semblance of culture, it prefers to spend its time buying and selling rare items with whoever is available to trade. It is far more concerned with loot and coins than it is with battling other creatures, making it a friendly creature that we’re sure you’ll be happy to spot as you travel through the Stone Biome. We designed this creature to look like an outsider that roams the world in search of treasure.
Caveling Farmer
Location: Nature Biome Attacks: With traps
The Caveling Farmer is a green-thumbed nuisance that lives in the Nature Biome and grows delicious crops. We’re not saying you should kill these creatures and steal their produce; we’re just saying it’s an option. They’re similar to regular Cavelings in terms of their attack style, but they have an extra mechanic you might want to watch out for in the form of Snare-Plant traps! Be careful not to step onto one of these plants, otherwise you’ll find yourself trapped in place and helpless to the attacks of the Caveling Farmer and the…
Caveling Hunter
Location: Nature Biome Attacks: Stealthily
A sneaky Caveling disguising itself as a bush. Get too close and it will SHOOT you. Yep, you heard us correctly, this little blight has a musket…and it’s not afraid to use it! Always keep an eye on your surroundings when making your way through the Nature Biome, especially for bushes that look a bit out of the ordinary. We designed the hunter to work well alongside the Caveling Farmer’s Snare Plants, and this monster has a special place in David’s heart.
"I think the Caveling Hunter is my favourite because it looks so stupid when peeking out from beneath the bush thinking that no one sees it. We all see you!" – David, Gameplay Programmer
Infected Caveling
Location: Nature Biome (Mould Dungeon) Attacks: As part of a horde
Deep within the Nature Biome lies the toxic Mould Dungeon, and this is home to some rather dangerous creatures known as Infected Cavelings. These zombie-like beings move very slowly, but they hit extra hard and deal poison damage, which temporarily reduces the health you regain from healing. Speed is the key to ensuring you survive an encounter with a horde of these monsters – whatever you do, don’t let them surround you. We also recommend you use food for extra buffs and find some way of protecting yourself from the Mould Dungeon’s fumes, which will slow your movement speed and seal your fate.
We hope you liked the second part of our Creature Compendium. We've got more monsters and some GIANT bosses that we're just dying to tell you more about, so keep an eye out for future updates. In the meantime, why not join our Discord for even more Core Keeper news, updates, and information!
Oh, and don’t forget that you can meet many of our weird and wonderful creations in the Core Keeper Open Alpha. Visit our Steam page and hit the “Request Access” button to instantly add the Open Alpha to your Steam library!
Important Information: The Core Keeper Open Alpha will run until 6pm GMT / 10am PT on December 14th 2021. After this time, the game will become unplayable in your Steam library, so make sure you play now!
We’re CELEBRATING the 21st Anniversary of Project I.G.I. with a special new mission briefing for you!
Game Director & Managing Director at AntiMatter Games, Rich Barham, Producer Adam Walenkiewicz & Cinematics & Video Lead, Richard Dawson, are back! Their mission? To delve into the solitary world of being a lone agent.
In this update the team takes you behind the scenes to show some of the steps taken to ensure I.G.I. Origins delivers the authenticity, pressure & nail-biting tension you would expect from operating alone behind enemy lines. Take a look at the video now and enjoy your sneak peek into the making of the game:
PLUS as it is the anniversary, we also wanted to give a shout out to Kim Jensen, the composer for the first two games. Kim kindly made a surprise appearance in our last video to talk about his experiences of working on Project I.G.I. & I.G.I. 2: Covert Strike, after you, the fans, told us how much the atmosphere from the sound design has stayed with you for these past 21 years. If you haven’t already seen the video you can see Kim here, roughly 3 minutes in:
The whole team at AntiMatter Games are so motivated by your continued support both for the original games and everything we’ve shown you of I.G.I Origins so far. Thank you! Happy I.G.I.-versary Agents!
Gear up, and we’ll see you again soon for our next mission briefing.
Survarium Patch 0.69 with a lot of community requested changes and improvements is now live!
Please find the complete list of changes of the Patch below. Have a good time playing the game!
The List of Changes in Survarium 0.69
GENERAL CHANGES
In Slaughter you can't take more than one smoke grenade (if your character profile has more, only one will be available).
In training against bots and in the shooting range ammo and supplies are now unlimited.
You can now pick up your own supplies (explosives and traps). If you have free space for a corresponding supply, your character picks it up. Otherwise, it's destroyed.
Added transparency to nicknames of allies, totems icons, and ammo boxes icons when aiming down sights. You can change transparency level in game settings (Transparency of allies' names).
When picking up an artifact without having a free container, an artifact with the lowest time remaining will be replaced with the new one.
When your character dies, you can no longer observe dead players, including your own.
Bots no longer attack in melee, they only shoot.
Owners of a premium weapon now get a regular version camo as well (a camo on the rare or faction version of the weapon). When using a regular camo, bonuses of premium camo do not apply to the weapon!
Respawn protection is disabled in Team Deathmatch mode when characters on one team can no longer resurrect (skull stage). This means that when going into the enemy respawn opponents will not be automatically displayed on the mini map and their screen won't be greyed out.
After losing server connection players with batteries and artifacts in their hands automatically drop the object. This applies to all game modes including Team Missions (PvE).
Improved balancing during matchmaking. Now the system tries to balance not only sum of the ratings, but also ratings on the best two players on each team (if there are 4 or more players in each team) or four best players on each team (if there are 6 or more players in each team).
Upon logging into the game players with a "bad" name will get rename voucher for free. Player's name is considered bad when it starts with "survivor" following by numbers. The voucher is awarded only to the players who finished or skipped the tutorial (because after the tutorial you can already change the name for free).
Modules of max quality (purple ones) now can be used to upgrade other modules.
Premium ammo no longer drop after matches. We want to remove it from the game altogether soon.
WEAPONS AND SUPPLIES
Introduced a new Aperture optical sight, x3/x6.
You can now install optical sights on SMGs.
H&K MP7: introduced new magazines holding 30 and 40 bullets.
Fort-17: now magazine has 13 bullets.
Uzi: now magazine has 20 bullets.
KRISS Vector: changed burst fire, now two bullets instead of three.
Winchester 1894: now magazine has 7 bullets.
Mobile ammo box now restores up to half of your maximum ammo count (supplies are restored as before). For instance, if you have 20 ammo left out of 100, the box will restore +50 ammo (100/2). Stationary ammo boxes work the same way as before.
BUG FIXES
Updated several strings in Spanish localization.
Fixed a spot where you could look through the ceiling on Adandoned Base location.
Fixed a spot where you could look through the ceiling on Vector Laboratory location.
We’re unearthing Update 2.7, just in time to rattle and chill your holiday break!
Something stirs in the air and a coldness grips your bones. You sense a nefarious darkness growing within both the Exiled Lands and the Isle of Siptah. The veil between our world and the outer dark is starting to tear, and droves of undead stalk the land. Mystical pillars rise in dark rituals and the ominous chanting of sorcerers can be heard as whispers on the wind.
You can take on this new threat and fight the sorcerers and the unnatural undead they summon. Be on the lookout for rituals of dark sorcery as you explore either the Exiled Lands or the Isle of Siptah. By stopping the rituals you may earn unique rewards, such as some brand new placeables or even the Skelos Cultist Master armor set of the sorcerers, starting today and until January 10th!
With Update 2.7, we’re adding a new Point of Interest protection system. This first iteration will prevent obelisks in the Exiled Lands from being blocked, and will destroy any interfering constructions until access is guaranteed. We’re also focusing on polishing the new Nemedian building pieces and cosmetic sets, with fixes to collision boxes and visual polish to minor issues with armors and placeables. Along with that comes the hinted at upgrade to the building pickup system, where any pieces that would’ve otherwise collapsed when picking one up will now be sent to the inventory!
And, what could be the highlight for many of you, we’ve finally delivered one of your most requested changes since the game’s release: it should no longer rain indoors! Any sheltered areas will now protect from the rain and you should no longer see your fancy rugs and furniture soaked in rain. Making those roofs work for it, you know?
Along with these changes we’ve been working on other fixes and general layers of polish to the game. We hope these improvements make your adventures in the Exiled Lands and Siptah more enjoyable, so you can focus on grabbing all that new loot!
Thanks once again for your continued feedback and support, and stay safe!
IMPORTANT NOTE REGARDING MODS
Please remember that updates can mess with the functionality of your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed. For the purposes of testing, we recommend not using any mods when playing on Testlive.
Limited-time in-game event: Grave Matters!
The veil between our world and the outer dark is starting to tear, and droves of undead stalk the land. Mystical pillars rise in dark rituals and the ominous chanting of sorcerers can be heard as whispers on the wind. From today, until January 10th, you can earn unique rewards by stopping the rituals scattered across the Exiled Lands and Isle of Siptah!
Point of Interest Protection System!
Obelisks in the Exiled Lands will now be protected against obstructing constructions. This new system will check against any total blockings and destroy the offending structures. This can also be enabled in private servers by adjusting a new server setting!
No more rain indoors!
You can now sing and dance in the rain, happy again, as you’ll finally be able to shelter from it in your home. Roofs will now protect against rain! No more soaked bases! Hallelujah!
Limited-time in-game event: Grave Matters!
POI protection system!
No more rain indoors!
Pick-up system upgraded!
Fixed to Nemedian pieces and sets!
Tons of #spellchekker fixus!
and more!
[/b][/list]
Fixed a number of crashes and stability issues.
Fixed an issue that would cause certain mods to not load after the recent mod loading optimizations.
Optimized the game and server logs to be less spammy about a number of outdated errors, and updated to provide more meaningful information regarding connectivity issues.
Fixed a number of exploits in regards to the building and clan systems.
New limited-time in-game event: Grave Matters. Between Dec 8th until January 10th, find the totems and stop the rituals to earn unique rewards, such as some brand new placeables or even the Skelos Cultist Master armor set of the sorcerers.
Added new Point of Interest protection system. In this initial implementation it will protect obelisks in the Exiled Lands. This new system will periodically check the surroundings of these locations. Buildings found blocking access to these resources will be automatically destroyed.
This is controlled via Server Setting, and comes disabled by default. PoiProtectionEnabled=false
It’s no longer possible to climb over the Nemedian fences.
Ceilings can now be snapped to Nemedian Gate Frames as intended.
Stormglass fence should now have the correct destructible mesh.
Nemedian Fence and Crenelated Wall destructible meshes did not match their models either. This has now been fixed.
Fixed a number of improper collisions on several Nemedian building pieces.
Fixed a number of known visual issues with Nemedian pieces and placeables.
Edited placement volume for the Lesser Wheel of Pain to prevent placing it on top of another one.
Updated collision box for Lesser Wheel of Pain to be more appropriate with its ingame model.
Fixed several Nemedian items that couldn’t be dismantled at the Dismantling Bench.
Black Ice War-Axe now correctly requires Hardened Steel War-axe to craft.
It is now possible to squeeze Yakith and Shaggai Horror carcasses in liquid presses for resources. Yummy.
Kordovan Tack and Saddle should now be craftable again.
Addressed an issue where thralls would spawn with a xx_unarmed bag in their inventory.
We have stripped NPCs from their interest in Geology and they should no longer get stuck in front of rocks and ores. This should help them pathfind around them normally.
The Tortured King should now have the correct base weapon.
We found out Accursed Bearer II was lying about their tier and that is not cool. So we have fixed that. Know your place, Gary.
Fixed a number of NPCs that were missing from New Khemi Docks in Siptah.
Fixed an issue with a stuck Rocknose near the Tower of Bats.
Rejoice, spider zealots-to-be: Harpagus the Hatcher no longer suffers from chronic shyness and should be spawning in the Exiled Lands again.
Undead Dragon in the Sinkhole should now spawn even if someone has built close to the Sinkhole.
Fixed an issue where a few NPCs wouldn’t spawn due to invalid AI controllers.
Increased durability for the Shield of the Grey Ones from 500 to 2000.
The amount of Zeal gotten from burning the Flesh of Jhebbal sag has been reduced from 20 per flesh to 1 per flesh.
Accessing the inventory of the Lesser Wheel of Pain should now be easier to accomplish.
The building pick-up system has been improved to now also send to the inventory any pieces that would collapse when picking up a building piece.
Building pieces that had been previously repaired to 100% can now be picked up.
Building pieces that are picked up can now be sent to the shortcut bar automatically if another piece of that type is in one of the slots.
Interactable objects are now subtly highlighted to ease spotting and interacting with them.
Addressed an issue where Rocknoses would lose their textures once they were at a distance.
Blood-moon Bow should now have the correct in-game visuals.
Elevators now replicate its movement correctly to all players on a server.
Fixed an issue where elevators would need to be triggered twice after a server restart to work correctly.
Please make sure you’re sitting for the next line. By proceeding you agree to those terms and make us not accountable for any damages caused due to sudden fainting or permanent vocal cords damage caused by intense screaming.
You should now no longer see wetness, or raindrops on the character, thralls or NPCs when indoors. In addition, you should no longer see wetness on the floor or on placeables if there is something above it blocking the rain. The wetness on the character will fade in/out for 3 seconds after going in/out of cover.
Fixed an issue where a corpse at the Proving grounds would give out a Fragment of Power instead of a Scout Report. #rip
Valusian and Tongue of the Serpent Men language dictionaries were missing from the game. This has now been fixed.
Addressed an issue where some saddles would show low-quality, grey textures.
Fixed a number of character visual imperfections while wearing the Nemedian Scout Vest.
Corpses (especially Rhinos) should no longer lose their texture when going out of range.
Addressed an issue where sometimes the game client would not receive game invites after a failed attempt.
Fixed a number of connectivity issues on the PlayStation version of the game in regards to FLS and offline accessibility.
The thrall perk system is now accessible to modders. Happy modding!
Added decorations to a Siptah camp that was missing them. World NPCs also deserve nice things, you know.
Fixed a spot near the Eye of Ekim where players could get stuck.
In our eternal war against the evil forces of cheese -lieutenant of the lactose empire- we have fixed several spots in the Warmaker Dungeon and Grey Ones Pools where it was possible to fight bosses without retaliation. This made dealing with them less con-grate-lating than intended. Crom laughs at your four winds, cheese.
Fixed a number of minor visual imperfections across several Siptah locations.
The #spellchekker team has ben vury busy fixeng grammor and spelling mistooks in de gaem so now patchnotes løøk like this. Your welcome.
Our international and therefore more prestigious #spellchekker team has fixed a number of mistranslations and typos in localized versions of the game.
Unusable dye-slots in Nemedian Officer Sandals and Zathite Dancer Beads no longer show up in the Dye UI.
The Eastlight and Westlight camp names were swapped. This is now fixed.
The Berserk Rage buff has been renamed to Berserker’s Protection and the description changed to match what the buff actually does. The actual functionality of the buff was always to add armor, not damage.
Dune Hunter Shoes stopped treading rhythmically and should now correctly state which stat they improve (Strength).
Thralls stolen from the Wheel of Pain while being converted will now be listed in the event log.
Accounts trying to access an official server with a suspension or ban active will now get a display prompt stating the reason and end time of their suspension.
Losing connection while playing will now show a prompt informing the game has entered offline mode when the player is booted to the main menu.
Added visual timer informing about time left when character transfer is prevented by a cooldown.
Fixed an issue where if two servers had the same name, only one would show up in the server browser.
Removed "Report Official Server” link from the server browser as the form is no longer in use.
---Red---Tether--> now has a final release date: January 18th! The game is feature complete and fully playable already, but there is still some more content I want to add and feedback I want to implement. To get more of the later I’ll be running an open playtest here on Steam. Feel free to opt in if you don’t mind some bugs and unfinished edges. :]
The playtest features: -7 player ships that come with distinct core upgrades -50+ upgrades to find and unlock -8+ boss encounters -12 zone variants -50x3 premade waves in interception mode -New endless mode with an optional final boss -Freely combinable challenge modes for endless runs -New video options for better visual clarity -Experimental controller support
The playtest has everything unlocked by default, but if you want to go through the game normally you can disable this in the game options. I’m looking forward to your feedback!
In closing here is a quick rundown of what I’ve been working on in the last months.
A whole bunch of new mid- to late-game enemy types and mechanics have been added. Carriers send out various types of small craft to hunt you down, ranging from melee troopships over chaingun scouts to deadly interceptors and bombers. New homing torpedos require you to have harpoons ready to counter them. And in beyond wave 40 you’ll start to see shield piercing beam attacks.
An ongoing goal was to improve combat pacing and make battles a bit more dynamic. Most direct attack enemies will now start to chase you down via tac jumps if you spend a while in a wave. Additionally, certain ships that can’t fight on their own will now jump out once all their escort is gone, eliminating situations in which you had to mop up passive cargo vessel or asteroid to progress.
As mentioned above, the game now has an endless mode that dynamically generates enemy waves. These waves can also have random modifiers to spice things up. Some wave modifier can work in your favor, others very much not so.
Endless mode also comes with a new launch area and its own custom final boss. Defeating whatever that is unlocks coordinates, ---Red---Tether’s--> system for challenge modes. Activating coordinates in subsquent endless runs brings you closer to the Contempter homeworld, but also grants broad bonuses to the opposition.
The game now contextualizes your runs a bit more and has you travel through various zones within your target system. You start up in asteroid fields and ice clouds, go through various industrial areas and eventually end up near the systems sun. Right now these zones mostly just represent a visual change, but some can trigger certain wave modifiers more often (In the scrapyard you’ll encounter more waves with the [debris field] modifier etc.). Expanding on this is one of my goals for the final month. I want to add distinct modifiers for all zones and I also want them to affect enemy types.
Visual clarity was an ongoing concern especially in regards to background visuals and contrast. So I added some options that allow you to freely customize how the game displays backgrounds. If you find the background to distracting you can make it darker or turn objects and dust off entirely. You can even play the entire game in a high-contrast, dark void, which I find looks pretty neat in its own minimalist way.
To further improve readability I also added some additional dark outlines to all ship assets. I hope this allows to identify them more clearly on any background.
And last but not least I added in a whole range of new player upgrades to collect. I also increased the frequency at which tech-ships appear, allowing you to upgrade faster. Boss fights also spawn their own type of upgrade ship now, which always forces you to choose between an offense upgrade and health. I’m considering dropping even more additional upgrades during combat, to get upgrade progression going even faster.
To keep track of your ships capabilities I also added an item screen to the pause menu (similar to how Hyperspace Dogfights handled this, but essentially combining the pause screen and intermission stat sheets into one overview). Not seen here is that this also shows full tooltips on items and all your stats in one sheet when selecting your ship.
The new items again come in various shapes and functions, some provid basic stat boosts, others extend your toolset with whole new functionalities. There is still a whole set of basic upgrades in the pipe and three new elemental-based ships are in the works to carry some of them.
The game now also has a system for displaying unlocks during a run. And if you go for 100% there are databases to unlock, indexing all items of individual categories, while also showing unlock conditions. These will be available to ponder near the title screen hangar.
If you want to try all this out right away feel free to opt into the playtest. You feedback would be much appreciated!