Several sightings have been noted of cursed objects, in locations where a ghost is haunting. These must be the cause of ghosts being trapped there. You might be able to use these to your advantage, but be careful, we don’t know what they’re capable of.
We’ve also had reports of a strange new ghost type.
Several new items have been added: The Cursed Possessions.
Each location will feature 1 of 6 items, randomly chosen at the start of each contract. There are several spawn points for each item, so get searching!
Cursed Possessions trade sanity for information, but be warned; using these items can cause an additional negative effect, so think carefully if you want to anger the ghost for the rest of the investigation.
Music box
Reports show paranormal entities singing along to this haunting melody. Don’t get too close or you may get a nasty surprise
Tortured Voodoo Doll
Force a pin into the doll to trigger a reaction from the ghost, but you may lose more than you gain
Haunted Mirror
A visible portal into the spectral realm, dare you peer inside to find the ghost’s room?
Summoning Circle
Risk your life by summoning the ghost and trapping it temporarily. Don’t stay too long, it’ll break free eventually
Tarot Cards
A deck of ten random cards, each with a unique mystical property
Ouija Board
The Ouija Board is now classed as a Cursed Possession, and has received new visuals
You must now say "Goodbye" to finish talking with a ghost on the Ouija Board, or else...
The Ouija Board is no longer guaranteed on Nightmare, due to the new Cursed Possessions and ghost identity changes
The Ouija Board will no longer have a chance to fail questions
The Ouija Board will no longer play an additional sound when spelling double letters
The total number of Ouija Board spawn points have been reduced on Prison, Asylum and High School
You can read more information in the Journal, under the new Items / Cursed Possessions section.
Nightmare has been a successful addition to Phasmophobia, but we’ve all found some ghosts are just too hard to identify with only two evidences.
We never intended for Nightmare to be a guessing game, so to combat this, some ghost types have received new abilities, passives and other adjustments to make them feel more in line with their journal descriptions, and most recently added ghosts.
Shade
The shy ghost, often hiding in plain sight, only showing itself when truly necessary
Poltergeist
The ghost that loves to throw things, watch out!
Banshee
The singing siren, luring ghost hunters near and far The banshee’s rare ability to hunt at any sanity percentage has been moved to the Demon
Demon
The most aggressive and dangerous ghost we’ve ever witnessed
Jinn
These ghosts love to chase, hide before they see you
Hantu
The cold has empowered these ghosts so much, it’s starting to show
Mare
The thing that goes bump in the night, thriving in darkness
Oni
New reports show many more sightings, maybe these ghosts enjoy the fear in people’s eyes
Yokai
Be quiet, you wouldn’t want to wake it up
Yurei
Masters of insanity, making anyone crazy who comes into contact with them
Ghosts will now only use their physical form during hunts, instead of shadow or translucent forms
All ghost abilities have been adjusted to make them happen more often and more consistently
For the duration of the holiday period, Maple Campsite weather will always be snowing, and has received new seasonal decorations
The Mimic The most intriguing ghost type we’ve ever encountered More information is available in the journal
Two new tabs have been added the journal for easier navigation: Home and Items
Several questions have been added to the Ouija board, such as “how did you die?”
Almost every object has had its impact sounds replaced to match its material
New sounds have been added for player footsteps while sprinting on different surfaces
All large rugs and floor mats now have collision
Several scripts, Maple Campsite assets and the weather system have been optimised heavily to help with performance
All ghosts can now throw objects during hunts, similarly to how they currently open doors
All ghosts, except Yokais, can now hear your voice from further away
Ghosts will no longer be able to wander long paths when setting waypoints through walls (e.g., Campsite black tent to storage tents) and will choose another closer waypoint
You can no longer quickly escape through the exterior doors or gates when a hunt starts
The ghost will now always write in a ghost-writing book after throwing it (if it’s the correct evidence type), except during hunts
You must now take interaction photos of the object that was thrown, instead of where the object was before the ghost moved it
Hunting effects on cameras have been adjusted
Ghosts refreshing fingerprints will now allow you to take an additional photo (e.g., touching the same door twice)
Ghosts flickering lights will now be based on the distance to the light itself, instead of the light switch
Footstep sounds are now more accurately synchronised with player and ghost movement speed
The Heartbeat sound’s volume is now based on the distance from the ghost, getting louder the closer it is
Hunting ghost sounds will now fade out instead of abruptly stopping
Increased the frequency of Paranormal sounds picked up by the Parabolic Mic
Fixed a bug where the Raiju’s weakness was only affecting camcorders and cameras
Fixed a bug where the hunt duration was being set based on the size of the map you previously played
Fixed a bug where heartbeat sound would play if the ghost was too far away
Fixed a bug where sound would muffle if you walked near the cabin balcony door
Fixed a bug where the escape from the ghost during a hunt objective couldn't be completed
Fixed a bug where several interactions were not giving photo rewards
Fixed a bug where the photo camera could be turned on inside the truck
Fixed a bug where smashed lights could be turned on when toggling the fuse box
Fixed a bug where you could hold lit candles outside in heavy rain
Fixed a bug where the temperatures inside the Campsite toilets were not being set correctly
Fixed a bug where the heartbeat sound would play when you were too far away from the ghost
Fixed a bug where you using a second smudge stick (within a few seconds of the first) wouldn’t stop the ghost killing you
Fixed a bug where setting the master volume slider wouldn’t always work
Fixed a bug where VR players couldn’t hear their own footsteps
Fixed a bug where some curtains didn’t have collision, causing a safe spot
Fixed a bug where the model of some lights wouldnt look 'turned on' after it flickered
Fixed a bug where the shower water in the ensuite in Edgefield was spraying the wrong way
Fixed several bugs where certain map UI and player icons were rotated incorrectly
Fixed several bugs where photo rewards were being given when they shouldn't be
Fixed several floating books in high school
Fixed several safe spots in Prison
Fixed several fans in Asylum having two sets of fan blades
Fixed several rare visual issues in Willow and Ridgeview
We're very excited to release Crystal Raiders VR today with the full game content. We've been working hard since May, based on the feedbacks and suggestions, to make the game bigger and better in many ways. Thank you all for the support during the Early Access!
Do you know what you should definitely not do on the weekend? Be bored! Fortunately, it's impossible to get bored in Sphere 3, but we know how to make your weekend twice as fun!
The power of multipliers will be with you on Saturday:
We are now engaged in new features for DCS: F-16C Viper and look forward to sharing the details with you in the next Open Beta update. It is with great pleasure that we can guarantee you the arrival of the ECM Pod, a very much improved HSD cursor, new AG features for the helmet and semi-automatic and automatic countermeasure programs. Also, keep your eyes peeled for an updated FLIR picture.
AH-64D
Development Progress
Dynamic Modelling
Currently we have achieved satisfactory flight dynamics parameters resulting from payload, fuel quantity, aerodynamic surfaces (wings, fin, horizontal stabilizer) and main gear. Any changes of payload or fuel affect the center of gravity horizontally and vertically which in turn changes inertia, controllability and balance state of the helicopter in flight.
Overall, the AH-64D Flight Modeling is step by step approaching an excellent level of “realism” and our SMEs are enthusiastic with the results to date. Each and every correction or modification step in the flight model (tail rotor characteristics change for instance) requires another run of the checks for balancing characteristics and flight dynamics. Because of that we are constantly doing test flights and correcting inaccuracies.
If you have not already, please check out the next video in the tutorial series:
We have prepared a preview of the appearance of 3D ground units to infrared sensors. In the above screenshots, you may notice attention has been made to the signature of tires, which increase in brightness based on distance driven over various terrain types. We are doing our best to consider the shape and size of the objects, temperature, reflection of external sources.
Infrared signatures vary significantly with changing season, time of day and engine loading. The guns, cannons and engines will also emit contrasting radiant intensities and cooling times will also be part of the overall FLIR improvements, coming soon.
As most of you know by now, the world of Portia and Sandrock went through a little war about 330 years before the current in-game date, resulting in the Day of Calamity. Before the Day of Calamity, human technology was at its height: people lived in luxury, robots did most of the work, ships carried men to the stars… Scientists were able to crystalize energy into power stones that powered nearly everything: think of them as more powerful and longer lasting batteries. This earliest period in recalled history is now known as the Age of Corruption.
During the Day of Calamity, men used advanced weaponry of enormous power in a war that engulfed the planet and beyond. The results were devastating. Records show entire continents vanished; chemical and biological weapons created new biomes and new species; the human population fell dramatically; the AI machines became uncontrolled; entire cities were buried; but most prominently: the sky darkened for the next two hundred years. This time period is now called the Age of Darkness.
During the Age of Darkness, the vast majority of the human population lived underground. In the darkness, they faced starvation, loneliness, civil war, and even mutant monsters that lurked about in the tunnels. They were not able to produce crops above ground, as the world was trapped in a perpetual nuclear winter. Throughout the two hundred plus years, new countries were formed underground. New religions were also formed, such as the Church of the Light, who at the time predicted a savior would appear to bring light back to the world.
As the Age of Darkness continued, industrial production grinded to a halt. Most of the knowledge developed from the old world was lost or forgotten. People begin to “ruin dive” to search for working condition machinery from the old structures. The Ruin Divers had to brave many dangers to get these items, thus gaining the respect of the population. At the same time, a profession called the Builders begin to arise. These people helped put the items from the ruin divers together into working machines. Over time, these two professions melted together somewhat.
About 100 years ago (98 years in game time), a man named J. Peach built a machine that tore a hole in the clouds, bringing light back to the world. Peach was a resident in the ruins under what is modern day Ethea. The machine he used has been lost to history, but record has it that he used it in several places before it broke down. The light brought about by Peach gave hope to the masses; they believed the day when they could once again live under the sun was not far off. The event of Peach’s machine tearing a hole in the clouds is celebrated today in the form of the Day of the Bright Sun. People call this Year 0 on the Peach Calendar (it’s currently Year 98).
After Peach’s achievement, the clouds thinned and gradually parted over the next 30 years. Most people started living above around again during this time. Some kept their underground affiliations, such as the nations of Seesai, Ethea, Barnarock, and Duvos. The followers of the Church of the Light formed their own country in Meidi. Some ruin divers and settlers from Ethea and Barnarock set off south to form what is known today as the Alliance of Free Cities.
In the previous report, we gave you a riddle. We wondered if you could recognize the location in the pixelated image that will be featured in the upcoming DLC. Most of your answers were correct. Yes, it was the "Lazurny" Pool (Басейн "Лазурний") located in the 3rd microdistrict of the city of Pripyat. As a reward, we will tell you a bit about this place.
The inhabitants of Pripyat, like almost everyone in the Soviet Union, were actively involved in sports and led a healthy lifestyle. The city had two football stadiums, and numerous sports clubs. The "Lazurny" swimming pool was one of the largest sports facilities in Pripyat.
The pool was built in the mid 70's. The building is divided into two parts: a gymnasium and a swimming pool. In addition to that, the complex has five swimming lanes and two diving towers, as well as a gym for gymnastics (a basketball court or a small football pitch).
"Lazurny" was not abandoned, unlike most of the other buildings and facilities in the city. In the aftermath of the Chernobyl disaster the swimming pool was still open and served liquidators until 1998. After the liquidation operations in Pripyat were finished, the swimming pool was finally closed. Its reopening was prevented by the condition of the building, which had not been repaired for a long time. Despite this, it is considered to be one of the cleanest places in Pripyat in terms of radiation.
The "Lazurny" swimming pool is not only a hot tourist attraction. Recently it has been popularized by pop culture. For example, you can see it in the music video "Marooned" by Pink Floyd, as well as in the HBO mini-series "Chernobyl". However, it appears most often in video games, like in the Call of Duty games. And now it will be in Chernobylite as well.
What do you think? Excited to visit this place soon by yourself?
We are back with another weekly changelog for Iragon! Starting this week with an iteration the VR interactive erotic scene. We improved how reactive Erika’s breasts would be when you touch them as well as her arms. We also added sounds to her reactions and something we didn’t mention last week is that she turns and looks towards the player if they move.
Avoch citizens
Next, we improved NPCs in the town of Avoch by giving them realistic facial expressions. You will also be able to find our brand new character in Avoch - the fox girl. Just walk around town to find her. For now her story is a mystery.
Misty Forest Improvements
We keep on working on the new Misty Forest level that has improved gameplay for the spiders and an art and lighting iteration. Apart from that, we added footstep sounds to the player’s followers as well as attack and cloth breaking sounds for the BDSM female enemy. We also added a new healing animation for Darick when he kneels down to resurrect his followers.
New Banter Lines
And the followers now have banter lines for when they are downed - they call Darick for help to resurrect them.
New Models
In the Experimental Hall’s “WIP Models” room, you’ll find new outfit variations for the villager girls as well as a brand new untextured demon girl.
How do you like the Interactive Sex Scene?
Making a scene like this is new for us, so it's important to know if you like it. Should we make more scenes like it? Is it better than the sex minigame? How can we improve it further? Really, any input would help, so please share your thoughts.
We are back with another weekly changelog for Iragon! Starting this week with an iteration the VR interactive erotic scene. We improved how reactive Erika’s breasts would be when you touch them as well as her arms. We also added sounds to her reactions and something we didn’t mention last week is that she turns and looks towards the player if they move.
Avoch citizens
Next, we improved NPCs in the town of Avoch by giving them realistic facial expressions. You will also be able to find our brand new character in Avoch - the fox girl. Just walk around town to find her. For now her story is a mystery.
Misty Forest Improvements
We keep on working on the new Misty Forest level that has improved gameplay for the spiders and an art and lighting iteration. Apart from that, we added footstep sounds to the player’s followers as well as attack and cloth breaking sounds for the BDSM female enemy. We also added a new healing animation for Darick when he kneels down to resurrect his followers.
New Banter Lines
And the followers now have banter lines for when they are downed - they call Darick for help to resurrect them.
New Models
In the Experimental Hall’s “WIP Models” room, you’ll find new outfit variations for the villager girls as well as a brand new untextured demon girl.
How do you like the Interactive Sex Scene?
Making a scene like this is new for us, so it's important to know if you like it. Should we make more scenes like it? Is it better than the sex minigame? How can we improve it further? Really, any input would help, so please share your thoughts.