Patch 1.4 is very close, so in the meantime, as 2021 was a busy year, we wanted to summarize what we have achieved and what we plan for 2022 🔥
What we did and things we are still working on:
1. Controller support - we know that it should be done for the premiere, and we apologize for the delay. 2. Localization issues – we have fixed major issues, and we’re constantly working on correcting the spelling errors; we’re thankful for every report we have received (you can submit any reports via our social media and discord) 3. We have fixed many of the bugs and glitches; since the premiere we have fixed 583 of them! 4. Improved audio in general. 5. Improved the overall game performance 6. and many more…
What is our plan for 2022?
Unfortunately, we can’t tell you much, but we want to leave with at least a little bit of information 😀
We have two more patches (and some hotfixes, of course) in plans; as we have mentioned that we’re working on the ending improvement. We'll continue to fix any further bugs, spelling issues, and any other things we can find and have been reported.
Localization – Traditional Chinese is very close, Korean and Turkish translations are on their way as well, we can’t provide you with a specific date, but we want to assure you that this topic is still on the table!
Switch – the port for Nintendo Switch is on its way as well; keep your eyes on our social media to be updated!
Two DLCs – one in the universe of Cthulhu and the second one in the universe of Seven: The Days Long Gone – more info coming in some time 😀
Once again, thank you for all your active assistance in improving Gamedec; without you, we wouldn’t be able to accomplish all of that ❤️
One thing however needed to be addressed - the donation values of several items were just too low so I've rebalanced them all. Should go much quicker now!
Hello everyone! I assessed my capabilities and realized that in the month remaining before the release, it seems that I will not have time to do everything that I planned in the game. I don't want to release a raw game for release, but I also wouldn't want to postpone the publication date too much. Therefore, I decided to still publish the game in March of this year, but in early access. So I can collect feedback from the players and develop the project more effectively and you can participate in the development of the game with me. So, I continue to work and hope to soon introduce you to the Tavolga-12 game universe.
New Playtest version to address most of the feedback that we received from our playtest players!
Please continue to send in bug reports and issues. Thanks for taking your time to playtest Mortal Rite!
Bug: - Sprint was incorrectly applying the benefits of dodge. This no longer happens.
Camera: - Improvements to camera angle.
Character - Dawksin - Balance Pass: - Melee attack damage has been significantly reduced. - Melee attacks now apply significantly more shrapnel stacks. - Ability damage has been significantly reduced. - 'Shrapnel Recall' ability now does significantly more damage per stack. - 'Grapple Engage' now properly interrupts targets and does an increased amount of poise damage. - 'Hunter's Charge' should now have better iFrame settings. - 'Piercing Fan' spikes now return just like 'Pierce' spikes. 'Piercing Fan' cast time has been increased to offset the increase in damage. - 'Pierce' and 'Piercing Fan' spikes now increase the number of shrapnel stacks applied for each consecutively hit enemy (Example: Hitting 1 enemy yields 1x stack; Hitting 1 enemy on both launch and return of the spike yields 2x stacks; Hitting 3 enemies in a row applies 1x stacks to the first enemy, 2x stacks to the second enemy, 3x stacks to the third enemy, etc.) - Ability order changed from [Pierce], [Hunter's Charge], [Grapple], [Recall] to [Recall], [Hunter's Charge], [Grapple], [Pierce] - Ability descriptions should no longer be duplicated - 'Shrapnel' stacks should now apply before 'Recall' ability is acquired so that acquiring the 'Recall' ability after hitting enemies can still use the shrapnel stacks previously created.
Character - Shold - Balance Pass: - 'Great Wall' [HOLD] should now consume resources - 'Great Wall' [KICK] should now do more damage - 'Rock Armor' should no longer disable interaction and now allows kicking of Great Wall. - 'Sunder' now hits multiple times - Shold will now swap to Hammer and Shield anytime that he uses a shield ability. When using 'Rock Armor', Shold will create a shield for the duration of the shield ability before swapping back to his fists.
Character Select Map (Hub) - Arena: - More enemies added to the Arena rotation. - Enemies now heal to 100% when killing someone. - Players that choose to host a session by opening a world link should now be able to close their world link once the player or players they want join them. - Enemies that get outside of the Arena and get stuck will be teleported back after a little while.
Enemies: - Enemy spawn should no longer be interruptible
Enemy - Constructor - Boss: - Collision updates - Size updates - Rotation no longer happens instantly - Improved visuals - Improved Cultist to Cultist Monster transformation both technically and visually - Music should no longer randomly restart for what appears to be no reason.
Enemy - Cultist Sword & Shield - Balance Pass: - Sword damage reduced. - No longer blocking 100% of the time, but should block for more when blocking - No longer blocking when guard is broken
Enemy - Ghoul Exploder: - Should now properly react to hits when exploding - Should now properly react to hits when not exploding
Enemy - Ghoul Melee: - Should no longer take fall damage from its own leap. - Should now properly react to hits when not exploding
Enemy - Axe Soldier: - Should no longer take fall damage from its own leap. - Should now properly react to hits when not exploding
Gameplay Fixes: - Hold abilities should now persist between levels. - Merge error in out of level field that caused damage to not happen in specific circumstances has been fixed. - Last of the fall damage fixes should be in place now. - Death Handling has been rewritten. We expect less getting stuck dead or immortal to be happening. - Projectiles should now properly display hit effects for the material that they have hit. - Breakables no longer effect enemy pathing.
Menu & Game Options: - Added sensitivity options for mouse and controller to the menu.
Optimizations: - We're not optimizing yet, but the Character Death performance was unacceptable so the particle effects should be a lot less intensive to render now.
Playtest Map: - Collision fixes and general fixes for getting stuck in places.
User Interface: - Stamina bar now animates - Poise bar now animates
Get ready for the 6th season of the War Thunder Battle Pass!
Open new stages and get unique premium combat vehicles, as well as tons of prizes: decals, 3D decorations, profile icons and a unique loading screen and title!
26th January - 27th April Battle Pass season 6
Season awards
Every season there are a new set of awards. See the full list in the Battle Pass tab in the hangar, or check out our wiki. Here are the award vehicles for season 6:
M64
China, III rank, Premium
Hellcat turret with a Walker Bulldog chassis - will it blend? Oh yes! Meet the M64, the furious Chinese scout tank with a punchy gun and perfect mobility!
Su-8
USSR, IV rank, Premium
Born to kill tanks, this twin-engine highly-protected monster comes with a battery of four 45mm guns, bombs, rockets, and plenty wrath!
41.M Turán II
Italy, II rank, Premium
An exotic and well protected Hungarian medium tank equipped with a great 75mm gun.
Higgins 78 ft. HMS MTB-422
Britain, III rank, Premium
A US built Higgins boat in service with the Royal Navy. Fast and tricky, a torpedo boat with a 40mm Bofors gun.
Decals
StG 2 "Immelmann" emblem, Emblem of No. 450 Squadron, Emblem of the 15th Attack Squadron, "Watchdog" emblem.
3D decorations
tank decoration “UBT machine gun”, tank decoration “Bomb cassette”, ship decoration “Siege mortar”
“Attacker pilot” profile icon
About the Battle Pass
Battle Pass is a seasonal event during which you will earn progress points and use them to open new levels. Each opened level brings you a valuable reward, from Silver Lions and boosters to exclusive season prizes: decorations, profile icons and premium vehicles.
Open new stages and get awards at any time during the season.
You can access the “Battle Pass” window through the promo block on the right side of the hangar screen.
How to participate
Play
You get progress points every day for entering the game.
From 1 to 5 points.
Complete Battle Tasks
See Battle Task descriptions in the game and get progress points for completing them.
From 2 to 5 points.
Complete Season Challenges
Season Challenges are very similar to Battle Tasks. One Challenge is available at the season’s start. Every week you get another one or two challenges, three more can be unlocked by opening stages.