ENG Here is an overview of all the new features and improvements... It is worth reading through, as there are also many hints and tips on the new features.
International youth camps
Youth camps can now be founded in different countries. The prices may vary. The quality of the youth players depends especially on the talent pool of the country and the local competition from other clubs. The better a camp is developed, the more players will gradually come forward and can then be signed up later. The centre limits the maximum number to 4, 6, 8 or 10 players depending on its level. The training facilities, the school and the medical centre make the camp attractive for talented players. Weaker players can be sent away again to make room for better ones. U19 youth camp players can then be transferred to your own youth squad once they have reached the desired performance level.
Money can be saved in the short term by shutting down a camp. You can set up a maximum of 30 camps.
Match
- Attendance in the stadium with fan areas, fans stand up during exciting scenes, goal cheers, celebrations with scarves - Pitch damage becomes visible - One-twos, running duels, head injuries, improvements in the representation of goalkeepers in the match - Special player celebrations - General extension of the available match texts - New team tactics: Crosses, low crosses, attacks through the middle, attacks via the wings, numerical advantage, numerical disadvantage - Extended player talks before the match - Player talks at half-time are now also possible with substitutes - Two more reasons for substitutions: "Playing practice for young players" and "Getting applause" - Allocation of tasks (corners etc.) can also be changed during a match (see “Assignments”) - Goals scored and own goals are shown as small balls in the line-up (like the yellow cards up to now) - Two faster and two slower display levels for the speed of the game scenes (all modes)
New options for player talks
In the player talks section, there are several new options to motivate players in crises. The effects depend strongly on the manager skill "Motivation". - Apologising for statements made in public - Turn frustration into performance: Demanding professionalism - Grip by the idea of honour: regain lost bite, if not otherwise motivated in the short term (e.g. through a team event) - You come out of the slump: Support players in poor form as best you can, even if nothing else works at all
Other innovations
- If you expand the ad boards in the stadium, you can now also sell them; the prices are reduced, of course, because they are only visible in the stadium and not on TV - Total number of shirts sold now included in fan merchandise list; season forecast added to merchandise overview, record sales per week and season - Greatly expanded fan comments - Scout orders can now be saved and reused at any time - Higher budgets if you are on the board of directors (can happen after several years working for the same club) - Transfers of the current season are now also displayed directly in the department - 50+1 rule can be abolished in Germany (this event cannot happen in the first three seasons) - Enlarged match report, now also with competition name, line-ups, goals, assists and marks; local matches are indicated - Possibility to start again after a long, successful career and also to take over a small club again (out of a running contract) - Display of bans in all competitions in the player info - Line-up in menu, player list: Foot added, Line-up in match: All missing columns added to the right side of the table (age etc.) - The development of form, marks and match results can be displayed as a bar chart in the player info under "Season" for each player - Spying on opposing youth teams possible (via the club info at the bottom right, fees must be paid) - Various statistics have been revised and helpful columns added (especially in the player stats section) - Manager ultimatum and pressure on the manager to deliver positive results at short notice in case of low popularity with the board (<60) - Player re-evaluations are now shown in the annual calendar - Requests for friendly matches for charity possible - Display of gate income after the matchday for all matches - Suggestions for team events by the assistant manager - Assistant manager points out when players could also work on a new position in training - Action points also for successes in the further course of the game, a maximum of 50 points can be collected (so please use them…) - A position can now also be defined for regular players in the rules-based line-up - Development of department managers completely reworked, specific reasons for upgrading and downgrading depending on the position, general criteria improved (colleagues, workload) - Specific reasons for upgrading and downgrading goalkeepers and outfield players, labelling of upgraded and downgraded players for better overview - Career planning for player development, from now on up to 5 training goals can be set, which are then tackled one after the other as far as possible; also possible for youth players - Display of player rating on the screen before the match (man marking etc.) - Print button added for 1st team and reserves - Scouting: all unscouted players now have a neutral grey character icon - Injured list now also includes reserve and youth players
Transfer market tuning
New difficulty level option: Transfer market
- Signing of strong players becomes more difficult, they don't come at all anymore or 1 or even 2 action points are required for talking to them - Offers for own players become less if they are not (!) on the transfer market; additional reduction of offers for players with long-term contracts Tuning linked to the "Negotiations" difficulty level - Slightly lower starting offers - Negotiations slightly more difficult, slightly higher loss of patience General changes - More offers also for weaker players if they are on the transfer list for a long time Other tuning - Improved effort effects and better AI for selecting the effort level - Squads that are too big have an increasingly negative effect on training success, so you have to weigh up whether you really need a new player (from 30 players onwards this has a noticeable effect) - Goalkeeper development aligned with field players - Number of penalty kicks and free kicks saved increased in comparison to post, crossbar, missed - Optimized player generation (fewer GDs, more CDs, DMs, STs instead), number of goalkeepers in the player squads reduced as a result - More differentiated euphoria among fans (match attendances) with regard to the achieved season goal - Higher chances for smaller clubs to achieve long-term fan growth through big successes (includes former successes before update 13) - Improved rating calculation for players with low fitness, stronger impact of fitness on displayed actions, stronger impact of fitness on duels, especially also strong impact on the new running duels - Improved crowd calculation after promotion / fizzled out euphoria - Improved goal threat through wing players - Serious injuries slightly less frequent, concussion now lasts only 21 days, slightly fewer illnesses - Previously extremely frequent injuries at European Championship/World Cup tournaments considerably reduced - Effects of the sporting situation on team spirit adjusted (smaller swings) - Improvements to the team spirit of the strong teams, if the team spirit is high, the team remains concentrated even as the favourite - Deadline day is no longer skipped, even if no suitable players seem to be on the market Assignment of youth player photos
Youth players can now be assigned a picture. The file format and the directory are the same as for regular players, but the date of birth must not be added to the name. Example: MillerPe.png.
Removed bugs
- Video cube is correctly displayed again - Roofs now starting at the correct height again - Corrected goalkeeper gloves - "Regular player" (starting appearances) and "Not enough played" (minutes played) are now mutually exclusive, you are only a regular player if you are not constantly substituted - Text mode: Squads change correctly when the game switches to another match - Resolution of fan bonds now works fine - Investments can now be sorted - Bug in fan development fixed, in the past it was extremely positive at first and then turned negative - Now correct impact of climate certificates, impact of climate neutrality now also works via certificates (e.g. popularity in the public) - Player no longer wants a justification for a substitution in case of injury - Extra youth player on December, 24th is now actually included in the squad - Re-evaluation: Optimization of the evaluation basis for midfielders - Results: Teams were already marked green after the 1st match of a knockout round - Infrastructure: Climate measures like vegan food/ energy-saving light bulbs etc. do not have to be selected again in a new season - Pre-match team talks: After adding points through action points, the previously missing talks did not appear immediately - Marketing campaign for new members now more often has positive effects - Player info: Incorrect contract duration for players without a contract who were on the scouting list has been fixed - Training camp: Calculation was not correct if the sorting function was used - Infrastructure: Progress bar for climate neutrality now immediately updated - HR: Department manager info now with the correct employee
Finally… If you like the update and the game, the development team would be extremely happy if you could write a positive review here on Steam - gladly with your favourite feature and your biggest wish for the future of the game!
For us, it's now on to Update 14!
Best wishes and have fun with We Are Football, Your We Are Football Team
Hier eine Übersicht über alle Neuerungen und Verbesserungen… Das Durchlesen lohnt sich, da auch viele Hinweise und Tipps zu den neuen Features enthalten sind.
Internationale Jugendcamps
Jugendcamps können jetzt in verschiedenen Ländern gegründet werden. Die Preise sind je nach Land unterschiedlich. Die Qualität der Jugendspieler hängt insbesondere vom Talentpool des Landes und der dortigen Konkurrenzsituation durch andere Vereine ab. Je besser ein Camp ausgebaut ist, desto mehr Spieler werden sich nach und nach melden und können dann später verpflichtet werden. Das Zentrum beschränkt die maximale Anzahl je nach Stufe auf 4, 6, 8 oder 10 Spieler. Die Trainingsmöglichkeiten, die Schule und das Medizinische Zentrum machen das Camp für Talente attraktiv. Schwächere Spieler können wieder weggeschickt werden, um Platz für bessere zu schaffen.
U19-Jugendcamp-Spieler können dann in den eigenen Jugendkader übernommen werden, sobald sie die gewünschte Stärke erreicht haben.
Durch Stilllegen eines Camps kann kurzfristig Geld eingespart werden. Maximal kannst du 30 Camps errichten.
Match
- Zuschauer im Stadion mit Fanblöcken, Fans stehen bei spannenden Szenen auf, Torjubel, Feierlaune mit Schals - Platzschäden werden sichtbar - Doppelpässe, Laufduelle, Kopfplatzwunden, Verbesserungen bei der Darstellung der Torhüter im Match - Besondere Spielerjubel - Allgemeine Erweiterung der Matchtexte um neue Varianten - Neue Mannschaftstaktiken: Flanken, Flache Hereingaben, Angriffe durch die Mitte, Angriffe über die Flügel, Überzahlspiel, Unterzahlspiel - Erweiterte Spielergespräche vor dem Spiel - Spielergespräche in der Halbzeit auch mit den eingewechselten Spielern möglich - Zwei weitere Begründungen für Auswechslungen: „Spielpraxis für jungen Spieler“ und „Applaus abholen“ - Aufgabenverteilung (Ecken etc.) kann auch noch während des Spiels unter „Anweisungen“ geändert werden - Erzielte Tore und Eigentore werden als kleine Bälle in der Aufstellung angezeigt (wie bisher die gelben Karten) - Zwei schnellere und zwei langsamere Darstellungsstufen für die Geschwindigkeit der Spielszenen (alle Modi)
Neue Optionen bei den Spielergesprächen Bei den Spielergesprächen gibt es verschiedene neue Möglichkeiten, Spieler in Krisen wieder zu motivieren. Die Auswirkungen hängen stark von der Manager-Fähigkeit „Motivation“ ab.
- Entschuldigung für Aussagen in der Öffentlichkeit - Frust in Leistung umwandeln: Professionalität einfordern - An der Ehre packen: Verlorenen Biss wiedergewinnen, wenn nicht anderweitig kurzfristig motiviert (z.B. durch ein Teamevent) - Du kommst aus dem Tief: Formschwache Spieler bestmöglich unterstützen, auch wenn gar nichts mehr geht
Sonstige Neuerungen
- Baut man im Stadion die Bandenwerbung aus, kann man diese jetzt ebenfalls verkaufen; die Preise sind natürlich reduziert, da nur im Stadion und nicht im Fernsehen sichtbar - Gesamtzahl der verkauften Trikots wird jetzt bei den Fanartikeln mit ausgegeben; Saisonprognose bei den Fanartikeln, Rekordverkäufe pro Woche und Saison - Stark erweiterte Fankommentare - Scoutaufträge können jetzt gespeichert und jederzeit wiederverwendet werden - Höhere Budgets, wenn man im Vorstand ist (Berufung ist nach einigen Jahren bei einem Verein möglich) - Transfers der aktuellen Saison werden jetzt auch direkt in der Abteilung angezeigt - 50+1-Regel kann abgeschafft werden (ab der 4. Saison) - Vergrößerter Spielbericht, jetzt auch mit Derbys, Liga, Aufstellungen, Toren, Vorlagen und Noten - Möglichkeit, nach einer langen, erfolgreichen Karriere wieder neu anzufangen und auch aus einem Vertrag heraus wieder einen kleinen Verein zu übernehmen - Anzeigen der Sperren aller Wettbewerbe im Spielerinfo - Aufstellung im Menü, Spielerliste: Fuß ergänzt, Aufstellung im Match: Alle fehlenden Spalten hinten in der Tabelle ergänzt (Alter etc.) - Die Entwicklung von Form, Noten und Spielresultaten kann im Spielerinfo unter „Saison“ für jeden Spieler als Balkendiagramm angezeigt werden - Spionage bei gegnerischen Jugendteams möglich (über das Clubinfo rechts unten gegen Bezahlung) - Diverse Statistiken wurden überarbeitet und um hilfreiche Spalten ergänzt (insbesondere bei den Spieler-Statistiken) - Manager-Ultimatum und Manager-Prüfstand; Druck auf den Manager bei geringer Beliebtheit beim Vorstand (<60) kurzfristig positive Resultate abzuliefern - Spielerneubewertungen werden jetzt im Jahreskalender angezeigt - Anfragen für Freundschaftsspiele für einen guten Zweck möglich - Anzeige der Zuschauereinnahmen nach dem Spieltag für alle Spiele - Vorschläge für Team-Events durch den Co-Trainer - Co-Trainer weist darauf hin, wenn Spieler auch im Training an einer neuen Position arbeiten könnten (wird dann schneller gelernt) - Aktionspunkte auch für Erfolge im weiteren Spielverlauf, maximal können 50 Punkte gesammelt werden - Für gesetzte Spieler kann jetzt in der Regelbasierten Aufstellung auch eine Position festgelegt werden - Entwicklung Abteilungsleiter neu erstellt, spezifische Gründe für Auf- und Abwertungen je nach Position, dazu allgemeine Kriterien verbessert (Kollegen, Auslastung) - Spezielle Auf- und Abwertungsgründe für Torhüter und Feldspieler, Kennzeichnung der auf- und abgewerteten Spieler für bessere Übersicht - Karriereplanung bei der Spielerentwicklung, es können ab jetzt bis zu 5 Trainingsziele eingestellt werden, die dann soweit möglich nacheinander angegangen werden; auch für Jugendspieler möglich - Anzeige der Spielerstärken auf dem Screen vor dem Spiel (Manndeckungen etc.) - Drucken-Button jetzt auch bei 1. und 2. Mannschaft - Scouting: Alle ungescouteten Spieler haben jetzt ein neutrales graues Charakter-Icon - Verletztenliste beinhaltet jetzt auch die Spieler der 2. Mannschaft und die Jugendspieler
Transfermarkt-Tuning
Neue Option Schwierigkeitsgrad: Transfermarkt - Verpflichtung von starken Spielern wird schwieriger, diese kommen gar nicht mehr oder es werden 1 oder sogar 2 Aktionspunkte fällig - Angebote für eigene Spieler werden weniger, wenn diese nicht (!) auf dem Transfermarkt sind; vor allem auch Reduzierung des Herauskaufens bei längerfristigen Verträgen Tuning gekoppelt an den Schwierigkeitsgrad „Verhandlungen“ - Leicht geringere Startangebote - Verhandlungen etwas schwieriger, leicht höhere Geduldsverluste
Allgemeine Änderungen
- Mehr Angebot auch für schwächere Spieler, wenn diese sich lange auf der Transferliste befinden
Sonstiges Tuning
- Verbesserte Auswirkungen und KI beim Einsatz - Zu große Kader wirken sich zunehmend negativ auf den Trainingserfolg aus, es muss also abgewogen werden, ob man wirklich jede Ergänzung auch braucht (ab 30 Spielern wirkt sich das spürbau aus) - Torhüter-Entwicklung an die Feldspieler angeglichen - Anzahl gehaltener Elfmeter und Freistöße erhöht im Vergleich zu Pfosten, Latte, vorbei - Optimierte Spielergenerierung (weniger TWs, dafür mehr IVs, DMs, STs), Anzahl der Torhüter in den Spielerkadern dadurch reduziert - Differenziertere Euphorie bei den Zuschauern hinsichtlich des erreichten Saisonziels - Höhere Chancen kleinerer Clubs durch große Erfolge langfristiges Fanwachstum zu erzielen (berücksichtigt auch alte Erfolge vor dem Update) - Verbesserte Notenberechnung für Spieler mit geringer Fitness, stärkere Auswirkungen der Fitness auf die dargestellten Aktionen, stärkere Auswirkung der Fitness auf die Zweikämpfe, insbesondere auch starke Auswirkungen auf die neuen Laufduelle - Verbesserte Zuschauerberechnung nach Aufstiegen / verpuffter Euphorie - Verbesserte Torgefahr durch Außenstürmer - Schwere Verletzungen leicht seltener, Gehirnerschütterung dauert jetzt nur noch 21 Tage, etwas weniger Krankheiten - Bislang extrem häufige Verletzungen bei EM/WM-Turnieren erheblich reduziert - Auswirkungen der sportlichen Situation auf den Teamgeist angepasst (kleinere Ausschläge) - Verbesserungen an der Teamstimmung der starken Teams, bei hohem Teamgeist bleibt das Team auch als Favorit konzentriert - D-Day kommt ab jetzt immer, auch wenn keine geeignet scheinenden Spieler auf dem Markt sind
Zuweisung Jugendspieler-Fotos
Jugendspielern kann nun ein Bild zugewiesen werden. Das Dateiformat und das Verzeichnis sind wie gehabt, allerdings darf beim Namen das Geburtsdatum nicht angehängt werden. Beispiel: SchmidtPe.png.
Beseitigte Fehler
- Videowürfel wird wieder angezeigt - Dächer jetzt wieder im hinteren Teil auf korrekter Höhe - Korrigierte Torwarthandschuhe - „Stammspieler“ (Starteinsätze) und „Zu wenig gespielt“ (Spielminuten) schließen sich jetzt aus, man ist nur noch Stammspieler, wenn man nicht ständig ausgewechselt wird - Textmodus: Kader wechseln korrekt, wenn das Spiel auf eine andere Partie umschaltet - Fehler bei der Auflösung von Fananleihen beseitigt - Anlagen können jetzt sortiert werden - Fehler bei der Fanentwicklung beseitigt, wenn diese zunächst extrem positiv verlaufen war und dann ins Negative gekippt ist (mehr Fans als Einwohner) - Jetzt korrekte Auswirkung der Klimazertifikate, Auswirkungen der Klimaneutralität jetzt auch über Zertifikate korrekt (z.B. Beliebtheit Öffentlichkeit) - Spieler will bei Verletzung keine Begründung mehr für die Auswechslung - Extra-Jugendspieler zum 24.12. wurde nicht in den Kader übernommen - Neubewertung: Optimierungen bei der Bewertungsgrundlage für Mittelfeldspieler - Infrastruktur: Klimamaßnahmen wie Veganes Essen/ Energiesparlampen etc. müssen in der neuen Saison nicht mehr erneut gekauft werden - Ansprache vor dem Spiel: Nach Hinzufügen von Ansprache-Punkten durch AP's erschienen die vorher fehlenden Ansprachen nicht sofort - Marketingkampagne für neue Mitglieder hat jetzt häufiger positive Auswirkungen - Spielerinfo: Falsche Vertragsdauer bei vertragslosen Spielern, die auf der Scoutingliste standen, behoben - Trainingslager: Kalkulation stimmte nicht, wenn vorher die Sortierfunktion verwendet wurde - Infrastruktur: Fortschrittsbalken zur Klimaneutralität aktualisierte erst nach Screenwechsel - HR: Abteilungsleiter-Info jetzt mit dem korrekten Mitarbeiter
Und ganz am Ende haben wir noch eine Bitte: Wenn euch das Update gefällt und ihr das Spiel mögt, würden wir uns im Team extrem darüber freuen, wenn ihr hier auf Steam ein positives Review zu WAF schreiben könntet – gerne mit eurem Lieblingsfeature und eurem größten Wunsch für die Zukunft des Spiels!
Für uns geht es jetzt mit Update 14 weiter! Viele Grüße und weiterhin viel Spaß mit We Are Football, Euer We Are Football-Team
On 9 March 2019, Katia Sae completed the monumental goal of being the first person to explore each and every reachable system in EVE Online: 5,201 systems across New Eden and another 2,604 in the mysterious expanse of Anoikis, for a combined 7,805 systems visited and documented - without losing a single ship in combat throughout the journey.
This goliath undertaking established Katia Sae as the first Capsuleer to achieve this venture across the stars, having begun the journey nearly a decade prior in December 2009.
The Achura Stargazers Society’s Monument to Katia Sae’s achievement, in Saisio
However, the world of EVE is a ripe with opportunity for every Capsuleer roaming its vast universe – and while Katia has been set in stone (or steel, rather) as the first to visit every accessible star in the heavens, the first record for being the fastest to do so has now been set:
Capsuleer Henrique Arnolles now stands as the Guinness World Record holder for the fastest time taken to reach each of the 7,805 accessible star systems in EVE, accomplishing his goal in a blistering 224 days! Henrique set out on this adventure on 1 February 2021, touring every Empire system (High and Lowsec) by 6 February, visiting every Nullsec system by the 15th, and reaching his final target system in Anoikis (wormhole space) on 13 September – completing his race across the stars without losing a single ship!
You can listen to Henrique as he goes over his journey on Talking in Stations, joined by Katia Sae, CCP Paragon, CCP Goat, and CCP Swift:
While usurping such a record would certainly be a daunting aspiration, there's no shortage of opportunity for the Capsuleers of New Eden to achieve their goals, no matter the challenge. On our end, a new process has been established through which any future claims to this Guiness World Record can be rapidly verified, and we’ll be happy & ready to assist in claiming the new record, should another intrepid adventurer someday break it!
On your wings, the largest living world of science fiction flies onward; even after nearly two decades of a game history unlike any other, Capsuleers continue to reach new heights again and again. We at CCP are grateful to be able to provide & develop the vast world in which the incomparable EVE community thrives, and we enthusiastically look forward to seeing what feats and wonders you will accomplish as EVE approaches its 19th anniversary & beyond.
We can’t wait to see what you all do next – and we’ll see you in space!
Between 28th January (11:00 CET) and 31st January (11:00 CET) you have a 50% greater chance of picking up TWO raid boxes instead of one in all raids in NosTale!
Slip into your armour, grab your weapon, call your NosMates and charge into the fray to make sure don’t miss out on any great and rare rewards.
Happy New Year! It feels like the holiday season was such a long time ago now, but I hope you all enjoyed it and got some much-deserved rest. As for me, I’ve been busy behind the scenes working lots of new things, with plenty to share in 2022 as we work towards the 1.0 launch of Festival Tycoon. Let’s get going, shall we?
Lunar New Year Sale: In celebration of the Lunar New Year, Festival Tycoon will be 25% off between starting at 10am PST / 1pm EST / 6pm GMT today until February 3rd @ 10am PST / 1pm EST / 6pm GMT. This is the perfect time to either grab the game for yourselves if you’ve yet to do so or gifting it to a friend or loved one.
Band Coordinators: The Band Coordinator is here and will save you having to keep an eye on the gates for when Bands arrive. They’ll welcome those Z and A list bands to your festival, get them settled in, ensure they’re well looked after backstage before finally hitting the stage at their allotted time. They’ve been specially trained to deal with high maintenance band members.
The update also includes a new genre rating scheme for end of Festival results which is calculated per stage as opposed to the whole festival. I’d love to hear your feedback on this change either in our Official Discord or over in the Steam forums.
Other improvements:
Fixed: Improved the partner history window and fixed a couple of bugs.
Fixed: Potentially fixed a bug where the entire screen went to black.
Fixed: The save window is now fixed.
Fixed: A couple of bugs within the save system, save files can now be sorted too.
Fixed: Other bug fixes include AI, UI and a lot of smaller things.
Fixed: Bands are now angry at the player again if not welcomed in time (hello band coordinator, where are you??!?!)
Fixed: An AI bug that made agents wait forever at tents is now fixed for most instances.
UI: Clippy supports neutral messages now.
UI: New, better-sorted profile creation system.
Optimized: Visitors select concerts more evenly now.
Optimized: Improved the line-up planner to represent the new genre rating mechanic.
Optimized: Agent behaviour when finding an interactable is not reachable is now improved.
And that’s it from me today! Any questions, you know how to reach me :) Once again, thank you! <3 Johannes.
Single Player Moba End of January coming, I know the title is self contradictory, but it will be giving us test information for the MMORPG networking engine. This will be game 2 of my challenge to release 4 games in 4 months.
Games: Throne and Crown->(2d Z-Like) On Steam released Dec 2021 MMORPG engine to its testing phase. Jan 2022 Actual MMORPG and or Intergalactic Bounty Hunter (Teleconferancing RPG) Feb 2022 BattleMon (Augmented reality Android game to do custom quests in parks) Marc 2022
Just slating you guys to know stuff is on pace, development is grand.
I'm fighting through what seems to be hyperthyroidism which is why my health got better when I got covid in early January. Covid slows you down, and I'm already naturally hyperactive, so hyperthyroidism overclocks me just a BIT too much. ;) Hyperthyroidism makes it so stress shuts me down. Even light can be a stressor. Coupled with what seems to be a form of manageable diabetes, I can't eat before bed. So I need to avoid bright lights and not eat after midnight... LOL, leave it at that.
Get hyyyyyped, MMORPG SOOOOOOOON, game getting more fun as we go, some super minor base raid stuff coming in next patch that has the Single player MOBA for trideium (temporary mode).
The new Character Development tree has been added to the game! This time, it covers one of the most profitable branches of the game economy – mining. Additionally, new interesting locations and events were added to the game world. Around the lands of Stoneholm, you will find abandoned mines full of resources, which have chances to spawn the rarest crafting materials, including magnetite.
As we always wanted to make some more events in the game, and create something special for different occasions, we are starting the upcoming New Lunar Year celebrations in Gloria Victis today. On that occasion, we are adding Festive Firecrackers and Sky Lanterns, which will add a festive atmosphere to our game. Additionally, new weapon and shield skins, inspired with eastern realms history and traditions will complete the Dynasty Protector’s Set cosmetics.
Check the details below, and we wish you all, and in particular Dukla server players, a happy Year Of a Tiger!
The screenshot’s authors have been awarded. BattleBrother, and Shtrix – check your Ambers!
Changelog v.0.9.9.1.4 Beta
Character Development – Mining
We are implementing a new Character Development Tree to the game related to mining. We are happy to see that this feature works as intended, giving players some more short and long-term tasks and targets, as well, decreasing the entry threshold to various game systems.
As in previous professions covered by this solution, you are now able to develop your skill and unlock higher-tier mining tools – pickaxes, and the ability to mine rarer resources. Unlocking further nodes in the mining tree will grant special bonuses, including bonuses to the amount of mined resources, mining time reduction, or tool durability burn reduction.
Like in the past, we are unlocking the main nodes of the tree based on the player's level in Mining and Metallurgy. Characters with this profession levels between 11-34 will have Mastery 1 unlocked, between 35-59 will have Masteries 1 and 2 unlocked, between 60-79 will have Masteries 1, 2, and 3 unlocked, and characters above level 80 will have all masteries unlocked. Main nodes are unlocked for every character created before today's update.
This system will add more depth to mining, and give players more opportunities to check the newly added…
…Abandoned Mines!
We’re adding new events and locations to the game world. While exploring, you will find abandoned mines full of resources, which have chances to spawn the rarest crafting materials, including magnetite.
The importance of magnetite in the game economy slightly decreased after reworking the resources gathering and introducing resource veins, as it allowed to gather higher tier resources faster and more efficiently. So the demand on the top tier resources was lower than the supply, resulting in a drop in the value of magnetite and siderite.
As we want to keep those as top-tier resources, we are balancing their drop around the world, and moving a significant part of it to mentioned abandoned mines events. Those events are risk-reward ones, requiring some more activity and work to be rewarded with high-tier resources. You can expect PVP action around those spots, so, be careful!
Adding such events will greatly help regain the stability of the metallurgic resources market and increase the worth of magnetite and siderite. There are 12 mines scattered around the world, so best of luck in finding them all!
Quality of Life Improvements:
– Added unique reinforcement chests to VoD maps and newly added Abandoned Mines. Happy treasure hunting! – Introduced three new cosmetic skins: Dynasty Protector's Tiger Sword for one-handed swords, Dynasty Protector's Guan Dao for two-handed axes, and Dynasty Protector's Dragon Shield for light shields. – Introduced festive consumables: Firecrackers and Sky Lanterns. Those consumables will spawn special, temporary festive effects. – In the Supporter Shop, you can find special discounts on all Dynasty Protector’s cosmetic skins.
Fixes:
– Fixed an edge case issue where further events were not starting after any previous siege event that was completed before the five minutes mark.
Here are some questions (with answers!) that I get asked frequently for your perusal.
Will you be able to romance/marry NPCs? Not right now. I want the characters of Pine Lily Village to be able to grow and have complex relationships with each other outside of the player. I’ll be able to develop the quest variety and writing far more because of this.
Will there be multiplayer/local co-op? I’m not planning on adding multiplayer at this time. If the game sells amazingly, I’ll consider it.
How can you follow the development? The best way is to join my mailing list! I send more in-depth updates and will always update my mailing list of any exciting news (alpha testing, new trailer, etc.) before I post anywhere else. Sign up here! You can also follow me on social media linked below.
Will Pine Lily Village be coming to consoles? Potentially. I would love to put Pine Lily Village on consoles, especially the Switch but I would have to contract out the porting. So if the game sells well, then yes, for sure.
Will there be post launch support/updates? Of course! I love working on this game and plan to continue supporting and updating it long after it launches.