Boom 3D Windows: Experience 3D surround sound in games - windev
Here’s what’s new in v1.3.1 of Boom 3D for Windows:
- New Feature: Sleep Timer - You can now set a timer to pause the Boom player at a predefined time. - We have added support for 4 new languages: Italian, Korean, Arabic, and Dutch. - Minor bug fixes and performance improvements.
We thrive on your feedback and comments, please feel free to get in touch with us on boomwindows@globaldelight.com with feedback, feature requests, or even if you just want to say hi! :)
- Fixed a critical bug with increased critical damage. We considered the option of rolling back progress by 2 days (technically the shortest possible time). After examining the data in detail, we decided not to do this, since the consequences of the rollback will affect the work of several hundred players, while the damage from the exploit affects only two servers and several dungeon runs, which is not critical for the economy in general. We remind you that the game is in development and such cases can sometimes occur.
- Now, when leaving a hideout in a Plague city, the player receives an Appearance effect that protects against attacks. - Fixed a bug with the number of skeletons in the daily quest. - Reduced the reward for killing the bloody bear in the daily quest.
My name is Dmitry Glaznev, and I am the designer of Norland. We have been developing this game for several years now, and have managed to implement many interesting systems in it, such as social, environmental, political, religious, and so on. In these devlogs I will gradually tell you how these ideas work in our gameplay.
But since right now we have shown most of the visual style, I would like to focus on it first.
As you can see in the game's trailer, Norland may resemble Rimword or Prison Architect in terms of visuals. The resemblance is noticeable due to the similar camera and character style. We chose this particular style because it allows us to enhance recognizable character traits (head, clothes) by hiding their arms and legs. We had decided to hide these details mostly because the economic basis of the game is city-builder.
Traditionally, when it comes to city-builders, the realistic style allows you to control the city or interact with the buildings. Still, then the characters look like tiny ants. In other cases, you bring the camera closer to the characters, but then you will only see 1-2 structures and won't be able to control the whole city.
The style we chose for the game allows you to control objects the size of the building, as it is typical for city-builders, and at the same time well distinguish the characters and their faces without toggling with the camera.
Our reasons for deciding on the design of the buildings are similar. You can't modify them in any noticeable way because when there are a lot of buildings on the screen, they have to be recognizable. For the same reason, they always have an entrance on the same side. All the buildings need to have a clear purpose, so that you do not spend time figuring out what they are. Therefore, their entrances are positioned at the front, making the faces with signs visible, leading to them being easily recognizable. Another feature of the buildings is that you can always look at what is going on inside; you only need to move the camera closer!
In Norland's case, the gameplay that we've decided on dictates the styling and design. We have considered our opportunities and the importance of both the characters and the buildings being easily recognizable, and we've come to create the vision of Norland that you see right now.
The third playtest of the Break-In is now over. It actually ended over a month ago woops
Thank you to everyone who joined in this time! Many items were stolen, residents annoyed, cops avoided, and cars jammed into the back of vans. And, as always, the screenshots and clips came in fast. Here are some of my favourites from the third playtest
A van filled with every single stealable item from the bungalow level, arranged in a kind of terrifying cult-like totem. Impressive stuff as ever from the Pengwins crew of PorkysRAGE, Eh I'll Buff Out, No_Warudo, and Gingerston.
I don't have much of a comment for this one, but thank you to Brett, Sethstrick9, and PakaParker for this... art
This screenshot comes from Cleba, HHulk, Crispy, and .pancake, from their fantastic arrangement of stolen goods in and around their van. The care and attention which went into this was amazing, including a full video tour of their creation which you can check out in the discord server
This attempt at van-based russian nesting dolls was captured by Jolly and DeathSlayer1996, proving that if you can move it, you can steal it
This cosy rooftop was created by My Key Lock It and Emoji3608. Because every good truck roof needs a bear, a barbecue and a lot of beer.
Which is your favourite? Let me know in the comments 👀
Be sure to check out the discord to see who won each challenge! We recently hit the huge milestone of 3,000 members, so a big thank you to everyone who has joined so far, especially my OG squad <3
There will be another open playtest coming soon, so check back for upcoming news on that.
The Battle of Stalingrad was one of the turning points in the history of World War II. The German offensive towards Stalingrad threatened the USSR with the loss of the Caucasian oil fields and the region itself, but the exhausting counterattacks of the Red Army prevented German plans. During months of intense action, Germany and Axis nations lost the initiative, and the last decisive blow from the Soviets resulted in an encirclement of German troops, followed by capitulation at the beginning of February 1943.
Complete the task from 11:00 GMT on the 2nd of February until 11:30 GMT on the 7th of February and get the reward!
Rewards
Completing the “End of the Battle of Stalingrad” task will bring you a battle trophy with one of the following rewards:
20-50% RP booster for 3-10 battles
20-50% SL booster for 3-10 battles
3-5 universal backup vehicles
Random camouflage for ground vehicles of rank I-III for USSR or Germany from amongst those available to obtain in-game through achievements or purchase with GE.
1 day premium account
Task
Destroy 40/20/20 (AB/RB/SB) player vehicles whilst controlling specified vehicles in random battles
The task can be completed only in vehicles from the following list:
This week, something new has risen from the depths of the Wilderness… meet the Revenant Maledictus!
Revenant Maledictus and Wilderness Changes
Revenant Maledictus
Something is lurking in the dark corners of the Revenant Caves – a new demi-boss known as the Revenant Maledictus!
Every Revenant you kill now has the cumulative chance, based on its Combat Level, to spawn the Revenant Maledictus. Here’s how that works:
If a player kills a Revenant Demon, the chance to spawn the Maledictus is 98/X
If another player then kills a Revenant Cyclops, the chance to spawn the Maledictus is (98+82)/X
If a third player then kills a Revenant Dragon, the chance of spawning the Maledictus is (98+82+135)/X
‘X’ will remain the same. The more Revenants killed in the caves, the greater the chance of the Maledictus spawning – but when it does spawn, the chance is reset.
There’s also a failsafe which guarantees Maledictus will spawn if it has not appeared for a decent length of time. Another system prevents a Maledictus from spawning if another recently appeared.
To avoid long waits for the Maledictus when servers update, the cumulative chance will be set to a random number – so it could appear at any time! After the first kill per world, the chance will reset to 0 and increase as Revenants are killed, as normal.
Now, let’s hear about the loot! Maledictus’ drops work just like those of Superior Slayer creatures, with a slight modification; Maledictus will run the Revenant Dragon’s loot table three times. One of these rolls is reserved for dropping a guaranteed lower-tier Ancient Artefact (the Ancient Emblem or Ancient Totem). The other two will roll the loot table as standard.
On top of these loot rolls, and dependent on how many players were attacking the Maledictus, a certain number of players who dealt the most damage will be granted a buff we’re calling 'Forinthry Surge.
For Iron players, the normal applications for loot apply however, Iron players can still receive the buff regardless.
Fortinthry Surge
To acquire this buff, you’ll need to be wearing the Amulet of Avarice.
Players with the buff are marked with a unique skull above their heads and will receive a 15% Damage and Accuracy boost for all combat styles while fighting Revenants – including the Revenant Maledictus itself. The buff lasts for 30 minutes.
Removing the Amulet of Avarice during this time will also remove the buff. World-hopping will reduce the duration of the buff by one minute per hop.
If you don’t manage to grab the buff from the Revenant Maledictus, you can always snipe it from another player by killing them in PvP. For example:
Player A acquires Forinthry Surge from fighting Maledictus.
The same player then continues killing Revenants in the same world for five minutes.
Player B, with an Amulet of Avarice equipped, kills Player A.
Player B acquires Forinthry Surge with a 25 minute timer.
Wilderness Slayer
Some new task-only creatures have been added to the Wilderness Slayer Cave:
Abyssal Demons (task amount = 75-125)
Dust Devils (task amount = 75-125)
Jellies (task amount = 100-150)
Nechryaels (task amount = 75-125)
Enemies in the Wilderness Slayer Cave now also have a chance to drop items from a new loot table containing consumable blighted items and items from Justine's LMS Rewards Shop.
We've also made some changes to Wilderness Slayer:
The number of Fire Giant kills required per task has been reduced from 100-150 to 75-125.
The number of Hill Giant kills required per task has been reduced from 100-150 to 75-125.
The number of Bloodveld kills required per task has been reduced from 90-140 to 70-110.
Additional Bloodveld spawns have been added to the Wilderness God Wars Dungeon. These additional spawns will replace some of the werewolves that roam the area.
Additional Bear spawns will be added north of the Ferox Enclave. Watch out, Derse Venator!
Leagues III: Shattered Relics Changes & Fixes
Here's some of the following small changes and fixes made over the last week:
The Myths’ Guild Bank will now allow you to swap your Fragments.
Extra items gained from Smithing Double now correctly count towards 'Smith X item/s' tasks.
The Barbarian Assault tasks ‘Read Level 5 in any Role' and ‘Reach Level 5 in All Roles' now correctly complete when the Level Up interface appears at the end of the wave.
Auto-completing the Troll III quest bundle now correctly sets up the fire pit at Weiss.
Message in a Bottle is now more balanced and shouldn't give as many Beginner Clues.
Players now correctly unlock the Ardougne Teleport when purchasing any of the Elf quest bundles.
Green Dragons in the Wilderness Slayer Dungeon will now count towards League Tasks.
Arclight now works correctly with Twin Strikes.
Certified Farmer now works correctly in the Vinery at Hosidius.
Catch of the Day now works correctly with Personal Banker.
Dying from Poison after exiting the Wilderness will no longer result in a PvP death.
You can now teleport to My Arm's boat with Last Recall.
Auto-completing Sir Amik's section of Recipe For Disaster now correctly unlocks the Evil Chicken’s Lair.
Thorgel now appears when auto-completing the Elf III quest bundle.
Other Changes
Fixed an issue where Galvek’s waves were killing safe players as he changed phases.
To remedy an issue where Group Ironman leaders could not leave their group if their teammates were inactive, leaders no longer need to wait until they have abdicated to leave the group. They will, however, have to wait the usual seven days for their leave request to be processed.
Additionally, players can no longer be made the leader of a group if they have a leave request pending.
Dagon’hai garments are now recognised as Zamorakian items. This affects monster aggression in the God Wars Dungeon, the Zamorakian Sight Fragment in League III: Shattered Relics, and various other things in the game.
Implemented more rigorous tracking to detect alternate accounts aiding Iron players by luring the Kalphite Queen. Additionally, if combat against her halts for more than five minutes, she’ll reset her health completely so that her next opponent has a fresh boss to fight.
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
Fixed an issue where you couldn't move while adding a friend Fixed an issue where skill upgrade window would disappear Fixed an issue where quest information would direct you to the wrong place Fixed an issue where skills would create a display issue when an animals HP Fixed an issue where you could only have 2 upper case letters in a message Fixed an issue where the frozen effect from skills would not apply Fixed an issue where healing in den would stop working Fixed an issue where you could not join a friends lobby Fixed an issue with wrong translations Fixed an issue when upgrading a skill, the additional stats would appear in the upgrade screen Fixed and issue where quest progression bar appeared on incorrect screens Fixed an issue where the chat icon wouldn't appear Fixed an issue with pop-ups appearing incorrectly Fixed an issue where swamp and ice spikes skills would cause players to be unable to attack Fixed an issue where a player would be flying in den and have 0 HP after dying Fixed an issue where players could not hit enter on chat