SYRAK: the War in the Middle-East - SYRAK Strategy Game
Several fix:
- now possible to match with a friend using a "Room Name" in Online Play - the chat bubble "shakes" when you receive a message in Online Play - loading bar in loading scene is now white on red, and easier to see - codex mechanic is unlocked (you play 1 game = you unlock a codex entry)
Hey anglers! How do you feel after the hard week of fishing with Elusive Arapaima?
Do not relax, new fishing battles are waiting for you this week!!
This week's monster is Wailing Catfish!
Research has shown that a huge Wailing Catfish has taken up residence in the Marron River. Help the ichthyologists to create the Speaker Sinker to attract this monster. Follow the sounds traveling across the water in the evening to find the Catfish’s habitat.
After 3 rounds of intense battles we have a winner, El_Condoro!
1st place: El_Condoro - 2047 points
2nd place: praetorshinzon - 1737 points
3rd place: XSBoming - 1373 points
It was very exciting for us to follow it. We want to thank everyone of you for playing in this tournament and congratulate once again with our championEl_Condoro.
Once the game is published, the communication stops being made through the web and proceeds to do so by official means such as in this case, through Steam, Discord or Trello.
Slashers is designed to be constantly updated, we have created a system so that based on your positive reviews, we will be developing very important parts of the game, the patches will be developed independently.
In addition, all the photographs, videos and content that you upload to your profiles with the Slashers game will also be public on our website.
Finally, we leave you all the networks where you can follow us and interact with us (Especially Discord)
Added Ship Repair Terminals to Ship Designer Halls:
Flying a broken ship to the ship area will open repair costs to the terminal, and accepting the operation will repair the ship over a period of time depending on the amount of damage being fixed The ship will essentially become a clean copy of the blueprint. This means any changes, for example in YOLOL chips, will also revert.
You can only have one ship being repaired at once
Any items that are not part of the ship's blueprint or are in its cargo will be moved to the station storage automatically. If there is no space in storage, items are deleted instead. Warnings are shown in terminal for both cases
You will gain crafting points for any parts that are repaired and you have unlocked in research already
Easy Build ships are not supported yet
All new inventory windows (equipment, backpack and station storage) can now be opened with the default keybind "I":
In Settings -> Controls -> Menu, you can find multiple new keybind options for these new inventory windows (keybinds for different window combos as well as the option to have all of these windows opened with separate keybinds):
Backpack, Equipment and Station inventory (Default)
Backpack
Equipment
Station inventory
Backpack and Equipment
Backpack and Station inventory
Equipment and Station inventory
The old inventory is still in the game for now, but it doesn't have a default keybind anymore. The old inventory keybind can be set in Settings -> Controls -> Menu -> Old inventory if needed.
Reworked Insurance Transfer UI in terminals and ESC menu:
All transfer points that exist at the same station are now grouped up to a submenu, under an UI element with the specified station's name
Allowing for much more transfer points than what was previously possible with the old menu
Transfer Panels also have buttons to better control the transfer points with "Unlink this terminal", "Unlink Location" and "Unlink Selection"
Reworked rotation system:
The rotation system in-universe now has similar controls to Easy Build Mode to unify the control schemes more. The rotation system uses 15 degree increments.
The controls are visible on a controls HUD element that can be minimized if needed
Two methods of scroll rotation: you can toggle between horizontal rotation according to player or object orientation.
The orientation of the last 5 placed single items and modules is remembered and used when another copy is taken in hand
"R" can be used to reset the orientation of one axis based on current orientation, or double clicking it to completely reset the piece
The old rotation system binds for X, Y and Z axis rotations and rotating the object with player movement are unbound by default, but can be manually set from control settings
Large objects can no longer spawn on top of the player upon grabbing, and the range they have been pushed to is remembered when new copies are taken in hand
"F" is now default for pick up, and "P" is default pick up and equip to bring item manipulation controls closer to each other
Station Build Mode improvements:
You can now build long lines of modules by holding down the placement bind and moving, or by moving the cursor in cursor mode
Choosing a module or station single piece from the quickbar automatically turns on Build Mode
You can use the pick up bind to take a copy of the pointed object from your station storage in your hand
Welding or unwelding single items to stations is now disabled. Single items now use the same automatic welding upon placement and M2 removal as other modules instead.
Single items in Build Mode use the same rotation scheme as single items outside of Build Mode, rotating in 15 degree increments.
The controls are visible on a controls HUD element that can be minimized if needed
Large objects can no longer spawn on top of the player upon grabbing, and the range they have been pushed to is remembered when new copies are taken in hand
Note: there are some snapping issues present on the single items in Build Mode from the changes (snapping inside other objects, snapping some distance away from objects) that are currently under work
Animations
Prone move animations polished
1st person pistol fire/ADS fire animations polished
3rd person pistol draw/holster animations improved
Auction House
Items listed in the Auction House buy tab categories are now the only items allowed to be auctioned
Fixed an issue that caused the system message "Unable to open Auction House" to repeat itself
Company
Company Owner can now manually give up Company Ownership to a player of their choosing from the Context menu. The owner who has stepped down is given the second highest rank instead.
If the Company Owner's account is deleted/banned, a new player is selected to be the new Company Owner
This is given to the second highest rank and prioritized by online status at the time of leader change
If multiple second highest rank members are online, the owner will be chosen at random. The same applies if all second highest rank members are offline (note: rank is prioritized over online status in these cases).
Crafting and Research
Spaceship Registration Deed added to Weapons/Tools research tree
Corrected crafting data, making Missile Fuel Modules craftable
Added missing Warning Light Button 12x12cm to the Crafting Tree
Containers in personal inventory can be refilled with Station Storage materials from context or crafting menu
Torpedo Fuel Tank refill/crafting a full one is now crafted with power resource
Fixed an issue where Station Modules could not be crafted with two Advanced Crafting Benches in range
Fixed Paint Canister 20 (gray) crafting data
Devices
Fixed an issue where Mining Laser did not hit a player while also hitting a planet surface
Prevented unlocking YOLOL chips on ships in Safe Zones by players who don't have the necessary permissions
Reconstruction Machine:
Added a confirmation pop-up to the terminal if unlinking from another ship's machine
Ship now unlinks ungrouped players when towed
Fixed several issues related to spawning in moving, unloaded and/or large ships
Fixed an issue where the Battery Gauge was not working on old ships
Fixed an issue where bolting the Terminal and the Cradle in Ship Designer displayed the durability incorrectly
YOLOL Chips
Prevented grabbing when the YOLOL Chip is zoomed to
Free cursor mode is now enabled when the Chip is zoomed to
Updated Box and Triangle Thruster locales to correct base Propellant consumption values. These values do not include Propellant Converter values and are calculated at 100% thrust.
Fixed an issue with handheld Paint Tool secondary action (Mouse 2) not working on some items
Fixed an issue with handheld Paint Tool painting differently compared to the Ship Designer Paint Tool
Decomissioned ships can now be registered with Ship Registration Deed
Fixed an issue where Fuel Rods did not explode from voxel damage
Fixed an issue where an object remained highlighted even when the Welding Tool was lowered
Easy Build Mode
Fixed an issue that caused Easy Build Mode to turn on outside of Easy Build Mode Area when picking up items
Rotations of modules are now remembered relative to station rotation
Objects can now be placed while holding down placement keybind (default keybinds: "M1" or "E")
Fixed some issues where M2 unwelding was not working properly
Switch between two scroll rotation modes (default keybind: "V")
Added bolting sounds for Easy Build Mode autobolting
Fixed an issue where picking up objects fast enough resulted in picking up to fail
Fixed freeform Easy Build Mode surface snapping not working with objects in some specific rotations due to holograms sinking very slightly inside surfaces
Prevented unwelding modules if there's no room in Station Storage to pick them up
Interaction is now prevented while carrying anything
Disabled name field in Ship Easy Build Mode
Rotation of degrees per turn for single objects changed from 22.5 to 15
Grabbing an item from world while Easy Build Mode is turned on now turns Easy Build Mode off
Easy Build Mode cannot be turned on if grabbing an item
Modules are always picked up to Station Storages
Modules can now be unwelded by pressing Mouse 2 (default bind) without using a Welding Tool
Bolts can now be removed by pressing Mouse 2 (default bind) without using a Bolt Tool in Factory Hall Areas
Changed rotation of non-module holograms to 15 degrees to unify behaviour inside and outside Easy Build Mode
Fixed an issue that caused Factory Hall Areas to not rebuild again properly and with placed objects disappearing
Easy Build Mode is now enabled if a module of a correct type is selected from the quickbar inside an Easy Build Mode area
Fixed an issue where Module placement did not work if the player was too close to the Module being placed
Removed "Easy Build Mode: on/off" text
Easy Build Mode controls default to expanded at first appearance
Fixed an issue with module placement which should reduce failed module placements
Easy Build Mode - Station
Fixed an issue where objects were sometimes being placed on top of each other when placing modules rapidly
Fixed an issue where area component budget UI was not being shown while in a Factory Hall Area
Factory Hall Areas
Easy Build Mode right click unwelding now works in Factory Hall Areas
Fixed an issue that caused items to disappear when rapidly picking them up in Factory Hall Areas
Fixed an issue that prevented other players than the owner of the Station from being able to start cabling on floors and walls
Fixed an issue in M2 removal not working for bolted objects in Factory Hall Areas
Fixed an issue caused by an object being inside the Area while it was enabled
Fixed an issue where constructing and deconstructing the Area prevented the Area completion before a relog
Fixed an issue that allowed devices or YOLOL chips to be operated without proper access rights
Enabled Cabling/Piping on Factory Hall Area walls
Fixed issues where players could manipulate Factory Hall Area contents without access to the Area
Fixed an issue causing the chat message for Easy Build Mode enabled not being shown while inside Factory Hall Areas
Fixed an issue where some items disappeared if they were bolted to Factory Hall Areas by clients when the host/owner of the station was away
Fixed an issue where rebuilding an existing Factory Hall Area did not reactivate it
Fixed an issue where activating a Cargo Lock Frame in a Factory Hall Area permanently affected the building budget
Fixed an issue where Beams could not be welded to other Beams that had been bolted onto Factory Hall
Gameplay
Fixed an issue where Ore stacks were lost during transfer between storages
Fixed an issue caused by grabbing onto a Ship binds menu window
Fixed an issue where excess Ore disappeared when stacking Ore from container to Station Storage
Fixed an issue where transferring Ore to full Station Storage caused the Ore to stack on top of itself
Improved grabbing zoom logic
Unified visuals and behavior of items in the quickbar regardless if dragged from the inventory or Crafting tab
Safe Zone entering prevention considers ship bounds instead of mass center and also handles players differently, no longer allowing them softly inside
Inventory
Prevented placing parts from modules in Station Inventory when using the quickbar
Fixed an issue that caused subitems from entityitems in Station Inventory being recognized as single items in quickbar
Fixed an issue that occurred when exiting the game before Ore transfer finished
Fixed an issue causing the right click context menu options being available even when the Inventory was locked
Fixed an issue with tooltips and hover effects not working for inventory windows that lose focus
Fixed an issue with the Backpack window taking input from outside the window when it is being scrolled
Fixed an issue where the Backpack Material Slot rings were being displayed outside the window area
Fixed an issue where double clicking tools/weapons/armor from Station Inventory did not equip them
Fixed an issue causing the Station Inventory search not working for modules
Fixed a crash when dragging items from new inventory windows to the old inventory window
Fixed an issue where item icons were not previewed when items from the new inventory windows were dragged and hovered in the quickbar
Fixed an issue where inventory windows were interfering with dragging items in the Trade window
Prevented inventory input while Trade, Auction or Inbox compose window is open
Fixed an issue where dragging Ore from Ship Ore Crates to the quickbar left the Crate slot stuck
Fixed an issue where two right clicks were required to open the context menu
Prevented screen rotation from starting when the cursor is inside the inventory window
Fixed an issue where storage windows could not be opened after dragging an item and closing a window
Fixed Inventory right click context menu missing a transfer option to mass transfer ores to Ship storage
Fixed an issue where screen rotating mode got stuck
Player Stations
Fixed an issue where shadows were not working properly in Player Stations founded far away from cell origins
Fixed an issue where the player could not connect modules from the founding area to the expansion areas from the whole area
Ships
Fixed an issue where blowing up a joint connection did not remove it from the ship, even though there was no physical connection
Players can now resign their access to operated ships
Ship owner is now visible and is always on top of the operator list
Added Ship Rename button
Related company ship rank right is now visible to players
Ship Shops
Removed 3D printers from Robotnik player-made ships due to them currently not being available for use and made some alterations to remove the empty gap left by them
Removed the mention of 3D printer from Robotnik's description
Added the following ships to shops:
Sunny Ship Center
Protopros Hauler
Protopros Salvager
Epic 1
Python
Rando 1
Goldfish
Hellfire M2
R-17 Recolter
Rando 4
Stocker
Rando 7
Ghidorah
Mako Mk.1
Rando 8
Havoc Mk1
Vintage 1
26 So Eager are our People to Obliterate the Present
Oki 2
Flatter Extands
Magnus IV FR-R
OKI 3
Miredge 8
Removed due to player requests, legacy items and other issues:
Rando 1
Colossus
The Cyclops
Glacier AH-06
Hedgehog
Bat
Aphelios
Turtle
Chalcosoma
Magni
Enceladus
Rando 2
Inanis Venari
Taniwha
VoxelWing
Clownfish
BlueJay
BlueJay FA
GDYV Corsair
Tadpole Mk.1
Bumblebee
Rando 3
The Martok
Akimbo 1
KOIOS Transferens
Sherwood
MLS-8-252 "Truzhenik"
Vidar
Racer
Rando 4
Migrator
Beaver-11C
Workmate V2 Pro
Termite-5C
Wolf-2540-2
Tetracore
Draco
Monarch Luxury Transport
OKI 1
Tricone
OKI 2
Eurypterid V 1.2
Magnus III MN
Molerat
Kreeft
OKI 3
Coyote
Flatter
Myrmidon II
T2-A "Widukind"
Wing II mk 3
Moved:
CMC Nakota to OKI 1 from OKI 3
CMC Razorback to OKI 1 from OKI 3
F1-A Xiphos to OKI 1 from OKI 2
Halite to OKI 1 from OKI 3
Hopbox LCOT202 to OKI 2 from OKI 1
Legitimate Salvager to OKI 3 from OKI 1
Merchantman to OKI 1 from OKI 2
Meteor to OKI 1 from OKI 3
Moti Double to OKI 1 from OKI 2
OKI "Manatee" Freighter to OKI 2 from OKI 1
OKI Cougar to OKI 1 from OKI 3
Stibnite from OKI1 to OKI 3
Tick to OKI 1 from OKI 3
Updated:
Barrow84
Marmot-ST
Marmot-TNK
Merino
The Flatter
Zimitra
Changed names of:
Marmot-ST to Marmot-ST2
The Flatter to Flatter Extends
Updated descriptions of:
Axiom
Blood Hound V2-9-1 Auto
Blood Hound V2-9-1 Laser
Blood Hound V2-9-1 Plas
Ore-Wing
Sawfish
GrumbleBee
Malamute DOS
The Bruiser "Bob"
The Owl
Zimitra
Added descriptions:
16 Red Chains
Ghidorah
Mantis Punisher
Mantis Brawler
Mantis Crusher
Mantis Hunter
Marmot-ST2
Marmot-TNK
Merino
Added Protoporos Basic to premade Ship Designer ships
Ship Designer
Fixed an issue causing personal module folders to randomly disappear and appear
Paint Tool:
Added tool option for selecting paint layers
Added center of thrust indicators
Thruster Exhaust visualization now available
Fixed an issue where damaging a generator in Test Mode and quickly going to edit mode caused the explosion to carry over into the edit mode
Stations
Added insurance transfer points to Ghost Station Arma
Tools
Paint Tool:
Fixed an issue where painting tint on Plates would make no change but would still consume ammo
Fixed issues caused by painting objects bolted to stations inside Factory Hall Areas
Paint Tool now has a layer mode to select painting/resetting the base colour or tint colour. Can be selected with Mouse Wheel (default bind).
Tripods
Changed Tripod pickup input to Grab (default keybind "E") from Pickup (default keybind "F")
Fixed an issue where moving items in inventory while disassembling a tripod caused the item to temporarily disappear
Added ascend (default keybind: "Space") and down (default keybind: "S") inputs to leaving tripod weapon interaction
Fixed an issue with Tripod weapons getting stuck in firing state
Fixed an issue where Tripod zoom stayed on when leaving a Tripod without player gravity changing
Changed Tripods to be placeable on objects inside Factory Hall Areas
Fixed a visual issue where player's hands were visible while on a Tripod on a fast moving ship
Fixed an issue that caused Tripod Weapons to be reloadable with any kinds of magazines
Tutorial
Added Station and Factory Hall Area tutorials
UI
Fixed an issue in crafting tooltips showing the bench requirement with red when a bench was available
Fixed an issue where HUD UI could be manipulated with a hidden cursor when the Universal Tool was open
We are so honoured that Not Another Weekend is nominated for 2 Aggie Awards by the AG team for 2021! Like most of you, the AG team really enjoyed playing the game by giving it a 4/5, so we are really happy that this is now reflected in the Aggies.
Next Step? Reader's Choice! It's your turn to vote for the best 2021 games, and ofcourse... Not Another Weekend!
All stats are distinguished into “Base stat” and “Additional stat.” The base stat is the unique stat that each Breaker has. For example, Jungler’s base health is 20,000 while Guillotine’s is 35,000.
Any additional stat from relic and other effects that stack are calculated as a sum.
Ex) If a player obtains two 20% HP Increase relics, this is the same as having a 40% HP increase. So if your base health is 30,000, your total HP will increase by 12,000. If you obtain 100% HP increase, your HP will increase by 30000 * (40%+100%) = 42000.
Attack Calculations
Attack Power
This is the basic damage parameter. The value is multiplied to weapon and skill damage for final damage.
When attacking with a weapon : Attack Power * Weapon Power When attacking with a skil : Attack Power * Skill Power
Crit Chance / Crit Damage
When a crit lands, the damage is multiplied by critical damage percentage.
Ex) Attack Power 200 * Weapon Power 200% * Critical Damage 300% = 1200
*In order to avoid excessive damage HUD appearing, ANVIL shows the sum of all the damage applied during a certain period of time. If a crit occurs at least once during this short period, the final damage appearing in HUD will be shown as crit damage (in yellow text).
Ex) Like the shotgun that fires 10 shots at once, if each bullet deals 100 damage and two of the bullets land as crit, damage will appear as 100 * 8 + 100 * 2 * 150(Crit damage) = 1100 in the HUD and will be shown in yellow.
Weapon Power
Only applies when you basic attack with a weapon. The power is shown in %. Additional weapon power acquired is added to the current weapon power.
Ex) When obtaining Weapon Power 10% relic, if you are using a 100% weapon power weapon, your weapon power will be 110%.
Attack Speed
The attack speed of your weapon increases by %. Only applies to basic attacks. Obtained attack speed is added to current attack speed. For cannon type weapons, the charge time is shortened by %. It does not affect reload time.
Skill Power
Only applies to skill attacks. The power is shown in %. Additional skill power acquired is added to the current skill power. - Fighter-type’s counterattack skill is affected by skill power
Skill Cooldown
Reduces skill cooldown by %. Although there is a max cooldown limit, the individual skill cooldown from skill upgrades will stack.
Ex) Skill cooldown 10% + Sandman’s Sniper Shot skill cooldown reduction by 30% This will result in Sandman Sniper Shot cooldown reduced by 30% then reduced by 10% (multiplied) - Base cooldown * 0.7 * 0.9
Survival skills such as dash and teleport are not affected by skill cooldown.
Defense calculations
Max HP
The final HP value after all effects of relics and others are applied to base health. When shields are activated, the shield amount is proportional to max HP so high max HP synergizes well with shields.
Ex) If you have Shield 10% of max HP and base HP is 30,000 and you have relic that gives 100% HP increase for a total of 60,000 HP, a shield of 6,000 will be made.
Defense
Defense decreases the amount of incoming damage by %. All breakers have a base defense. Fighter types have 40% defense while others have 30%. Defense increase relics and effects are applied to the base defense.
Ex) Acquiring Defense increase by 100% for fighter type will result in 40% + 40% * 100% = 80%
Melee / Ranged Damage Reduction
Reduces damage of incoming melee attacks or ranged projectile attacks(beams included) by %. Unlike Defense, this reduces the damage received, so it is efficient despite smaller values. It is applied after reduction of damage by defense.
Ex) Having Ranged Damage Reduction 10% and 50% Defense and getting hit by 1000 damage laser beam will deal 1000 * 50% * 90% = 450
Run speed and walk speed
Movement in ANVIL is distinguished into run and walk. While minute control is available on Xbox Game pad, typically basic movement is considered a run while moving while attacking or using a defensive skill is considered a walk. Movement speed increase is applied to both run and walk. Walk speed increase is only applied to walk. - Relic or effect that reduce walk speed to 0 means that you can move around in a run, but cannot move while shooting.
Status Effect
Reduce Status Effect duration
Reduces Status Effect on Breaker by %.
Increase Status Effect duration
Duration of Status effect applied to enemies is increased by %. Base status effect duration time Burn : 15 sec Shock : 7 sec Freeze : 5 sec Petrify : 7 sec Poison : 15 sec
Increase Damage to Status Effect enemies
Increase all damage to enemies under Status Effect by %.
A small version of 1.7.5 patch is now out and here are the changes:
New regions: China & South America Minor Anti-cheat improvements Fixed kill count transferring issue between matches Minor weapon improvements & adjustments Minor UI changes & improvements Announcement system on servers
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