It’s time to take a closer look at where it all began. Our next Devstream treads deeper into the features of Update 31.5: Angels of the Zariman.
Join us on April 8 at 2 p.m ET and see it all - Gyre in action, more gameplay, and our target release date! Get comfy for a showcase on what is truly one of our biggest updates ever!
Reminder: Angels of the Zariman is designed as a direct follow up to The New War, we’ll try our best to avoid major Quest spoilers in this stream! We cannot guarantee you’ll come out spoiler free!
There will be Twitch Drops - watch to earn yourself 3x Radiant Eidolon Shards!
The upcoming weekend offers three exciting special actions for always combat-ready heroes like you! Get ready for:
Exceptional XP Event
Sands of Time Special
Epic Quest Extravaganza
Pet friends pay attention! On 1 April 2022 you will have the chance to find 17th light pet Liphant in Split Canyon. To be able to find it you need to have beaten it in the light habitat.
This livestream on Steam is to celebrate our participation in the SimFest event on Steam and also to talk about the HyperX & OMEN campaign we announced today.
With the April update fast approaching (6 days away!), we thought we’d put together a few blogs detailing some of the more exciting changes our team has been sailing through over the past month or so.
So let’s talk about the complete rebuild of the Power Plant shall we?
Killing the killbox
First up, we noticed that the Power Plant could be a little too easy for Monsters to corner, and decisively end the lives of Prisoners, so we’ve gone ahead and spread out the four generators a bit. Now each one has its own room to give the prisoners some space without some dreadful beastie breathing down their necks all the time.
We’ve also made sure that there are plenty of opportunities for Prisoners to stay one step away from the Monster, with many more ladders and a smaller elevator to make sure they can stay mobile for longer.
It’s not all good news for Prisoners though! We’ve also added two brand-new control rooms on the upper floor that will need to be entered in order to complete repairs on the generators. We felt that even with the larger area, Prisoners would be able to complete repairs too quickly. This way the Monster has a biting chance of a nice warm meal.
Fewer Prisoners = less power
In addition to the fully reworked layout, we’ve also decided to adjust the number of generators required depending on how many Prisoners are lucky enough to have survived long enough to reach the Power Plant. Here’s how many you’ll need:
Another large part of this rework has been to make the second stage of the game interchangeable. Sometime in the near future (not this update!) we’ll be adding in an entirely new building that will alternate with the Power Plant, meaning that the second stage will be randomised with each match, but you didn’t hear that from me…
Sea you tomorrow
And that’s your lot for today, Come back tomorrow for a little look at the new and improved tutorials!