[NEW] Added in-game feedback form to report feedback and bugs directly. [NEW] Pets were added to the game. [NEW] Everyone who played for 2 hours during Early Acess will get a free pet chicken! [NEW] You will get a notification when you/your storage was searched but no items were found. (Before you got a message only illegal items were found) [Changed] Now if you are on the wrong version of the game, the server won't let you in [Changed] Changed networking stuff to send fewer data and save bandwidth [Changed] UI Changes [Changed] Now each game has 4 days [Changed] 35 -> 25 seconds in solitary [Changed] 20 -> 10 seconds bomb detonation time [Changed] 2X stamina for the guards [Fixed] Players were sometimes flying across the map when going underground [Fixed] There were multiple selection marks in the crafting window sometimes
We have a new patch for Verdun and Tannenberg for you today! This will improve the save system and additional connection improvements. You might have heard of the patch to the "opentesting" branch that we did earlier this month. This required all players who wanted to test our changes to the save system, as well as improvements for the connection issues, to opt-in by switching branches.
We really wanted to be sure that there would be no longer term issues, so we are very happy that many of you switched. We received positive feedback, so today we are rolling out the changes to the main versions of Verdun and Tannenberg.
The update affects two major systems:
Save System
If this update works as intended, you should not notice anything. This update is meant to stop the progression loss and progression inflation (suddenly having billions of XP/level/prestige) from happening again.
If you are currently suffering from this "Billions Bug", this might revert your stats to the correct ones, but we canât guarantee anything. If you have suffered from progression loss (data getting set to an earlier state, or nothing at all), this update will sadly not bring back your stats. We made a rigorous reimplementation of our saving and loading structure so that we hopefully never have these issues again.
In the unlikely case that there are still issues with this, your old data will stay in place for now. This means that you would still have access to your old data if we need to revert anything, so you won't lose all your data by updating.
Connection issues
This should mark an improvement across the board, please let us know if this is better after the update! We don't expect it to be fully solved yet, and again, we have improved our diagnostics, so if you send us your logs we will be able to track the issues more closely. Best case scenario it will make a big difference right off the bat, and otherwise it will give us more information to continue our efforts.
If any of you do experience any issues, please be sure to share your logs with us in the #techsupport channel in our Discord. These will help us address and fix the problems you might come across.
For everyone on the opentesting branch, thank you again for helping us make sure these changes were safe. You can stay on the opentesting branch if you want, but you will have the same version as everyone. We don't plan on keeping it in active use, unless we have something experimental to test.
We have a new patch for Verdun and Tannenberg for you today! This will improve the save system and additional connection improvements. You might have heard of the patch to the "opentesting" branch that we did earlier this month. This required all players who wanted to test our changes to the save system, as well as improvements for the connection issues, to opt-in by switching branches.
We really wanted to be sure that there would be no longer term issues, so we are very happy that many of you switched. We received positive feedback, so today we are rolling out the changes to the main versions of Verdun and Tannenberg.
The update affects two major systems:
Save System
If this update works as intended, you should not notice anything. This update is meant to stop the progression loss and progression inflation (suddenly having billions of XP/level/prestige) from happening again.
If you are currently suffering from this "Billions Bug", this might revert your stats to the correct ones, but we canât guarantee anything. If you have suffered from progression loss (data getting set to an earlier state, or nothing at all), this update will sadly not bring back your stats. We made a rigorous reimplementation of our saving and loading structure so that we hopefully never have these issues again.
In the unlikely case that there are still issues with this, your old data will stay in place for now. This means that you would still have access to your old data if we need to revert anything, so you won't lose all your data by updating.
Connection issues
This should mark an improvement across the board, please let us know if this is better after the update! We don't expect it to be fully solved yet, and again, we have improved our diagnostics, so if you send us your logs we will be able to track the issues more closely. Best case scenario it will make a big difference right off the bat, and otherwise it will give us more information to continue our efforts.
If any of you do experience any issues, please be sure to share your logs with us in the #techsupport channel in our Discord. These will help us address and fix the problems you might come across.
For everyone on the opentesting branch, thank you again for helping us make sure these changes were safe. You can stay on the opentesting branch if you want, but you will have the same version as everyone. We don't plan on keeping it in active use, unless we have something experimental to test.
Hi! Glad to present you new main character. Lili-mysterious unknown stranger. Every superhero have a hero girlfriend. But in our game Lili can fight and doesn't need protection.
I was create concept in photoshop. I try to create little and cute girl with powerfull magic skills. She can support hero with boost his skills and give him some special potions.
And another character - Sara. She walk around dungeon to find some hidden treasures.
For a fee, she will share her findings with the hero.
This is an ever-evolving game and this update has some significant additions and changes. Many of which are to support the upcoming CAVERNS OF GRIMLOCK expansion world. But these changes also affect the base game.
A significant change that should lead to better performance is the game's default rate of 60 frames per second has been lowered to 30. On a game such as Infinite Dungeon Crawler, 60 fps is just overkill and taxing the system. Switching to 30 should free up system resources and reduce memory and battery consumption. This rate can be controlled from SETTINGS on the GAME page via the FRAMES PER SECOND slider. Most users shouldn't see any noticeable difference in gameplay at the lower setting, but you can turn it back up to 60 if you desire (or even lower it more if your device has limited resources).
I added two new monsters: KOBOLDS and the RUST MONSTER. These creatures will appear in most worlds. Kobolds are small canine/lizard-types of creatures. They're so cute you'll almost feel guilty for attacking them and taking their loot. Almost. While not overly tough, they are sneaky and love to set hidden traps and then pounce on players when they trip them. Many of them also wield slings to hurl rocks at you. The Rust Monster is the bane of anyone wearing metal armors. They have an ability to severely damage them with their tail and then consume the rust that falls off onto the floor.
A significant change is that many wooden objects, such as tables, spider webs, crates, dead trees, etc. can now be burned by wielding a torch in either hand or with a fire-based ability or weapon. Merely attempt to move to the same grid square while wielding a torch or fire-based weapon and one of the buttons will change to a torch icon. Click this to burn the object. For fire-based abilities, just use the ability as you normally would and target the object. Note that this can destroy the contents of wooden containers, such as crates, so be careful with it --- especially when aiming fire-based abilities in combat. Some wooden objects are still too strong to burn, such as chests, doors, or live trees.
You can also smash some objects, most notably stalagmites (useful in the upcoming cave world but also very useful in The Abysmal Furnaces), crates, furniture, etc. so that you can move past them. In order to smash something, you must be wielding a hammer, a mace, or an axe (either one or two-handed). Swords, staffs, bows, wands, etc. won't work. To smash an object, move next to it and use a physical ability such as POWER ATTACK (but others like CHARGE OF FAITH work as well) and target the offending object. Note that smashing a container will destroy its contents. So you also need to be careful when attacking creatures that occupy the same grid square as a miss will end up hitting and smashing the object. But only with an ability attack --- not with a regular melee attack.
There is much more monster cross-over between worlds now (when appropriate). For example, previously you could only encounter Gnolls in The Infernal Dungeons. Now, if you have that DLC, you may encounter them in other worlds such as The Hidden Realm or The Frozen Expanse. However, you're not going to find a Frost Giant in The Abysmal Furnaces.
The PANIC status effect can now cause a player or creature to drop their weapon. If it happens, they will then have to expend turns (once they're no longer panicked) picking up and equipping the weapon.
Many abilities can now be used outside of combat. Some of these can have beneficial effects (such as smashing or burning objects in your way).
Shorter creatures now do not block line-of-sight. This means that you can shoot over something like a wolf. And spiders can now walk across webs. Also, many objects such as bone, rock and dirt piles now no longer block the grid square they are in so you can move through that square.
I fixed an issue with some oversized creatures not properly lining up in the grid square that they were in, which could make targeting them difficult. An example of this was the Spider Queen.
One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir], second server [Mjolnir] and third server [Gram] will perform routine maintenance on Mar 31, 16:00-18:00 Pacific Time (8:00-10:00, Apr 01 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 20:00 on Mar 31 to 20:00 on Apr 03, Pacific Time (from 12:00 on Apr 01 to 12:00 on Apr 04, Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!
Thanks to the excellent work of the OW Support Team, we are pleased to announce a new update for both Original War and the dedicated server.
Check out the extensive change log below to learn about new additions, fixes, and improvements:
Added: Multiplayer and Skirmish Map Name now shown in Steam Status Added: Save and Backup option added to Editor Added: GetModINIParam Sail commands Added: Past error into Error log (for better tracking) Added: Replacing layer for Russian interface (Fixed issue when polish had alaskyt instead alaskit), also now replacing EON with TAWAR and other pairs in different languages Added: Buildings editor (buded.exe) can now export images of all buildings Added: ModDir variable to SAIL Added: Alternative Factory UI Added: Ability for ForceScreenshots Added: Frog model (by Jacok) Added: Update System Added: SAIL Events (OilExtracted and SibExtracted) Added: SAIL Functions (ForceExclamation, UnitInBattle and InitHc_All) Added: Ability to compile all maps SAIL in editor Added: Flamethrowers can now have two turrets (Modding) Added: New SAIL Event for camera placement (Modding) Added: Dedicated Servers can prioritize Host based on SteamID Added: TECHGROUP command for Command Buttons (Modding Feature) Added: SendCustomCommand to SAIL (Modding Feature) Added: Screenshots (When you do not own OW through Steam or when Steam is not running) copied to clipboard Added: Unit parameters added to Reward screen and Team Selection Screen Added: Recycling vehicles will now show how many crates you will get Added: TargetableSAIL button command Added: New map added - Alien Base #2 (Big Alien Base) by Gogeta & Serpent Added: New map added - Competitions by Gogeta Added: New map added - Big Circle by Gogeta & Serpent Added: Skirmish maps can now use Single Player XP rates Added: Multi Map - Middle Ground (Gwrhkhsh) Added: Multi Map - Mountain Labyrinth (Gwrhkhsh) Added: Multi Map - Decravass (Jacok) Added: FREQDELAY paramter for modders to change delay between burst shots Added: New model for Arabian Crane by Jacok Added: Interface face images for Arabian Crane and Arabian Siberite Bomb Added: (The Abbys) Multidesc Shared Vision added Added: Two additional campaign slots for mods to use Added: Animated Tree option added to map options in editor Added: Counters for Lost Packets and Out of Order Packets added to Multi Stats (CTRL+F11) Added: New multiplayer map Mudbath Added: Added setting for Game Speed Lock Added: Countdown added to multiplayer room launch Added: mission_exp_skip added Added: Mastodons Trail by Gwrhkhsh(code by Tomasz) Added: Sync Squares added to multiplayer room Added: Round and Trunc commands to SAIL Added: Spectator bar Added: Latency pings
Changed: Icon system (vehicles and buildings) - Now is shared between all nations (with own background) and in better quality Changed: Arabs have own background on panel units Changed: New horse portrait Changed: Restored original Campaign units balance Changed: Redesigned Modern UI Changed: Multiplayer IRC Lobby now using irc.owsupport.com Changed: Clients now dynamically increase tick buffer (5 to 25) in multiplayer Changed: Server will now store upto 10000 ticks (2000->10000) Changed: Forts now show muzzle flashes Changed: Flamethrower now stops attacking if it destroys a tree Changed: Multiplayer chat stands out more Changed: Fish removed from flags map Changed: (The Abbys) Changed amount of apes Changed: (Bloody Valley) Crate drop in the bases has been changed Changed: Default multiplayer speed decreased Changed: Increased max fog objects from 1000 to 10000 Changed: Multiplayer Pause will now only trigger once client has reached a specific tick Changed: Singleplayer Game Speed will be locked to 35 ticks during cutscenes Changed: Sync Pause now based on player having too many ticks queued for too long Changed: Expired sync loss checks no longer cause Sync Loss Changed: Sync Loss chances increased to 9
Improved: Pathfinding now able to find longer distance routes Improved: New diplomacy offers (redesign) Improved: Heightmap export speed increased in editor Improved: Multiplayer code improvements Improved: Video system improvements Improved: Increase limits of voices & exclamations probability [Issue #579] Improved: Expanded AI settings on maps which support it Improved: Improved profile system Improved: Spectator now works on all maps Improved: Legacy Mod Main Menu GUI [Issue #619] Improved: Make Spectators use a new Side [Issue #620] Improved: Implemented improved profile system [Issue #621] Improved: Options menu revamped with more settings Improved: LIMITMOUSE3 parameter now works on windows Improved: Latency Pings updated every 5 seconds
Fixed: Environment causing building not to be placed on map load Fixed: SetSide sail command now effects Behemoth's weapons Fixed: Achiev's scrollbar issue (infinity scrolling) Fixed: firstSettings - changing language caused an error, also caused flip classic-modern texts Fixed: white texture in some places after game start Fixed: Polish text (dialogs and subtitles) Fixed: OWorkshop progress bar bug when mods are over 2GB Fixed: No Face with exclamations Fixed: infinite loop when resolving counters Fixed: wri loading code clipping last character Fixed: Frogs no longer display Level in info Fixed: OW now looks inside AR folder for Arabian exclamations Fixed: Fixed bug with Rewarding Units screen Fixed: ImageButtons now show correct image when parent is disabled Fixed: Save Dialog now disables while saving/deleting Fixed: Am11 artifact dialog freeze [Issue #659] Fixed: Workshop crash with Launcher Fixed: Siberia and Rocky Pass win conditions Fixed: Ru06 - Fixes [Issue #643] Fixed: (Wilderness/Rocky Land) Fixed win conditions for vehicle hunting mode Fixed: (The Abbys) People amount fixed(East vs West) Fixed: (Bloody Valley) Fixed Tree bonus Fixed: Profile directory should no longer be used for multiplayer name Fixed: Dedicated Servers keeping match alive when only bots are present Fixed: Bots will now be kicked when map or gametype changes Fixed: Pointer error with image masks Fixed: Volume levels were not changing when profile or mod changed Fixed: LUADev window using 0 instead of monitor top Fixed: Team Selection, Reward Screen and debriefing were allowing ESC to close Fixed: LangEng.wri was being localized if possible Fixed: Exclamations would fail to play at times Fixed: Setting resolution in launcher could cause OW to crash Fixed: Server info player list in lobby Fixed: In-Game Pinging Fixed: Game room player merging issue Fixed: Bug which corrupted american campaign saves Fixed: Ru06 - Achiv additional condition [Issue #625] Fixed: Ru12a - Gossudarov block [Issue #626] Fixed: Spectator sees fog buildings on minimap Fixed: When Character Select screen shows it has ok button disabled even if conditions are met Fixed: Spectator sees fog buildings Fixed: Spectator does not see double laser effect Fixed: TimerLapser change side [Issue #402] Fixed: Remote mines now hidden from spectator Fixed: Save games causing crash Fixed: Theora videos audio and video not in sync Fixed: Spectator Minimap showing dark areas Fixed: Sync Lost on Spectator Switch Fixed: IAmSpec Fixed: Multiple multiplayer map fixes Fixed: Fixed setting of speed in multiplayer Fixed: Bug with listboxes Fixed: Multiplayer base names showing invalid characters Fixed: Japanese fixes (shift_jis) Fixed: Spectator Grass Fixed: Multiplayer Names Fixed: Ru15 - medal condition [Issue #617] Fixed: Am13a/Ru13a - Base Name missing [Issue #618] Fixed: Joining Multiplayer match fails to join when different mod is used [Issue #622] Fixed: Animal names [Issue #600] Fixed: Ru12a - Achiv conditions fix [Issue #606] Fixed: Small Maps can have red areas at the sides [Issue #608] Fixed: With Japanese language base names show garbled characters [Issue #609] Fixed: ESC key opens menu while giving orders [Issue #610] Fixed: Multiplayer Loading screen doesn't go away [Issue #611] Fixed: AM04 achievement [Issue #613] Fixed: Allied victory tickbox [Issue #607] Fixed: Ru05, Ru06, AM15 [Issue #612] Fixed: SetSide can cause Sync Loss in Multiplayer Game [Issue #614] Fixed: Ru08 - people stay on a vacation [Issue #615]
Removed: all "/alaskite" from all language from command buttons and hints texts
You can learn more about the dedicated team that continues to support Original War here.
Hello everyone! Welcome to the first of our quarterly updates for Puzzle Compound. Currently we are aiming to release the full game with five maps sometime Spring 2023. Between working on the new maps, our goal is to add various quality of life and polish updates which will be added to the demo once every quarter, starting with today!
Letâs get on to what changes weâve made as of this update.
Patch Notes
Map Update
We have redesigned the look of the mansion map. While the puzzles and overall layout remain the same, the walls and floors have better coloring and textures and there is actual lighting throughout the map. This was done in order to closer match the quality of the other maps weâve been working on.
Hint System
The hint system has been completely overhauled. Now hints will be available to you regardless of your proximity to the puzzle, and each puzzle has a series of hints which get more and more specific. Thereâs also a reminder about hints if you havenât solved a puzzle in 8 minutes. If players find a particular puzzle too confusing or challenging, continuing to press the hint button after all hints have been displayed will automatically solve the next puzzle. Hints can also be accessed by the pause menu.
Item Snapping
Some items need to be placed in specific locations to solve puzzles, and to make the process easier, we have created a system where items will be snapped to their particular location if you are pointing near where the items need to be.
Other Features
Objects that you can interact with now have a slight glow to make sure they are visible in low light environments.
We have added a feedback form to the game which is accessed after completing the demo map or by the main menu. Any feedback, either positive or negative, will be very helpful in making the game as good as it can be!
Additional character models were added for players on the mansion experience map.
Additional sound effects have been added to the game.
Future Plans
Next Update
Our goal is to release another update to Puzzle Compound in the Summer with some additional quality of life and polish updates, including a ping system that will allow players to point out something in game that they want another player to pay attention to.
New Maps
As of this post, we have fully completed our second map in the game, the Castle Experience, and are finishing up polishing the third map, the Heist Experience, following some playtests with friends. While these wonât be available in the demo and will only be a part of the full game when it is released, we hope you look forward to seeing more of them when we start to show more of them off in the future.
Social Media
In an effort to try to gain at least 1000 wishlists by the time we release, we hope to start releasing more content on our YouTube channel and Twitter account to show off puzzles, new features, and how we developed parts of the game. If youâre interested in getting a sneak peak of some of the things weâre working on, we recommend you give our YouTube channel or Twitter account a follow!
There are lots of great things coming up in April! There will be lots of fun activities to do, and you can earn some great rewards!
So, make sure to check back here for all the latest news and updates!
*All mentioned Events will be announced on our official Discord & social media channels.
Main Points for the last week
Red Hoodâs Adventure
Thank you so much again for participating in the Red Hood's Adventure Stream! We had a blast, and we hope you all did too. If you missed it, be sure to check it out on our Youtube Channel HERE.
gamigo TikTok official channel
As we announced a few days ago, we've launched a TikTok channel full of fun content about our games.
If you're looking for a new and exciting way to get your gaming fix, then be sure to follow us on TikTok HERE.
We hope to see you soon on our channel! <3
Special Days Events
Thank you so much for all your participation in our Special Day events! We're grateful and we hope that we have all become aware of these important days. Let's always make a difference!
Screenshots
Screenshot taken by Minni from US Server
Screenshot taken by BlueArcana from ES Server
Screenshot taken by Chrysanth from US Server
Screenshot taken by °Lyra° from ES Server
Screenshot taken by Heal from US Server
Screenshot taken by Norikoo from ES Server
Screenshot taken by Faya from ES Server
Screenshot taken by Asa from ES Server
Drawing by Adrialie from FR Server
Picture taken by Anni1 from ES Server
Picture taken by KitsuneBlaze from US Server
Screenshot taken by Mash Kyrielight from FR Server
Want to be featured by Aura Kingdom?
Every player will have a chance to appear in the Highlights section of this letter by sharing on social media. Create a post on Twitter, Instagram, Facebook, Twitch or YouTube with the hashtag #AuraKingdomWeek and #anime to show us your fan art, screenshots, housing, guild, streams, videos, stories and more!
Thatâs not all, because each selection will get a special reward.
For this weekâs reward, we have the Back Costume - Sparkling Diamond Butterfly Wings!
The next reward for all the selected entries will be Spring Wool Traveling Mouse!
Donât forget to publish your amazing creations using #AuraKingdomWeek and #anime to be a valid entry! âĄ