Greetings Titans! We bring you the news that this month of hard work leaves us. As we promised in the roadmap we include to WTW the modular construction and the possibility of commands for private server administrators. In addition to some surprises that our colleague Ángel has prepared.
We remember that WTW is in early access and that we are happy to receive suggestions from the community, if you have any ideas, do not hesitate! Enter our discord and share it with us so that we can include it and thus make World Titans War a game tailored to its community.
Now you will have a new plan that will allow you to build your base by pieces from your first moments in WTW, later you can improve it, but for now you will only need wood and rope to build it, remember that in order to start building you will need to claim the land with the construction of a "Claim".
From now on private server administrators have commands to help their players, create events or whatever they need, all available commands will be published on our website shortly.
We have incorporated new effects to the weather of WTW, the snow will progressively accumulate on the ground or the rain will create puddles. Will you be able to track your enemies through the snow?
Reduced stamina recovery time.
Changed the resources needed to craft a "Claim" now you only need planks and ropes.
Temporary removal of building spoilage, we have decided to remove building spoilage until we find an ideal way that you like, remember that we are waiting for any suggestions from you.
Fixed issue where player would not consume stamina when running with inventory open.
Fixed issue where killing AI from a tank would not count reward or reputation points.
Fixed issue where the Mauser rifle would sometimes not play the firing sound.
General optimization, a cleanup of unnecessary code and textures has been carried out, which means that the space required on the hard disk is much less.
for this build we were mainly focusing on issue fixing and we managed to add some new features too. The Fast Sailing reduces the time needed for discovering New clusters and the Napping feature makes the gameplay faster for the players with slower timeflow values. The Black Mangrove provides Salt.
The Fast Sailing feature is a true game changer and we appreciate your patience and your help from the past weeks. When using Fast Sailing, searching for clusters is a breeze. What was previously a couple of real time hours is now a couple of minutes. Fast Sailing only works when you’re out on the Open Ocean. The Raft will begin to sail automatically in the actual direction for a given time interval until it gets close to a new cluster. Given the complexity of these new mechanics, the Fast Sail is fully automatic and we plan to add more interesting and unique features to it. Enjoy it and let us know what you think about this new feature.
You asked us to improve the sleeping mechanics and we are happy to announce that now you can take a nap in-game. The Napping feature makes the gameplay faster for the players with slower timeflow values. Planning your daily activities is now easier than ever. Players can now fast forward the time for shorter intervals during the day.
The Attach/Detach mechanic for Rudders, Sail Masts and Sails has been changed to work the same way like attaching Doors and Windows - Item needs to be equipped, aimed at the desired place and Attached. Strong Rope is required to fasten the item in its final location. By using this mechanic we eliminated many issues that were caused by the physics engine.
You’ve also asked for an easier way to harvest salt. We hope the new Black Mangrove tree will help. These trees grow on the shore around the tide level on some islands. They excrete a small amount of salt on their leaves which can be collected by the player.
The liquid mechanic was reworked to allow handling of multiple components at the same time. The first Multi component liquid is Salt water. This means that harvesting salt from salt water is dependent of the amount of water used. Less water gives a low salt amount and more water gives a higher salt amount.
The remaining changes and optimizations we made, will allow us in the future to spawn more rocks, sticks and various other items on the ground more efficiently. We also looked into the low FPS issues you were experiencing and are happy to announce that we optimized this too, but keep in mind that if you run the game on a low end computer you might still experience low FPS.
Changelog:
New features:
1. Fast Sail 2. Napping 3. Black Mangrove 4. Collecting Salt from Black Mangroves 5. Multi component liquid
General:
1. New Attach/Detach mechanic for Rudder, Sail Mast, Sail 2. Performance optimizations
Fixes (highlights):
1. Smoker issues 2. Sometimes disappearing Doors and Windows 3. Fruit and Fronds respawn on trees 4. Canoe and Raft sometimes disappears 5. Dropped objects falling into the ground 6. 'Starred' recipes' issues 7. UI stuck issues 8. Pond not acting as water (wet, floating, sounds) 9. Raft movement issues 10. Building blueprint placement issues 11. Sextant usage issues 12. Local & Global map drawing issues
For the complete list of all (~72) bugfixes please see our hotfix list (english only):
The next update will bring exciting new additions to the game. We will also continue fixing more complex issues. We plan to add Mud material, Primitive Stove, Water filtering, Reworked tutorials, Map UI, Old Telescope, Old Pistol, Spear, Dolphins, Simple Quests, Building modules aging and so on. We will work also on solving the new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.
We have set up a Patreon for those who wish to support game development. Announcement page is here: Patreon News.
Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.
Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!
Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!
G4GTeam.
If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.
April Fools! FreeHolder is still alive. Get it? Because y'all thought it was dead?
It was funnier in my head. Still, they say good things are worth waiting for. I intend to test that truism to the utmost.
Changes -Recipes now display nutrition on resource level -Descriptions of pick and hammer now clearly state whether they are for stone or ore.
Bugfixes -Gather Firewood no longer treated as construction action w/o Adaptation -Explorer and treasure map mechanics are now working properly. -Frostbite no longer occurs with 0 heat need using upgraded buildings and clothing.
Developer Notes So, after several false starts coming up with a plan for the mid/end game, I have come to the inescapable conclusion that I was
Doing It All Wrong.
I was seemingly turning FreeHolder into some kind of 4X game, and although I am now extremely intrigued by the idea of a Roguelike 4X, there are enough genres stuffed into this game already without adding another, and it must be said, a genre which almost runs contrary to the concept of a Roguelike because limited information (the hallmark of Roguelikes) is unacceptable when trying to plan grand strategy.
So we're going back to basics and delivering a mid-game that gives you more of everything you liked from the first part of the game, greater challenges, greater rewards, more balls to juggle but keeping it at the level of roguelike survival. Too many top down menus, too much abstract resource management, too many damn facts and systems to memorize, these were the signs of development that had lost sight of what FreeHolder is supposed to be about. It should be close the the bone.
This will also have the added advantage of being much less demanding of resources and time for me personally to write the thing, bringing it to a satisfying and appropriate conclusion without hitting the wall of trying to superimpose a 4X game on top of existing systems. None of you, I assure you, want me to actually try to design faction AI. I will fake it, GM-style, using a system of clever algorithms, and we will all be MUCH happier.
More specific design elements will be forthcoming. For now, I will be fixing bugs, cleaning things up, and getting my hand back in so that when the 2nd part design coalesces soon I will be ready to start construction.
Onward, friends.
And my apologies to those of you that were, like I was for a long time, looking forward to the top-down 4x superimpositions. My love of old-school Heroes of Might and Magic might have colored that whole phase a bit much.
As promised, here is a 0.9 update for those of you that just can’t wait until 4/20 to see what new content has gone into the game. Really, you should probably just wait it out, but we wanted to give those of you that have been following the progress of POSTAL 4 a chance to sample the updates first. We’re in full bug fixing and performance tuning mode right now, so things will change pretty significantly between now and 4/20. Ah who are we kidding… it’ll probably still be pretty janky at 1.0, maybe wait for a post launch patch or 3 before trying it out ;)
We plan to continue evolving the game for months or probably even years to come. 1.0 is just another milestone on a longer journey for us, and it’s a journey we’re honored you’ve joined us on. Thank you for all your support so far!
As for what this update brings, the obvious game changer is the fact that dogs can now correctly ride scooters and yes! You CAN pet the dog! We’ve added a sweet grappling hook mechanic so you can live out your spider man fantasies to the max. Want more incentive to do crazy stuff? Well, we have you covered! We’ve implemented ‘Going POSTAL’ challenges across the game to discover. Also, as no open world game is complete without useless padding - we’ve added 100’s of collectables to try and hunt down. Finally, it’s a minor thing we know, but it’s now possible to play as Corey Cruise (Voice of PIII) or Rick Hunter (needs no introduction).
That’s just scratching the surface of this update, so check out the full change log below! And in case you missed it, check out the launch trailer:
Corey Cruise and Rick Hunter voice packs! You will now be able to select between the three Dude voices before starting a New Game
Grapple Points! You’ll see many grapple points throughout the game which you can use to access the normally inaccessible areas. Chain Sickle is required to use them
Dog petting!
Working Scooter ATM machines! In order to make better use of our in-game economy, we’ve finally implemented working ATM machines which are located right next to every Scooter station. Right now, in order to get access to a scooter, you’ll need to pay a fee
New Scooter speedometer! In First Person, you will now notice a working, sleek physical speedometer. You might notice some messages pop up on the central Scooter display too :)
Hold-To-Skip feature for cutscenes! You will no longer have to mash the Spacebar button to skip a cutscene
Easy, Medium and Hard difficulty settings! Those are just the basic difficulties. More POSTAL-style difficulty levels coming in 1.0!
New NPCs: Chicks and Scorpions!
Steerable Sniper Rifle bullet!
Missing paths / sequences to the VR errand! When we initially released this errand, several things weren’t quite ready such as the “Pay-To-Win” path which would allow you to skip puzzles by spending your hard earned in-game cash
New Sky / Landscape rocks and Roads!
Quick Health button!
Fast Travel boards!
Vending Machines! There are four types of vending machines: Clothing, Ammo / Weapons, Health and Speciality
Going POSTAL Challenges! Plenty of challenges have been added across all the maps. You’ll be able to get rewards for completing each challenge. If you fail one, you’ll be able to come back to it the next day and attempt it again! Update 1.0 will feature many more as well a less placeholder effect when a challenge is active!
Collectibles!(50 Kunny dolls, 50 Larry dolls, 50 Krotchy dolls and 20 Golden Larry dolls). Collecting 10 / 20 and 50 of each will spawn a reward box. This feature is not fully complete, especially the reward tiers. It will be wrapped up just in time for 1.0
Police Heat / Assault Like P2’s Wanted meter, performing illicit actions in sight of an authority figure will raise the player’s Heat level, the amount raised dependent on the heinousness of the act. Again like P2, any Heat level above 0 causes any authority figure to engage the player on sight. The big difference here comes from attaining a max Heat level. Once the Heat Meter hits the max level, the police initiate an Assault on the player. This is a timed phase in which police units are dynamically spawned into the level to attack the player, or rather the player’s last known location. A timer appears on the player’s Heat Meter to indicate how much time is left in the Assault. Police units spawn in squads of 2-5 pawns each. The type and overall number of units that are spawned are dependent on the day of the week and possibly also the player’s selected difficulty mode. In an Assault, regular cops do not try to arrest the player. All authority figures will simply attempt to kill on sight for the duration. This feature will be fully fleshed out for 1.0 with things such as Police arriving on Scooters as well as different cop "tiers".
New Grenade model! with Krotchy and Kunny skins
New ambience music in several areas across the map!
Unique sounds for VR guns!
New Main Menu art! In 1.0, each day will have its own Menu art
Radio chatter for Police!
Dogs properly riding Scooters!
UI sounds to selecting days
Toggle for Heat Waves
Improved the controller support in various menus Molotovs and fire should preform better Improved sound design in Ghost Town area Improved the Sewer Cinematic Added more enemies to the Sewer mission Changed up the level design in Prison Implemented better fitting masks for every single pawn type in the game Lowered the amount of dogs / cats required to complete the Animal Catcher mission Replaced many placeholder textures Polished automatic weapon recoil so it's applied over time as opposed to instantly Improved the Desert area in Mexico side Updated intro to Get Pussy, Cat Dude and Tinklage boss fight Vast amount of interiors throughout the game, including the Mall, Trailer Park, Riverside and Suburbs houses, etc. Improved the Clock Tower building in Residential tile Cats will no longer run from the player when using Catnip Polished up various Idle animations Optimized ATM machines Optimized the Mall building Improved the Mercenary model Improved the look of characters shoulders during certain animations Improved the look of Hose cable, made it smoother and implemented new texture Improved the look of the Lodge in Prison tile Optimized the VR errand Added third person reload animation for M60 Improved the look of poo piles Updated the social media icons in Main Menu, added link to TikTok Camera transition while entering Scooters will no longer block mouse input Skins for certain pawn classes such as AHM Updated Mouse / Gamepad HUD icons Save Games will now show the area where the game was saved in Save menu will now automatically highlight save game name text box when creating new save - just type a save name and hit enter, no other interaction required Improved bystander hair materials Reworked Clipboard third person animations Vote For Governor: Voting queue line should start a bit earlier now. Widened voting queue as well Increased Spike's hit box a bit, should help with him getting stuck on a specific rock Added more cover points for NPCs throughout the game which should make the combat more interesting Doors will now block dead bodies Made improvements to the Foot IK Adjusted color of the blood splatter, less cartoony Replaced Suburbs tile Mike J’s Bidet building with Radio Station. Bidet store moved to the Mall Implemented new Animal Catcher van and shack models Decreased intensity of the Head Bob Implemented ‘Restore Defaults’ option for Audio settings, tweaked default Music volume Added blood cough after 1st and last drug (Drug pipe). Set heart rate to only gradually increase if drugs are used, added blood cough after 1st and last drug stage More emotes have sounds Catnip reload/reload sounds have been adjusted an improved NPCs should be a touch louder Scooter time trial improvements: you can now drive the scooter after failing the race (Arrow will be turned towards the start line, and you can stand the scooter on the start line), landing stabilizer added, so now after long jumps the scooter won't fall over Added new model for Churn Burger building in Industrial tile Adjusted placement of Darklodge “trigger” sounds when entering certain areas End 3 bosses music and voice volumes have been adjusted Improved Treasure Hunter cutscenes Added a max velocity to the physics handle for the player's grabbed actor so the actor doesn't phase through collision, such as a floor in the dam when the player crouches with a small object like a basketball Projectiles will now inherit their weapon’s cosmetic Tweaked the Fournicator reload animation Removed grenade trail when throwing a mine grenade Locked the submerged rooms in Sewer Worker until the water level is lowered Changed the "get over here" line on the Chain Sickle so it only plays on character hook
Broken bystanders spawning in the maps Duplicate “Help me promote myself” sound on Monday Getting stuck in Prison with no working keypad codes Artifact visibility issues with the Treasure Hunter errand Left hand not animating when asking for signatures after entering a scooter Various assets in the game that didn’t have any texture assigned Flinching animation montage Many crashes Bystanders stuck in Driving state Uncleanable splats in Muck Mopper random encounter Art Dealer paintings not being able to be picked up Long completion time for Hole Digger random encounter NPCs being locked in Puking state Bugs with the Map Screen menu / controller support Border Slingshot guard vision and combat range Critical bugs in Game Developer errand Certain characters still using old models Jump and landing animations overriding other animations in a much less dumb way Racers AI, now they should properly return to their vehicles Stopped Champ from teleporting to the player randomly on Thursday after Dark Lodge Not being able to save in the Mall on Wednesday and Thursday Front windows not being able to be destroyed on cars ‘Move and Shoot’ NPC aiming Elevator button in Wipe Compound Bug where the phone would not play any sounds after loading from Meet Associate Cinematic Birds getting stuck in the ground Dropbox being blocked by crates in Pay Fine cutscene Kevlar or SIC armor from ending up as the player's active powerup Infinite money glitch with ATM machines Missing terrain in level buffer Not being able to pee in Spike's bowl after getting ragdolled NPC sliding on their feet during walking animation Players being able to use powerups when ragdolled Certain walk animations looking janky Choppy particle effects in Dark Lodge Scrap bonus not working properly during Pay Fine errand Untextured shoulder pads on Hardrock during Prison cutscene Implemented missing M60 / Rocket Launcher VR skins Missing cabinets in Trailer Park Various bugs with emotes & perspective changes Janky Bidet Bust outro cinematic ‘Cumming soon’ text on Friday New Game button Krotchy’s Tip about the Petitions triggering on Thursday and Friday A bunch of crashes reported on Steam Forums Inaccessible Art Dealer paintings Missing HUD icons Being able to walk through Dam walls and break the game Issues with Tomb Raider huts, they now spawn AI’s as expected Issue with players being able to exit the Dam Inspector errand through the failsafe door before errand completion Long standing issue with NPCs spawning in the air Adjusted several low pass filter issues across the maps Water sounds for Kunny island moat In unlocking the Jail in pay fine the computer will now say “first lock down overridden” then “second lock down overridden” in order. Added a check to prevent Wednesday end-of-day from triggering while the player is still in Kunny Island
This was a bit of a slow week, and I hope to have a bigger update next week.
Creative mode
With the addition of the new menu systems last week, some people pointed out that they would like to have the option to have everything unlocked from the start. I added creative mode to hopefully meet this need. In addition to having everything unlocked, creative mode also gives you infinte money.
My Singing Monsters LIVE is back! Watch our March 2022 episode now!
My Singing Monsters LIVE is back! Join your hosts, the Monster-Handlers, every month on YouTube as we answer your submitted questions, showcase fan art and reveal secrets of the Monster World!
Seasonal QUEST - Hunting High and Low available on the Colossingum
Teleport a Level 5 Blabbit or buy one on the Colossingum and complete the Hunting High and Low Limited Quest to win a special Costume and Trophy! The Costume is also available to collect on the main Islands via purchase or through breeding! NOTE: Limited Battle Events are unlocked by completing Quest 6 - Three's a Crowd.
Promotion: LUCKY STAR - 20% OFF Blasoom on Celestial Island
The influence of the Growing Green Constellation in the sky is positively affecting the Celestial Blasoom! The guardian of the Plant Element is 20% OFF in the Market on Celestial Island for the month of April.
This week we are lucky because we can travel to Greece!
With 24 pictures in 4 difficulties, you can see how much this country has to offer! Enjoy beautiful and amazing places and have fun! And of course with a 20% discount!
And a free puzzle for all! Thanks for playing and if you like it, please support us!
KINDA IMPORTANT - Speedway lights (Illuminate all the track, switch inside the garage)
OPTIMIZATION - BIG FPS Boost at night + way better lighting in town
COOL, I GUESS - Radio at the Speedway apartment
BUGS - Can't scroll down on the controls window - Can't remove spout of maple tree since new update - Moving the seat in the Konig doesn't move the player - Mother not loud enough fixed for good - Konig trunk problem when removed/installing - Holding a letter while holding it will now close it - Alcantara wasn't looking really good on steering wheels