Winning Love by Daylight [Ep 1+2] - Cutlass Boardgames
Winning Love by Daylight has just been announced to be a finalist in four different categories for the 2022 NZ Game Awards:
- Excellence in Accessibility - Excellence in Representation - Excellence in Narrative - Excellence in Visual Art
We initially submit the game thinking we wouldn't even get noticed, but to be seen as a candidate for four different awards is overwhelming. It's amazing to think that the stories we tell about the characters that we've grown to love over this last year and a half, have been recognized to be a quality worthy of the other amazing games coming out of this half of the planet! We're very excited to hear the announcements of the winners, and can't wait to celebrate what other local talent gets the spotlight on the big day!
As announced during our 14th Anniversary livestream, a Cash Shop renewal is coming your way on April 14th, 2022! We will be releasing new items and packages on April 14th, such as 1-day Skill Training Potions, new DIY Dyes, Spirit Weapon Additional Contract Coupons, and more to assist you in your journey. More information on all the new goods will be shared next week.
End-of-Sale Items
The following items will be removed from the Cash Shop during the server merge maintenance on April 14th. Items you already own can be used normally, even when the sale of the items end.
Update April 13: The Repair Protection Potion, Fire Erg Crystal (10), and Tendering Potion items will remain on sale and will not be removed from the Cash Shop on April 14th. As always, we appreciate your feedback.
Item Shop Category
Items Removed
Consumables
Camp Kit Campfire Kit Campfire Kit (5) Fire Erg Crystal (10) Friend Summon Capsule Massive Holy Water of Lymilark Massive Holy Water of Lymilark (5) Remote Alchemist Coupon Remote Alchemist Coupon (5) Remote Bank Coupon Remote Bank Coupon (5) Remote Blacksmith Coupon Remote Blacksmith Coupon (5) Remote Healer Coupon Remote Healer Coupon (5) Remote Tailor Coupon Remote Tailor Coupon (5) Remote Weapon Shop Ticket Remote Weapon Shop Ticket (5)
Combat
Advanced Phoenix Feather Advanced Phoenix Feather (5) Party Phoenix Feather Party Phoenix Feather (5) Arrows (1000) Bolts (1000) Bundle of Long Javelins (2000) Bundle of Short Javelins (2000) B+ Bomb B+ Bomb (5) Ice Bomb Ice Bomb (5) HP Elixir MP Elixir Stamina Elixir
Beginner Colossus Mini Beginner Pierrot Mini Intermediate Colossus Mini Intermediate Pierrot Mini Advanced Colossus Mini Advanced Pierrot Mini Master Colossus Mini Master Pierrot Mini Pet Training Kit Chat Color Change Potion Pet Age Potion - Age 1 Pet Age Potion - Age 2 Pet Age Potion - Age 3 Pet Age Potion - Age 4 Pet Age Potion - Age 5 Pet Dye Ampoule Miniature Dye Ampoule Metal Dye Ampoule Color Metal Dye Ampoule
Today we are making our first significant balance pass on Dungeon Defenders Going Rogue. We have collected a ton of useful data internally as well as from the speedrun competition and community at large. This is just our first pass at balance and you can expect more patches in the future as we continue to iterate!
Balance
Ancient Dragon
Will no longer have a random number of flying patterns or fire barrage attacks while flying. As before, the Dragon will do 3 charges in each phase. Previously it had a chance to change directions, but now it will always continue along the same clockwise or counter clockwise path depending on how it started.
Goblin Mech
Saw Blades before charge and during Self-Destruct will now be slower and easier to dodge, but will do more damage. The Self Destruct countdown has also been slightly increased to help ease some frustration.
Saw Blade speed reduced by 25%.
Saw Blade damage increased by 15%.
Self Destruct time increased to 25s from 20s.
General
Dash will no longer cancel Mana Bomb, Arcane Surge, and Arcane Blast (and other charged/cast abilities in the future)
Removed jumping animation (and its long cast time) from Apprentice Mana Bomb and reduced overall cast time from 1s to .5s
Apprentice's Overcharge now also increases movement speed by 25% and scales from Ability Power
Reduced firing angle on Apprentice weapons with multiple projectiles
Removed timer from loot phase
Weapon balance
Default Bow
Decreased Base Damage from 16 to 14
Decreased Attack Rate from 3 to 2.5 attacks per second
Barbaric Lance
Decreased Base Damage from 55 to 28
Increased Attack Rate from 1 to 2 attacks per second
Decreased Damage per level from 15 to 8
Twisted Dual Blade
Decreased Base Damage from 55 to 28
Increased Attack Rate from 1 to 2 attacks per second
Decreased Damage per level from 15 to 8
Dragon Cannon
Decreased Base Damage from 35 to 14
Increased Attack Rate from 1.5 to 2.5 attacks per second
Decreased Damage per level from 8 to 4
Hawkeye Crossbow
Decreased Base Damage from 50 to 25
Increased Attack Rate from 1 to 2 attacks per second
Decreased Damage per level from 10 to 5
Winged Staff
Decreased Base Damage from 55 to 28
Increased Attack Rate from 1.5 to 2.5 attacks per second
Decreased Damage per level from 15 to 8
Mithril Staff
Decreased Base Damage from 55 to 28
Increased Attack Rate from 1 to 2 attacks per second
Decreased Damage per level from 15 to 8
Conduit Staff
Decreased Base Damage from 55 to 28
Increased Attack Rate from 1 to 2 attacks per second
Decreased Damage per level from 15 to 8
Warhammer
Increased attack range by 50 units
Jeweled Knight
Increased attack range by 50 units
Quality of Life Changes
Raised Ballista platforms on the Ancient Dragon Plateau to be more visible.
Bug Fixes
Fixed an issue where Savagery was adding to critical chance instead of critical bonus.
Fixed an issue where enemies could get stuck trying to reach the player on Ancient Mines near the core.
Fixed an issue where the Spinning Steel Rune was not doing correct damage.
Fixed an issue where the tooltip was not showing the base effect on the Buster Sword
Fixed an issue where Poison Dart Tower had the incorrect cooldown. This results in the cooldown being adjusted to 30 seconds.
Social Defenders
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There have been requests, there have been rumblings, and there have been bees. Today, the much anticipated Community Designed Unique Event begins! Starting today, every week we will be posting a new community poll. Each poll will help further refine a design for a Unique item to be immortalized in Last Epoch. The polls will be opened on Friday evenings two hours before the start of the Dev Stream at 1:00PM CDT, and be closed on the following Friday morning. That means you will have seven days to cast your vote to shape a new item to be introduced to the world of Eterra.
At each step along the way, you can also suggest in comments different aspects of the item, such as name, effect, theme, or even flavor text. Those that get the most likes and still fit within the world of Eterra will be included in the voting options. With this, we will try to include options for ideas that both we and the community enjoy the most: however do be aware, if an idea strays too far from the game, we may have to decline it as an option (sorry, even with a community designed unique, there won’t be any nyan cats in Last Epoch).
So to kick everything off, this week we’d like to get your opinions on the first shaping of the item.
Update 0.2.2 comes complete with a totally re-worked lighting model! Lighting as been re-worked in all environments, more range and depth in shadows, with new reflections from all of the emissive elements on the tracks. This version focused on the Saathea Canyon environment, creating unique assets to bring the world to life. Some of these new lighting effects are a work in progress - some of the tracks need another pass (Vakoda, Arena, Nuziri) to truly take advantage of the new lighting system.
Lots of little improvements also added, such as new start grid graphics, AIHUD now shows teammates, ability visual improvements, and AI racing line improvements.
What's next?
Much of the feedback (especially in reviews!) has been around a Career mode or single player component. 0.2.3 will focus on creating the framework for a championship mode, with ready to play mini championships included in the update. This will give you a flavour of what to expect in the full release! Lighting in all environments will likely still need to be tweaked.
0.2.4 will focus on more environmental assets (Vakoda will be next!) and additional game modes.
As always, a full roadmap is available on the Discord.
Full changelog
-Completely re-hauled lighting model -Now using HDR post-processing colour grading -Upgraded lighting in all scenes (though focused on Canyon) -Added to Canyon environment, created loads of new assets including silos, bubble domes, residential buildings and more -Re-worked start grid, dynamic grid slots with iterating position counter -Improved Defense Droid laser visuals -Improved various textures to work with new lighting model -Improved Seeker Missile explosion effects -AIHUD now shows teammate with icon in team game modes -Added reflection probes to all tracks (if in some cases basic) -Improved AI turn in and path following -Added more respawn zones in Canyon to respawn quicker -Chromatic aberration now turns off after finishing a race -Engine pitch has more headroom when boosting -Improved city highway out of bounds colliders -Re-worked emission, fog and atmospheric properties across all environments -Created loads of new fictional ad board graphics for in-game manufacturers and decals -Added a subtle film grain effect -So many visual changes that I can't even begin to write them all down!
The first chapter of Last Stop introduces 3 new escape maps. It's the first campaign ever created for Contagion!
This campaign has been in the works for a while now, and thanks to Nicolas Nugent (i EN PiNK SToRM), we managed to finish the first Chapter. The second Chapter is also in the works, of course, more information will be out once It's done.
Story
Last Stop, unlike other self contained levels, has a proper story behind it. The survivors managed to reach Union Station for an evac. But to their dismay, instead of finding other survivors the entire station was overrun with zombies.
That is the short summary of the first chapter. There is more story telling to be found in the map, however, you need to find by yourself. The story can of course be ignored, but it's there for those who are interested in it.
New Survivor
Mike R. Gonzales "The Engineer", is a new character for Contagion. Voiced by our very own community manager, LordCommanderGuts. He is a new character that works at a fictional company in Last Stop that you will pass trough on the 3rd map on Chapter 1.
Changelog
Angelscript
Added the functionality to import functions from one plugin to another.
Fixed a crash related to weapon scripts not being able to use "Vector CBaseEntity.GetAbsOrigin()" properly as it resulted in faulty Vector information.
Fixed CTerrorWeapon causing a crash when trying to use GetAbsOrigin and GetAbsAngles
General
Added new convar "cf_zombie_healthincrease_type"
Added new convar "cf_zombie_dealsamedamage"
Added new convar "cf_enable_bosses". You can now disable bosses on Flatline if so desired
Added new convar "sv_weapon_has_attachments". If disabled, weapons spawned from random spawns will not have any attachments on them, static spawns won't be changed. The attachments will then spawn on their own entity called "info_random_attachment"
Added new console command "mat_dumpmissing". You can now dump a html file that list all missing materials / textures. Once dumped, the previous listing will be erased.
Added new convar "mat_dumpmissing_full". If set to 1, it will try to list as much as possible, but may be inaccurate as it will try to check all paths that the model tries to read if a model tries to read from more than 1 area (such as different texture locations).
Added a missing engine error texture
Added in-game Comic
Added new keyboard binds for the Angelscript menu.
Added new survivor character, Mike R. Gonzales
Added new admin commands (mute and gag)
Added "max detail draw distance override" for maps
Added a new entity called "prop_note", you can now write and set notes within your map for more lore or for puzzle solving.
Added missing particle textures
Updated translations
Updated mouse sensitivity from 8 to 30
Updated character lineup
Updated Host Game (Solo/Lobby), you can now set gamemode specific convars
Updated how spectate mode works. Instead of being a cockroach when the player dies (if zombie lives run out or if AI Zombies is enabled), you will now go into spectate mode.
Updated entity "info_extraction_goal" to use the new model
-New Enemies We are adding new enemy types ( dogs, exploding soldiers, juggernaut soldiers ) to cybernetic titan, they will be a part of all gamemodes, smaller maps like petrol station wont have juggernauts as there is not enough room to run away from them in the map,
-New Gamemodes The game currently has Original Survival Mode and Random Gun Per Wave Mode,
We'll be introducing Base Survival Simulator, a brand new game mode. it will have its own separate uniquely designed maps, each map will have a base in the center, the player starting with near nothing has to explore the whole map gathering resources which are crucial to survival, like batteries for power, water, food, firewood for barrel fires which increase body temperature, ammo for guns you'll use, find guns themselves and wood plates and sand bags to reinforce the base. as time goes better weapons and attachments will become available on the map to use. the player can return to the base to start the next wave of enemies any time they want. they will have to survive 15 to 20 waves of enemies to evacuate the map with a helicopter coming to pick them up after all the waves have been beaten.
development on this gamemode will begin soon, but it wont be available for some time as we are focused and working primarily on IMS Death Squad a brand new super incursion standalone dlc game which has just began development.