Siege weapons are constructs that are researched on the tech tree and made at the woodcraft workshop. They require humans to move and operate them, and can be captured if abandoned. Their operators are very vulnerable to melee attack; siege weapons should be supported by other warriors.
Although wooden walls can be set on fire, with some difficulty, by your warriors, stone walls cannot burn. You will need siege constructs to overcome such defenses. Projectile firing siege weapons are also very effective against enemy warriors, nullifying their armor and shields.
Each siege weapon serves a different purpose. A ram protects the humans operating it from ranged fire, except against a catapult. It must be pushed slowly up to the enemy's walls to batter them down. A ram receives a substantial bonus against gates.
A scorpion is an enlarged crossbow on a stand operated by two humans. It cannot damage fortifications, but is deadly against humans. Unlike a handheld crossbow, the scorpion's powerful bolts cannot be blocked by a shield and can penetrate multiple targets.
A catapult can attack humans, constructs, and buildings at great range. It causes area damage among infantry, damages constructs as well as the humans operating them, and hits humans inside buildings. However, a catapult is slow to move and fire, and its operators are unprotected from ranged attacks.
Additional siege weapons, including a trebuchet and siege tower will be added after release.
Since our Path of Exile: Sentinel livestream reveal, we've been releasing microtransactions that are quite different from what we've made in the past. Today, we'd love to hear your feedback and ideas so we can continue to make new and exciting cosmetic effects for you in the future.
In case you've missed it, we have recently been experimenting with new types of microtransactions and new ways of packaging them together.
The Maroider skin, a regular microtransaction in the store. Plenty more standalone microtransactions like this are scheduled in the coming weeks.
From our point of view, these experiments were pretty successful! The microtransactions were a lot of fun to make, have been selling well, and have solved several issues we struggled with like how the previous mystery boxes had duplicates and how they generally feel a lot more rewarding now.
But we'd love to hear your perspective. If you buy and enjoy microtransactions, tell us what you think! What do you think of the new supporter pack structure? The new mystery box without duplicates? Did you buy the new Vault Pass or are you waiting until you have completed enough maps? What has been your favourite micro so far? What do you want to see more of? What do you want to see less of? Do you have any crazy ideas you'd like to see become reality?
v0.5.13 -Fixed mission windows sometimes not correctly selecting the default button when using a gamepad as the input -Increased text animation speed in mission dialogs -Setup animated mission text to let the user press the Cancel button to auto complete the text animation -Setup a mission reward feedback in the mission menu -Fixed broken health bar setup where blue health would render incorrectly -Improved Archaeologist, Roshi, and Shu character setup for ground detection -Fixed clothing wetness so it will turn off at the same rate no matter how deep the player goes underwater and the gradient is correct -Improved Health bar locations for wood walls, stairs, floors, and stone walls and doors -General bug fixes and stability improvements -Fixed a bug when exiting a hammock using controller where it would activate the kick attack and damage the hammock -Setup Story Pages to drop randomly from bottles. Pages will drop in a specific order and only once per world per character. -Setup new Kickstarter weapons (can be found as a random drop in sunken bubble crates) -Setup new Kickstarter recipes (can be found as random drops from bottles) -Setup Repair Hammer so you can repair your contraptions -Setup Blue Crystal Sickle for harvesting Fire flower safely -Setup Fry Pan as a stun type weapon (can be found as a random drop in sunken bubble crates) -Setup Backpack variants (Torch Backpack, Firefly Backpack) with lights on them to drive away some animal types and to provide night time light that isn't an equipped weapon. -Improved combo cool down to remove the delay from most sword attacks after the third strike making combat smoother -Setup Blue Crystal Weapons to not cause Fire Flower to explode on death. (this includes the new Blue Crystal Sickle, and Blue Crystal Arrows) -Improved Backpack visuals -Setup additional min spec hardware checks to provide more feedback to users if their machine is below spec -Improved wood floor placement logic
We have released 1.17.0 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
Patch Notes - Alpha 1.17.0 (Experimental Build)
Fixed issue which stopped the player being kicked back to the menu when the server process cannot be started.
Persistence vehicles no longer disappearing.
Persistence parts from items like fires no longer disappearing.
Item hovers are now more responsive and update instantly when looking at them.
Made interactions with small items a lot easier.
Improved issue where player has to hold mouse over items for a while when pressing/holding interact.
Slight increase to interaction distance.
Tweaked colliders on fortifications to allow for easier placing on windows
Fixed hordes not being beatable at later levels caused by delay being too long between zombie spawning.
Zombies now do a bit more damage to fortifications for later horde levels.
Zombie health increased slightly less for later hordes to balance against them doing more damage to fortifications.
Added /hordedifficulty commands for admins
Fixed FRKS weapon clipping into the camera.
Tweaks to door collider to improve shooting through gap in door.
Lowered damage applied to guns when shooting fortifications
Tweaked collider on barbed wire trap for easier placing
Fixed horde difficulty hardcore not fully working. More zombies will now come at once at the hardcore horde difficulty configuration.
Reduced logoff timer from 10 to 5 seconds
Placement mode is now continuous for all items.
Chainsaw no longer spawning at melee container.
Reduced loot amounts slightly in houses.
Flashlights no longer turn off when switching weapons.
It’s now possible to have both flashlight and headlamp on at the same time.
It’s now possible to consume items from your inventory while in a container.
Damage to players from zombies is now halved when the player is in a vehicle.
Players no longer get damaged in vehicles until all windows are smashed.
Tweaked when mental health effects show and tweaked delay
Updated Translations from May 19th 2022
Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!
Microsoft Flight Simulator 40th Anniversary Edition - Ink
With the release of World Update IX: Italy and Malta, a mandatory update for the generic airport data folder on Xbox was also pushed which led to an increase of crashes on launch for both Xbox Series X|S and Xbox Cloud Gaming.
We have identified the specific crash instances and plan to release a hot fix as quickly as possible (we are targeting Friday) to get Xbox and Xbox Cloud Gaming users up and running again.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- AI updates, including some guidance on using Smoke and support for multiple areas of focus in a scenario. - Scenario Editor: added unit attribute Desperation.
Added some vibration for the character movements to the controller. You can turn it off in the pause menu of the game. Also changed the camera angle/view in the castle/dungeon to better show the fireballs coming from underneath. Please let me know of any issues with this build