For even more in-game assets, scenarios, mods, and other types of content, visit the Arma 3 Steam Workshop, Here you'll find 100,000+ free Workshop items shared by talented community content creators.
The coder’s started working on the update, it’s going slowly for a number of reasons, but we’ve already discussed the whole update and we don’t see any major problems bringing our plans to life.
Here’s what we’re going to do: 1) Implement all the content prior to the castle 2) Testing with the help of supporters 3) Adding the castle part 4) Public release This way there’ll be no rush, less mistakes thus better product at the end of the day. The first stage will contain around 29k of words, maybe we’ll finish some other events. The castle part will have around 10-15k of words. Overall, the update will add around 40k of words to the game.
What will be added in the first part of the update: - The purification event (the biggest one). Overall, there’ll be three huge events prior to the castle. That is the purification event, the vampire event and the search for Kagera. - Alternative branch for the quest where we search for Kagera. - Alternative branch for the quest with vampires. - Completion of all quests by the river from the first episode. - MC’s room, new interactions with Ilga, trainings. - Some small random events at locations like apothecary, brothel and armoury. - More ways to interact with girls in the brothel - Event with Kilena’s been slightly rewritten, the scene doesn’t come off as illogical anymore. What will be added in the second part of the update: - Some of the questions you ask during the investigation will be changed. The questions now will seem more logical, based on the current situation and social status of the person you’re talking to. - The second day of the investigation. - New interactions with Sarah. - New interactions with Higrith. - New interactions at the kitchen. - Alternative branch for Sarah which will depend on decisions you’ve made in the first episode. - New scenes to show background of some of the characters.
Gameplay changes: - We will increase the QTE window time on easy difficulty. - The ship quest sequence will be simplified. After talking to our coder, we decided to omit the need to level up your character. Therefore, the level of enemies on the ship will be lower. There’s a chance we’ll add one more difficulty level (the hard one), and it’ll be based on the current build. Maybe we’ll simplify the easy difficulty even more. Then again, it all requires some proper testing and balancing. - We’ll add amulets and make the items you find actually usable.
Let me get this straight, not everything that I just listed will be added for certain. Things might change during the development process, but that’s our general ideas for the next update. We constantly review some gameplay moments; it all undergoes testing and long discussions. Some people complain, some people leave, some people argue but we just keep moving on.
By the way, talking about «arguing» I’d like to discuss with you one of the comments I’ve seen recently. It’s somewhat of a tradition by now, I guess. Just so I’m clear, there’s no need to say stuff like: «Don’t pay attention to that». No, I will keep paying attention to it because it brings me joy. The process of trolling «haters» is something like a therapy for me, it helps me fight with creative and artistic burnout. I suggest you try doing that too, that is if you aren’t afraid of possible consequences. 😊
I’ll start from an unimportant stuff and end with something that really matters.
- I need to learn how to writes stories.
Anyone who didn’t like the story in TOML – you can leave
I’ll explain it to those who stayed. I’m not planning on learning how to write stories simply because I’m not a writer in our team (now that’s a twist, huh?). I wrote ToML only because there was no one else to do that. I simply didn’t have the money to hire a writer. Now I’ve got the two of them and I’m satisfied with their work. As for ToML, it’s not really a game but my personal pain and therapy for me. I poured all my feelings into that game and then I just lost any interest in writing and those hurtful emotions that brought me into this industry in the first place. Though I did write some small events for VC1 and VC2 and what’s funny, people praise those events even though they don’t even know who wrote them. 😊
Now to the more important stuff. Misogyny. I never really reacted to any of this bullshit thinking that people who claim there’s any misogyny in my game are simply narrow-minded. Now I decided to comment on this.
I think the biggest problem is with that event with Ann. That’s what people most complained about.
Hm. Well, that’s strange if you ask me. The whole point of that event with Ann is that she left MC no choice but to do what she wanted him to do. Everything pointed to that, the way she talked to him, the way she walked around in panties, the way she slept naked knowing that MC would see her. And this accusation of hers: Ooh, whatcha gonna do if I don’t? You tiptoe around your beauty, fussing over her, treating her like a princess when what she needs is a real man, not someone weak like you.
If a girl says that you’re not a man enough while she’s standing there basically naked, well, that’s a big hint.
Now I’m really interested to hear the opinion of those who played the game. Did I really fail to convey such a simple idea in this scene? It wasn’t him «punishing» her, but Ann getting exactly what she wanted. Why’d she wanted it? Some of you probably thought because Ann liked MC? Did no one think that she wanted to just toy with MC and then ditch him? We don’t know what she was thinking. By the way, initially that was the plan, she was supposed to destroy MC’s life. However, then I fell in love with Ann, and I listened to pleas and therefore altered the story a little. Though now I think it was a mistake, a dramatic branch would be more suitable. Moreover, the branch with Helena has been and always will be the most canonical one, that is by creator’s design. All other branches are just there for variety.
I still find it weird. I never saw anyone accusing the authors of «incest» games of misogyny. It’s they who seduce their own family by means of blackmail or force. Or maybe coming late into the bedroom of your mother or sister and «putting your thing into their mouth» isn’t a rape? Well, I’ve got a surprise for you. Why’s no one saying anything now? 😊
There are games where daughters (probably underage ones) are being forced into sex and for some reasons, no one’s accusing the authors for that. Selective morals? Here we see something wrong, and we turn a blind eye to that? Double standards? Everyone’s equal but someone’s above that rule? 😊 I can keep listing such examples for a long time.
Sometimes I thought it could be due to the difference in our cultures. Even though we have a lot of common with people from the West, there’s still a lot of differences. That’s a good thing. There’s no such thing as a bad culture, there’s only bad people. You know, I’ve always been interested in other cultures. For example, there’s a channel on Youtube called Энтони Американец (Entony the American man) who talks about his life in America. There’s a channel Японец Коки (Coci the Japanese man) who talks about his life in Japan. I was genuinely surprised when he said that in Japan the age of consent is 13 years. It’s very weird for me, to us that’s just a kid. However, that only means that the Japanese society came to that mutual decision based on their inner, cultural, social and economic determinants. I’m not in any position to judge them. I could say the same about anime, I don’t understand it, but many people love it and it’s fine. If I don’t like it, it doesn’t mean I’ll start writing comments saying that anime is bad. I just don’t understand their culture enough to make any logical conclusions. I wonder if there’s any people out there who think the same way.
And that’s all I had to say for now. Some people will find my thoughts weird; some people will agree with me. All the best to you. Thank you for your interest in our art.
Hope you're all doing well! Have you had your coffee today?
In case you missed our post on Twitter, Coffee Talk Episode 2: Hibiscus & Butterfly will be featured in the Wholesome Direct 2022 and we have something exclusive to show along with nearly 100 more amazing, wholesome indie games from all around the globe.
Tune in to see 🐶 Hello Goodboy 🎶 Snufkin: Melody of Moominvalley 🌤️ PuffPals: Island Skies 🌱 Terra Nil 🕳️ SCHiM 💌 Mail Time 🎁 Tons of fun surprises ...and more!
Wholesome Direct will premiere on 📅 Saturday, June 11 🕤 9:30 am PT / 12.30 pm ET / 4.30 pm GMT
The gates have opened once again! This time with Intel!
The Closed Beta for Eville will be live from June 2nd until June 12th 11:59 PM PST thanks to our friends at Intel! Want to join? Click here to head on over to the Intel site and follow the instructions to get your key immediately. Bring your shiny key to steam and activate your product on steam to start playing.
If you haven't yet, please be sure to join our Discord and grab yourself the demo role to keep us informed with any feedback or bugs you may encounter! We also accept compliments.
Be sure to check out our Tutorial
If you haven't yet be sure to familiarize yourself with how the average day in Eville works to get yourself prepared for the weekend! You can also check out our Eville FAQ!
A recap of our last update
In case you missed it you can check out our latest update bringing you our latest update, The Medic!
MORE FANCY STREAMS AND PLAYTESTS
We're currently planning additional streams for ya'll! Also if you're one of the alpha testers you can join our community playtest sessions! Make sure to follow us on social media, and on Discord to ensure you don't miss 'em.
Our Discord server is alive! You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Eville. You can also find us on these platforms: Twitter Instagram Facebook Reddit
Heralds of Chimera, the game mode of the Chimera Banquet event will be available from June 2nd to June 9th. A new Mood Effect as well as Battle Outfit and an Ornament are going to be lootable during the week. Let the festivities begin! Play the limited-time game mode and collect the exclusive rewards while it last.
We’ll see you on the battlefield! Daubeny accepts only the best.
Having gotten the new player character working reasonably well on the UE5 build, I've gone back to getting the new 1:1 scale Galaxy System working smoothly as well. The first step in the process was generating the complete starfield around the ship using the new scale, but with a greater number of sectors than before so that we can use the same data to render a real-time, dynamic skybox (ie, the stars move outside while at warp).
Instead of the 8 sectors, we were generating before (a 2x2 cube), we now need to generate a whopping 27 (3x3 cube) to form a full sphere with a radius of 150ly. Given an average of 4000 stars per sector, that's over 100,000 star systems to manage. Efficiency is the name of the game here, so I've been carefully juggling just how much data to generate at set points in the process so as not to overload everything. For example, do I convert each star's Kelvin temperature to RGB colour at the time of generation, or do I perform that task after the data has been filtered? The jury is still out on that one, but that's an example of how carefully this needs to be managed.
Generating a full 3x3 cube of sectors means I only have to regenerate that data afresh when the ship moves into a whole new sector, and given that each sector is 100ly wide, it's not something that will be happening very often at all. As such, I can generate the data fairly slowly over a period of say 20 seconds so as not to cause any performance impact. All the real-time systems then simply reference the stored data and filter it as needed.
In case you were wondering (because surely you were), this is what 300x300x300 lightyears looks like when trimmed to a sphere:
The next step was harder though because the galaxy is now represented at a literal cm-scale and we need to translate the location of the ship within a given cubic lightyear from centimetres to more reasonable galactic coordinates. As you can see here, the local coordinates are massive:
With the power of math however I was eventually able to get my head around it, and I'm happy to say we now have a fully working system for traversing the entire 1:1 scale galaxy per centimetre. Don't just take my word for it though, here's a video of the ship moving at a very real 200,000,000 times the speed of light:
The flickering you see is where it's taking the 27 stored sector data and discarding anything further away than 50ly to render the holo-display. It's having to do that a couple of times per second, which is a mad amount of data processing, but the ship is never going to be moving anywhere near that quickly during normal gameplay, so it should be fine.
During normal gameplay the ship will have a max speed of around 2,000,000C, so the speeds show above are way, way faster than needed. What this does mean however is that we have a huge margin to play with in terms of ship upgrades etc. Even a tenfold increase in ship capability is still significantly slower than the speeds tested, so we can look forward to a wide array of alien bolt-ons and interesting new minerals to make getting around the galaxy a bit quicker :)
Well long time no see, but we are back with another update. This one has some major changes so pay close attention!
Alright, this one is a big one and contains a lot of information so pay attention. You wanted more metabolism and we are here to deliver. Contamination and infections are now active and a real threat to prisoners.
Let's take it slow. What are infections? Well, it's an invasion and growth of germs/microbes in the body. And the most common way to get it is on unclean and non-sanitized open wounds. So let's talk about that.
From now on when you get a bleeding wound, depending on the clothes you have on, if any, and their cleanliness your wounds can now get Contaminated. The levels of contamination are as follows.
No clothes: 0%
Completely clean Clothes: 50%
Completely dirty clothes: 100%
So the level of contamination from clothing varies on how clean/dirty they are.
No clothes, since nothing is contaminating the clothes there is no contamination part on the toolbar.
Putting a clean clothing item rises the wound contamination to around 50%.
Putting dirty clothing item on rises the contamination level to around 100%
If you have a wound on your legs and you pissed your pants the contamination will rise to 75%, so despite what your grandparents told you it is not a good idea to piss on an open wound.
Alright, we have that covered but you might be wondering: Ok but there is a lot of information on this tooltip right now, what does it mean? Worry not friends I will explain it all right away.
First off we have the Contamination bar. This is a useful bar that will automatically show you the progress of your contamination level and its rising or falling rate.
Next up we have External Pathogens and Wound germs. These are the bacteria that are entering your body and can lead to infections. External pathogens are all the bacteria that come from outside sources, like explained dirty clothes or dirty bandages, which we will touch upon in a bit. Wound germs can manifest inside of the wound if enough External pathogens are introduced to it. The total contamination rising level is the 2 of them added up.
Now we have your Immune system. The Immune system is the ability of your own body to combat outside bacteria with its own defensive mechanism. The strength of your Immune system depends on your Constitution stat. The Immune system can be boosted with antibiotics again more on that down below.
So how do you combat Contamination? Well by disinfecting the wound and or using the right bandages. Medical items are all disinfected. Rags have the same Contamination level as clothing. Clean rags are 50%, dirty ones 100%. But we added another rag type available to craft: aseptic rag. All you need is a clean rag and some isopropyl alcohol. Then just select the rag and you can disinfect it.
You can also apply the alcohol, or absinthe also works in these cases, directly on your wound to disinfect it, but be careful tho. On open surfaces, the alcohol starts to evaporate after a while so you will have to maintain the cleanliness of the wound. You can do that by removing bandages and adding new ones or cleaning the wound again. That is right you can now remove the bandage when you patch up a wound. It's pretty useful when you have a dirty rag to patch up immediately and want to switch out to a clean one when safe to avoid infection.
Bandaged up wounds have a little white arrow on them which you can click and choose to remove the bandage that way.
Ok so we have that covered, now what happens if you have no choice and need to stop bleeding with a dirty bandage or have a bigger wound or maybe multiple, so more bacteria go in and your contamination level reaches 100%. Then an infection manifests. There are 3 stages of the infection.
Depending on which stage the infection is in it will influence your statistics and proficiency for as long as it is active, and will slowly deal damage over time. Once your infection rate fills up stage 3 you will manifest Sepsis in your body.
Note: Your bleeding wound will not exit the recovery state for as long as the infection regarding that wound is still active.
Sepsis is a dangerous state where your infection has already spread so much that your body will start attacking itself. If all of the wounds and infections are left untreated Sepsis will lead to death and will highly impact the performance of your character.
Remember how you can boost your immune system by using antibiotics? This is how you combat infections and sepsis. By taking an antibiotic you can boost your immune system and help it destroy the bacteria that is the source of the infection and help your body close the wound up after it is all gone.
Keep in mind that in case of multiple infected wounds your immune system will need to adjust on all of them accordingly to the severity of those wounds.
Once all of the infections are clear, the sepsis will clear as well and that will get you good to go.
Oh, and there is another thing here. Puppets now cause Wound germs on their hits with their dirty dirty nails so be careful!
We have another NPC trader for you all: the Doctor.
The Doctor sells all kinds of medical items and utilities, after all, health is important but not free in a survival scenario.
Another nifty feature is the new BB door remote. You can place these on any lvl 3 and above BB doors.
The feature contains 2 items, the remote key and remote sensor. Before you can start using it you will need to pair the key to the system in your inventory.
You can pair up to 10 keys to one sensor. But be careful once paired anyone can use it, even the enemy.
Once paired you have a new slot where you can place the sensor.
And then you can either put it in a quick access slot or use it in inventory to open/close doors!
We also have a new weapon for you all, the DT-11B sawed off.
Fixed the bug where you couldn't refuel the boats at certain gas stations.
Fixed the bug where you wouldn't get foot abrasions and shoes wouldn't lose durability while mounted on a wheelbarrow.
Fixed the bug where rabbits and chickens would react to drones.
Fixed the bug where you would have ammo stack 0/20, 0/30.
Fixed the bug where you could choose head option number 7 in character creation menu.
Fixed the bug where swapping back seats while the vehicle is moving would cause the player that is swapping seats to move outside the vehicle.
Fixed the bug where base building doors would be visible from a large distance.
Fixed the bug where the killbox host wasn't saying quotes.
Fixed the bug where players wouldn't get unsilenced after their silence duration has expired.
Fixed the bug where using the "#listsilencedplayers true" command with no silenced players would cause a fatal error.
Fixed the bug where re-equippig one of the dirty items would cause all of the clothes to look clean.
Fixed the bug where items would sometimes disappear upon holstering them.
Fixed the bug where items would sometimes go in the wrong holster.
Fixed the bug where the prisoner would respawn inside the upgraded bed.
Fixed the bug that would show the player interactions with explosive traps which are not implemented yet.
Fixed the bug where the wheelbarrow would launch into the air on low FPS.
Fixed the bug where the prisoner would get stuck doing an animation while uncrafting bundles.
Fixed the bug where the prisoner could respawn on destroyed shelter.
Fixed the bug where double-clicking ammunition from the vicinity into your inventory wouldn't stack ammo correctly and would sometimes consume extra ammo.
Fixed the bug that would cause the number of remaining uses of an item in a chest to be displayed incorrectly in the treatment panel.
Level design fixes.
Increased fillable radius for replenish able resources.
Adjusted buying and selling prices depending on the number of online players.
Tab panels will now stay open if you jump in place or fall for a short time.
Temporarily removed birds from the game (pending rework).
Only owners and squadmates can now push vehicles.
Urination will make your lower body clothes 50% dirtier now.
Adjusted sardine meat vitamin B6 amount.
Added "Vehicle parking" option to custom zone settings.
Soap now has 10 uses instead of 30.
We have a new server settings for you: Under [SCUM] AllowSkillGainInSafeZones=0 (that is default value) (0 means that skill gain in safe zones is disabled and 1 means it's enabled)
The Shiny Shoe team is so excited to announce our latest game, Inkbound! An online co-op roguelike with a unique active battle system that builds off what you know and love about Monster Train.
Inkbound is set in a world where stories come to life. Take direct control of a powerful Binder, party up with friends or strangers, and go on procedurally generated runs with dense, interesting decisions.
Inkbound shares design DNA with Monster Train like drafting and upgrading abilities and combines it with the social community feel of an MMO. Like Monster Train, you select two classes for their character at a time, allowing for a wide range of strategic possibilities by exploring the game mechanics of all class combinations.
Inkbound is a living game. That means seasonal content, monthly quests, and daily challenges. No two runs and no two days will be the same in Inkbound.
Inkbound is coming to Steam in 2023. Wishlist here: