While the current state of the seas could be best described as turbulent, with pirates scuffling over the fate of Golden Sands in our latest Adventure ‘Lost Sands’, those with the capacity to cast their minds back to May 14th will remember a pallier period of piracy. A more relaxing event. A Community Day, if you will.
That’s right, the 24-hour period that ran from 10am UTC on Saturday May 14th saw scores of scoundrels setting sail with a view to make the most of boosted gold and reputation for the duration, and of course picking up their free flag and Wing Flap Emote. Alongside in-game actions, many pirates also took to Twitter where they could mingle among the community and share their shenanigans using #SeaOfThievesCommunityDay, with the ultimate aim of boosting Renown gains to previously unseen levels through cumulative use of the hashtag!
The lack of a certain berry-bearded bounder obviously kept morale high, contributing to speedy sharing of the tag and the Community Emissary Grade being raised to its maximum level in under 11 hours, more than an hour quicker than the previous Community Day! We were even trending for a bit, so thanks for helping us raise our flag high. Go ahead and pat yourselves on the back for us. It would take a while for us to get around to all of you.
Speaking of all of you, let’s talk cold hard stats to get a view of what you got up to as a community throughout those 24 hours. Fun and frolics were high on the agenda, with 525,387 fireworks fired, 810,862 pints of grog downed and 1,900,558 instruments played. There were also 205,162 instances of pirates hiding in barrels, though how many of those were for nefarious deeds and how many were simple practical japes, we can’t say. Aside from fireworks, cannons were used to launch a lot of cannonballs (14,474,694 to be exact), a lot of pirates (1,492,407 counts of corsair cannonballs) and a number of projectile pets (71,235).
In terms of the biggest numbers, you’re all clearly very hungry, scoffing a total of 9,212,294 pieces of grub, of which 3,078,249 pieces were the classic banana. But then, treasure hunting is hungry work, and after raking in a cumulative total of 129,420,824,546 gold we can’t blame you for splashing out on a few prime Kraken steaks. You deserve it!
You all also had a lot to say about the most important debate on the Sea of Thieves right now, with 39,746 Pocket Rats whipped out versus 59,527 Pocket Crabs after their recent introduction to the Pirate Emporium. Seems the presence of the pinchy crustaceans in our trailers may have inflated their celebrity status…
We also celebrated a number of sailors doing something special for the day itself. From personal projects such as Cpt_Drasuk’s Community Day skull competition and KlutchxKing518’s concertina effort, to in-game fun inspired by our Challenge List from vznDustBunny and crew, we loved seeing how the community marked the day and we hope they enjoy peacocking about with their new headwear.
Speaking of peacocking, we also snuck in a little announcement during the day, revealing that our new #StyleOfThieves social competition will be launching during Season Seven and offering a way to earn the Fashionista’s Finery Gloves! Fashionable filibusters should hop over to our dedicated article to learn more about that, and keep an eye on social channels following the arrival of the next Season to be sure of seeing the first set of prompts.
We’ve covered a lot and we haven’t even mentioned the Gilded Phoenix Banjo Twitch Drops. Or our special screenshot frames and wallpapers we made for the day. Or how you all told us what Sea of Thieves means to you in a handful of words. Or the fact that our merch store had an actual physical flag available to buy. Or the fun score card we created and saw people using on streams and social media. Or people scouring the seas for crews sailing under the Deckhand and Quartermaster Sails and giving away elusive Obsidian items. Or us calling out everyone looking at their phones instead of handing in loot (we know you do it). As with last time, let’s just say lots happened.
So if you sailed with us at any point during our Season Six Community Day, either on the seas or simply via social media, thank you. Thank you for bringing your creativity, fun and passion for the Sea of Thieves we share, and for making loads of noise in the simple spirit of shouting that affection at the world. The #SeaOfThievesCommunityDay tag remains an archive of your enthusiasm. It’s both heartwarming and humbling for us (and the entire Sea of Thieves team) to see, and certainly puts a big gust of wind in our sails.
We’ll be holding another Sea of Thieves Community Day in Season Seven, so keep your eyes on the horizon and, more helpfully, our social media channels (and Twitter in particular), to find out when that’ll be. We’re already looking forward to seeing how you’ll all impress us again!
Greetings players! The new hotfix (0.8.21) is now live on all of the platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed the lag that was caused by a couple of building procedures.
Fixed the lag that was caused by the appearances of new animals.
Fixed the lag that was caused by the mining on big maps.
Fixed the lag that was caused by a large number of characters appearing on the biggest map type.
Fixed the issue that caused blueprints to turn red upon their placement, even if they were reachable.
Fixed the issue that caused the right-click attack during the ‘Drafted’ state to not work as intended.
Fixed the issue that caused settlers and animals to stop doing stuff after some time and just stand in one place. The issue might still be present, but it will require additional testing.
Fixed the issue that prevented resources from being properly counted on stockpiles, after loading the game.
Fixed the issue that showed wrong info for the Animal Food hunger bar.
Fixed the issue that caused the ‘Idle’ stat to appear in the enemy’s info tab, even when that enemy was clearly attacking.
The situations where settlers end up stuck in the holes now should happen less often.
Fixed minor text issues.
Quality of life improvements
Animal names appear above them now and this can be changed in the options menu. This is a default setting for pets only. Players with older saves will have it off by default.
Thunderstorms received rebalancing - they should not happen on ‘Peaceful’ game mode anymore. In other game modes, they will happen only with +5 settlers. The chances of thunderstorms happening in the same season are lower now.
Save load should be a bit faster now (this will receive more optimization over time).
Obsolete saves (old ones, marked in red) will not appear anymore in the ‘Save’ panel.
Pseudonym tooltip now correctly parses the settler's name.
More animal names that Discord members suggested have been added to the database.
Known issues
The game might crash if a lot of animals appear on the screen. We’re fixing this in the next patch.
Wall decorations will not be taken into account for proper room detection. It will be fixed with the next patch.
Objects still appear floating in the air. Build floors beneath them to pick them up.
Interactions with animals on stairs might still glitch. Simply destroying the stairs in that case should resume the gaming normally.
Welcome to a new edition of the Sunset Inn Messageboard! We hope you had the chance to celebrate the Dragon Boat festival, tasting the delicious texture and flavour of homemade zongzi. If not, at least you'll be happy to learn the recipe is available in Immortal Life to cook this traditional Chinese dish whenever you want.
Now, let’s get straight to the point: as the July update is built upon several elements of the upcoming June updates, we'll be needing more time to finish such amount of job in the best way possible. Of course, the Alpha branch will be receiving these updates for testing purposes and we’ll let you when it happens in the future announcement.
Now, here’s a little reminder of what’s to come to Immortal Life later this month:
Mid-June
You will find an introductory quest to unlock the Turtle Mill mentioned in the Sunset Inn Messageboard Vol. 3, which is a premium version of the classic Stone Mill.
The Yuhua Mystic Realm will be added to the game as a first step into your adventures through the rest of the Jiufeng State.
New items (White wood ear, Lotus root...) and recipes will be added too!
If Li Mengqing became one of your favorite characters of the game, you’ll surely enjoy learning her story in a brand-new mission!
There will be a new Trade Road to Flower Valley, with new furniture designs in the Flower set.
Late June
Pet System: raise, feed, pet and train your new animal friends and share together a lot of special moments in your time at the Misty Valley. Every pet will have extra bag slots to help you carry more items.
Go Deep in the Sunset Forest to discover all its secrets. It’s also a great opportunity to learn the story of the mysterious woman you found there, Song Yantong.
It’s time to raise Silkworms and Bees!
We will add Silkworm House to this version, so you can take care of your little friends there. And that’s not the only part of this system: plant and collect Mulberry leaves to feed them, and also collect the Silkworm cocoons. After the Silk is ready, the next feature coming up would be making clothes. We are preparing 20 different outfits both for male and female in this update!
We will add the Beehive Box in this update for you to take care of the bees. Also, depending on what flowers you plant the bees will produce different types of honey. It will have an impact on the cooking system, since we’ll be adding new recipes based on this change.
Of course, there’s more to come — but we’re keeping it secret for now! The definitive roadmap for July and August will be revealed in late June. Feel free to ask us any questions you may have about the content described above, or leave suggestions in the comments section. We'll always be happy to receive your feedback.
Another week has passed and another update is here! Version v0.4.009 is by far the largest update yet, and brings with it tons of quality of life improvements and more importantly: Weapon Crafting!
This update has been focused on adding new content for all of the characters through craftable weapons. They change the character's skills, attributes and can drastically change your playstyle. In addition to that, we finally added the so long asked list of power-ups you collected during a run, which can be seen and hovered over in the pause menu! Without further ado, here is the full change list:
Key changes: - Weapon Crafting: use materials collected in your runs to craft powerful weapons to customise your favourite characters; - Collect Power Up List: view the power ups you collected in a run, and hover over them in the Pause screen to view details! - Harvest Minerals: destroy mineral nodes during runs to collect ores and rare gems used for crafting; - Performance Improvements: enemies and debris are now cleaned from the arena automatically. Debris are cleaned after 5 seconds, enemies will remain for 30 seconds after being slain, to give you a chance to throw them into the void for health;
New spells: - Heavy Strike (Spellbreaker, new weapon): Slow attack that strikes targets in a large area in front of you causing 40 damage and applying Bleed. - Ground Slam (Spellbreaker, new weapon): Hit the ground with a powerful strike, causing 50 damage to enemies in a large area in front of you, applying Bleed and Stun. - Fiery Missiles (Arcane Weaver, new weapon): While the attack is channelled, you automatically launch fiery missiles that seek ALL nearby targets, dealing 5 damage and applying Burn. - Fire Pillar (Arcane Weaver, new weapon): Summons a fire pillar at the target position, dealing 10 damage, applying Burn and spreading the strongest Burn effects in any of the targets, to all of the targets, refreshing the duration. - Spread Shot (Lone Hunter, new weapon): Fires 10 arrows in a short-range with a large spread, dealing 15 damage per arrow. - Disengage (Lone Hunter, new weapon): Throw an icy bomb right in front of you, dealing 60 damage and applying Chilled to enemies, also pushing you back to escape.
Balance changes: General: - Slash: damage increased from 35 to 45; - Unbreakable: this is now a Rare Power Up, up from Uncommon; - All Damage over time effects removed from enemy skills;
Alexi, the Plaguebearer: - Health reduced from Tier 2 onwards; - Poison Bomb no longer applies poison if you step in the area, instead, if will damage you quickly while you stand in the area;
Other changes: - Frostbolt can now be cast by holding the attack button; - Fixed issue where projectiles would "pull" enemies towards you, instead of pushing them away as intended; - Added Restart button to the End Game screen; - Added Rarity colors to the Level Up screen, making it clearer which power-ups are rare or not; - Tons of new sounds effects and atmosphere improvements; - Fixed issue with controller icons for skills being displayed incorrectly; - Fixed issue where some enemies would die, but stay standing; - Fixed issue where projectiles could fly in weird angles, now should always go straight; - Fixed issue where the projectile camera could be forcefully set to be too close. Restoring the camera to defaults will fix the issue; - Fixed navigation issues in both maps, now enemies should be able to move more smoothly; - Tons of other small changes including UI, fixes, etc;
We hope you enjoy this update which is the largest update to date, and do let us know what you think in the community or Discord! Best wishes, Dev team
It's finally time! This is your chance to try dotAGE in a small demo, go play it now! The demo will take you through the first days of the village, up to the first Doom event.
It ill be available up to the 20th of June through the Steam Next Fest. Go tell everybody to try it!
Swords and Sandals Immortals - Whiskeybarrel Studios
Hey gladiators, just a small patch today as I had a bit of a busy day in the 'real world'! The major thing with this patch is the ability to buy back items from the shops after selling them (much requested!). Tomorrow I am going to look at weapon switching issues that have been reported.
Cheers all, enjoy!
V.4.5.A Change Log ---- BALANCE CHANGES / STAT FIXES ---
Bard talent Aria of Respite now has a zero essence cast cost and gives back 33% essence.
Removed bonus character difference level hit chance as it was too hard to explain.
Strength now boosts physical weapon damage by 2 instead of 1 ( to make melee builds more powerful)
--- BATTLE CHANGES / FIXES --
Fixed a visual bug where legs disappeared after a decapitation (lol)
---- SHOP FIXES CHANGES------
You can now 'buy back' items from the shop if you sell them and change your mind. Just go to the shop you sold your item and search by "ALL" to buy your item back. These items will have a yellowish background and an asterix before and after their name.
---- MISC FIXES AND CHANGES --------
Added 'Shops Restock' counter to Doomsday info panel at the battle caravan so you can see how many days until shops get new items without going to the campfire
Fixed a bug where Juggernaut showed your height as smaller in the Vital Stats panel
Fixed a bug where unavailable talents did not appear greyed out
Talents gained from enchanted items appear in green text on the talents panel
Removed Done button from Training, meaning you must complete training to gain bonus XP per day.
Added extra sounds when limbs lost
Added "artwork coming soon" text for towns with missing art sketches
It's probably the last update, so I've put in as many features and improvements as possible. There are too many updates, so some content may be omitted.
New Entities : "Dreamer Of Freedom", "To The Heaven", "Happy Machine"
"Dreamer Of Freedom" - Kills I-26 if he is looking at camera when this entity is attacking "To The Heaven" - Makes a contract, revives I-26 when he dies by low mental "Happy Machine" - Disturbs player by several ways.
As new Entities were added, I almost changed the Entity balance and re-adjusted it. Since there are so many adjustments, I'll just mention the important ones:
- Noise doesn't occur when you use the camera. - Max mental and mental heal speed increased. - "Twisted Love" - Disturbing lasts shorter. - "Coexistence - Mery" - Reduced "Charles Acceleration" when interrupting vent.
VFX Update
"Lean Against Anxiety", "Old Man's Hope" Entity's visual is updated. Artwork also changed, "Betrayal And Hate" Entity also changed it's artwork.
And, game over screen is updated.
Many cutscene added
Added cutscenes at the beginning of the game and in certain stages. In particular, we added a special event in the middle of the hidden release stage.
UI Optimized
Size of UI has been reduced overall, and the remaining power display method has been changed. Now it will be easier to check the remaining power.
Extra stage added - "Blackout", "Chase II"
Two extra stages have been added that can be played when you cleared the game.
In addition, the challenge mode is always open.
Custom Editor 1.0 Released!
The stage custom editor that will maybe stay as 1.0 forever has finally been released. When you receive stage files created by other players, you will be able to play those stages.
You can only use it after clearing all the games!!
(Custom Editor doesn't support English translation.. sorry T^T)
etc..
- You can hide UI by pressing H key. It will be useful when you capture screenshot. - Short tips will be displayed why you died at game over. - Provides danger alerts when some Entities attacks. (Dream Of Can, Coexistence - Charles, etc.) - 5 Hidden achievement are added.
You are now able to try paid classes before you decide to buy them!
Create seasonal or regular character with a class you don't own and play them until after the first dragon. If you like to continue after that, you can buy the class and continue to play without any progress loss.
It will be easy to determine if you like a new class, not by just watching the trailer but by playing a little while, testing the skills and seeing if the play style suits you.
This feature will be available for the upcoming class, Assassin too.