If you were watching the Guerrilla Collective, you may have caught a glimpse of the new slugcats sliding across your screen! Rain World: Downpour adds five new slugcats each with unique abilities and playstyles to traverse the ecosystems in while avoiding the dangers they hold. The new slugcats are the speedy Rivulet, the mouthless Spearmaster, the acrobatic Saint, the wishlist eating Gourmand, and the explosive Artificer!
Each slugcat has their own sets of advantages and challenges in environments where even a tiny mistake can mean death. Learn the movements of each slugcats and how to use those new found abilities to survive to the next cycle and travel to new regions and rooms.
If you would like to learn more about these new slugcats, then check out the trailer!
It's coming...it's coming...it's coming... Something very, very cool... In collaboration with: www.idalmysart.com...(note: it's not the game finished). What will it be? We will be showing it soon...
Predictably the massive update came with some new bugs so here’s a patch to squash those. The game should be more stable online, Ascella doesn’t outright crash anymore, the objectives on Kerrat work properly again.
A whole slew of things have been rebalanced as well, especially in terms of capital ships - we obviously fixed the insane fire rate on their railguns but we’re also trying something different regarding their missiles. To give them a unique spot in the balance between spinal cannons and other turrets, the big capital-ship-grade rockets will now bypass enemy capitals’ shields - they’ll fly straight through them, just like fighters do. We’re curious to see how that’ll change the approach to capital ship combat at various ranges now.
We also felt a bit bad about releasing only a bunch of fixes and balance changes, so we threw some new features in:
Underbarrel shotgun attachment
All guns sporting an underbarrel hardpoint can now be equipped with a shotgun attachment. It works the same as the other fire-able attachments, can be toggled to by switching firemodes and provides some extra emergency oomph (at the cost of a pretty hefty reload time) when your assault rifle suddenly becomes inadequate in an extremely-close-range fight inside an enemy ship.
Emote gestures
The AFF characters might come off as super serious gruff space marines under those suits but even they must sometimes communicate by means other than tactical gestures and screaming “argh my leg my leg”. So we gave them a set of more casual gestures the player can perform using the V key.
And as usual - for feedback, or just a lovely chat with the devs, contact us here on the Steam forums or directly through our Discord!
Onwards and upwards!
Full hotfix changelog:
Added an underbarrel shotgun option to all underbarrel-capable weapons
Fixed non-carrier capships having finite mines
Fixed an issue with Huginn’s railguns having essentially infinite rate of fire
Quality of life changes to capship railguns; The trigger can be held to continue firing, rather than having to click each time
Added secondary firemode to capship railguns - cycle. Cycles through the guns, and consumes partial charge with each shot. Inspired by the unintended Huginn rails
Reduced range of Ranger’s railguns
Increased range of Ranger’s ion cannon
Changed Khamun’s plasma guns from medium to heavy and decreased their range
Increased range of Khamun’s ion cannons
Decreased damage of heavy plasma guns in general
Decreased range of Chons’ plasma
Increased damage and slightly increased firerate of Heimdall's rockets
Fixed capship railguns’ visuals not reliably being played in multiplayer
Capital ship railguns now work based on ammunition - Ranger got a magsize of 10, Huginn of 40, both with a 10s reload-time. Intention is to make room for other weapons in the player’s rotation
Heavy plasma weapons will generate slightly more heat
Tweaked RID. It can now continue firing once it has fired a shot. The next shot will start at 50% charge. It didn’t quite feel competitive enough to the MLI, and was near-impossible to kill aircraft with. Additionally, increased ammo by 1 (from 3 to 4), and slightly reduced per-shot damage
Clicking a weapon that’s completely out of ammo will play a dryfire sound for better feedback
Capship-fired missiles can now bypass capship shields. The intention is to make them more viable at contesting sub-systems, and give them more of a defined role
Potentially made mech-RID and space-rails more synced with the charge-bar
Added emotes. As infantry, they are tied to your V menu. Purely for fun.
Repaired repair objectives not being repairable (Kerrat Phase 1)
Bots should be more clever about repairing and responding to threats while doing so
Bots should be more likely to actually deploy medkits/ammokits again
Fixed an issue causing bots to practically get stuck reloading
Fixed an issue with damaging a not-fully-repaired objective not updating the progress of it
Fixed some issues with getting out of vehicles
Fixed an issue with locally hosted games, restricting team choice to ULA
Territories UI timers should be more accurate to real-time (generally shows a higher number)
Bots should be quicker to realize a hackspike have been planted
Mannable turrets on maps should no longer be enterable through geometry
Potentially resolved an issue with Tis not getting proper interiors
Potentially fixed free-look being sticky in multiplayer
Resolved a bunch of crashes when server-travelling to a new map
Bots should be more aggro when defending a destroyable objective overall, notably in space
Defending bots should be slightly less doomstack-ey, and slightly more energetic
Rank 4+ Attacking bots will focus slightly less on where the last target was
Potentially resolved issues where bots would effectively be stuck looking in a direction
Clicking MMB in spectating mode should toggle nameplates
Clicking R while in spectator-freeroam-mode, and looking at a valid target should make it your spectating target, as if you had cycled to it normally
Fixed an issue where you would get re-targeted to someone once they respawn, despite having entered free-roam-spectator
Fixed entering spectator-free-roam while in temporary free-roam (waiting for your target to respawn) not clearing your target
Messages for “dropship launched”, “<> has been boarded”, “(objective) completed” should now all mention the team for spectators
Direct-IP field on server-browser field now properly supports select, cut, copy, paste as well as a port number being appended to the IP (like 1.1.1.1:1111). Additionally supports pasting AFFLinks in their entirety.
Briefing Rooms: - Guards in briefing rooms should also relax a little in multiplayer, rather than holding their breath - Adjusted “step away from door” message to maybe be a little more logical
Errah: - Slightly increased the initial defender-setup time, so the first two objectives should be more contested
Meudeverre: - Upped health on Phase 2 objectives - Added a ramp at one of the walkways where you could stub your toe
Irega: - Fixed some stairs snagging players - Enabled missing collision on staircase leading to Phase 3 - Fixed bots not navigating most of the Phase 3 staircases
Irega territories: - Fixed an issue allowing players to enter the opposite teams spawn - Fixed some stairs snagging players
Poranti: - Fixed an issue causing the match to potentially end immediately
Anubis interior: - Fixed some floating weapons in armory - Changed the size of how far one of the screens for exterior view would be active, on the screen near one of the objectives in Kerrat territories. During fighting, it would often be turned on/off as you moved around, causing small performance hiccups
Tannhauser: - Fixed missing collision on the trolleys - Fixed some lighting issues
Lukather: - Fixed some lighting issues
Ascella: - Fixed an issue causing the map to crash - Fixed an issue causing eager-people to be stuck in the introduction camera
Mirnoide: - Bots should be more conscious about lava being harmful to their skin
USN hangars: - Fixed dropships not rendering properly when taking off
We are very happy that so many of you are enjoying the Talvisota DLC. As you know, we continue to expand and improve upon all our Gates of Hell products, and today we have some awesome announcements to make.
Christoffer Weiss has been cast as one of the voice actors for the finnish soldiers in Talvisota. A passionate actor known for partaking in WWII movies like “Framom främsta linjen”, Christoffer shared his passion and appreciation for our project and we could not reject such a collaboration. You will be able to hear him inside the game soon!
We also want to extend our thanks to all the enthiusiast players and finnish historians who are helping us achieve more historical accuracy on our Finnish units and landscapes. We appreciate all the feedback in this regard and continue to evolve our game.
Sale!
We continue our sale for Call to Arms - Gates of Hell: Talvisota, which went out early this week. The release has been great and we are skimming through all of the feedback, some of which was already addressed in a patch yesterday. After the weekend we will be putting together another update which includes new and improved skirmishes as well as goodies for both Ostfront and Talvisota owners. Be sure to spread the word about Talvisota, the more successful it becomes, the more we will continue to expand it beyond the original plans. Make sure to grab it on this amazing sale, it wont last for much longer!
As part of the good reception of our first expansion, we are putting together the late-war stage of Finland which would enable it to fight in PvP and PvE in the 1944-45 environment. This is a decision that we didn't contemplate in the first place, because it is a difficult period to balance, since Finland was outclassed by the technological advances and available weaponry of the rival nations. We will give more information when we have progressed further. There is no assurance that it play well enough to be releasable, but we will try our best to make it work and we will release it to all Talvisota owners if the results are satisfactory.
Anniversary
1 year ago, Ostfront released. Barbedwire Studios wants to thank our community for the amazing experience it has been to release the game and continue to work with you over the last year. May it last for many more!
Have a good weekend. Sincerely, Barbedwire Studios.
I am pleased to announce that our great project MY WOLF is leaving Early Access.
MY WOLF is our long journey as the project itself has been completely changed. After a month of work, we managed to release a stable version as Early Access, where it was not without problems that we had to quickly fix and improve.
It turned out that you like such an unusual project, so we started building new components. MY WOLF got a lot of fixes and new content thanks to your support in the comments. It is thanks to you that this project is better. Thank you.
Code improvements, bug fixes, translation improvements, performance, improved AI, day and night system and a lot more.
Not everything was added. Or we changed our minds. :? The wolf was supposed to have offspring but after numerous trials and (ethical) problems we decided not to continue this stage.
Unfortunately, we also did not manage to remove the inscription Early Access from the game, not knowing if we would add anything else, and unfortunately, we temporarily lost access to the project. As soon as we get it back, we'll add a fix.
Once again, thank you very much for your support. Now MY WOLF is a truly unique project.
It came to my attention from some people who urgently messaged me that there were some major bugs in the game which I have rushed to fix. I have tried my best to patch them out but this was an unexpected update so there may have been other issues created by my fixes (from my testing, there have not been any). Regardless, be on the lookout and expect a follow-up update.
As for what has been done:
Co-op UI issue has been resolved
Lighting is now used to show available doors
Audio has been adjusted to allow more sound effects to be heard
Other smaller bug fixes
There have also been performance issues on lower end machines (and sometimes higher) that have been looked into, this issue was created recently but will be fixed by the 1.1 launch next month.
I am sorry for these issues and if you were turned down by these things originally, I recommend you give the game another shot. Thanks, and have fun!
This update is out, now! You can play it yourself through the playtest option or through the demo.
Those are the highlights:
New farming system
It was about time! multi stage growing, water/compost requirements and planting fruits directly are some of the new options.
3 new consoles
Though still in prototype phase, they have all the functionalities of the legacy consoles. Proper layout will come in next updates. All about removing legacy blocks. Did I mention they are fully modable?
6 new crops
Namium, nurins, olis, crensel, artein and tiuras. You will learn to rely on them for subsistence since the traders won't sell you anything edible anymore, jerks. Did you know you can plant things other than seeds and crops? Find out what :).
New shield system and blocks
Remember when you used to press one button to completely recharge the shields? Now they recharge very slowly and only when deactivated but can be stacked to increase the shield capacity. Because one is too few and 3 are to many.... for a normal ship, 9 tiers should be enough to make your ship a moving bullet black hole. They also look nice.
17 new food items
Each with it's own reference, can you name them all? You thought I would make a farming update without adding a use for the plants? Guess again.
New models for 32 current blocks
In line with the aesthetics of Adro.
Target tracking
For those that can't git gud. If you think the new shields are op wait until you see this. Need the mainframe to access this overpowered ship ability. All projectiles are way faster now so at close range all hits are guaranteed.
Feedback & news panels
For when you can't be bothered to join Discord, share with me your precious feedback and receive them precious news, directly from the game.
Configurable brightness & light quality
All about supporting computers with lower specs, hey, not all simulated realities can afford to have more than one quality light source. For when your audience only sees black in your twitch streams, pump the brightness up to blinding to silence them.
Hull breach fixing
No longer have to scrap that nanoscopic collider in the frame block, the new hull breaches require patch plates to fix and have a proper full area collider.
Lots of fixes and tweaks
Removing unneeded steps/items/recipes, you know... making the gameplay less grindy. Made missions actually worth doing, added more navigation info, more recycling to prevent excess items and many other QoL modifications.
Proper audio modding
Thanks to naudio (library) you can bring your own melodic creations into Adro. Variable bit rate, multi/single channel, yes we support them all.
Auto port forwarding
Can't be bothered to connect to your router to do a port forward?, do these words sound like Chinese? I got you covered. By default Adro will let others connect to you over internet even if your network does not allow it, as long as your router knows the UPNP protocol.
Dedicated server mode
Automation at its finest, script a server to start/stop from a shell/command prompt on a remote machine without human intervention. There are also special commands like ban, unban, kick, restart and all the usual management set.
Lots of new modding options
Block light modding, farming modding, liquids/grids fill level modding and blocks particle effects modding, let your creative aberrations become alive in Adrorium.
WE ARE A PART OF STEAM NEXT FEST! During the event we will be launching our demo and playing it live on stream. Come see us play and ask any questions you have directly to the developers. See you soon!