Jun 14, 2022
Fire On Fight : Online Multiplayer Shooter - NINJA-X
Hello everyone,
We want to share with you an image about a new amazing map coming soon. it's the smallest map in the game so far, the fight in this map will be faster and harder, are you ready for it?
it's 70% finished so far, will release it asap.

World of Tanks - The Dot
Commanders,

World of Tanks keeps developing and evolving, as do other software and hardware. Together with the team’s efforts, global technical progress helps us improve the game’s visuals and sound and add new modes and events. Meanwhile, we do our best to support players who use older PCs, and we strive to keep World of Tanks available for as many players as possible.

However, supporting outdated software sometimes becomes a major obstacle to the game’s development. As a result, starting from the September 2022 update, we will gradually discontinue the support of 32-bit operating systems. In so doing, we will update the minimum specs regarding RAM requirements as well as the recommended and ultra specs. After September 2022, it will no longer be possible for us to guarantee the client operation and stability for players using 32-bit operation systems, or provide technical support.

We will also adopt more detailed system requirements for the minimum specs for PCs and laptops.

MINIMUM



RECOMMENDED



ULTRA



Why are you discontinuing the support of 32-bit operating systems?

Due to architectural restrictions, 32-bit operating systems cannot use more than 2 GB of RAM per application. Considering the content quantity in World of Tanks (vehicles, maps, events, modes, etc.), it is already insufficient, making the game client less stable when running on 32-bit operating systems. Moreover, the RAM restrictions limit our options while developing new content, and graphics card manufacturers discontinued the support of 32-bit operating systems in their drivers over two years ago.

Why will you both increase the minimum RAM requirements and discontinue the support of 32-bit operating systems?

The current minimum RAM required (2 GB) is determined by the restrictions of 32-bit operating systems rather than the game requirements, which are much higher already—specifically for some modes, such as Frontline. Therefore, 3 GB for PCs and 4 GB for laptops is enough to decrease the chances of issues related to insufficient RAM, provided your PC meets the other minimum system requirements and runs a 64-bit operating system. Also, our engineers will have more opportunities to improve the game’s graphics and sound.

Why did you decide to make the World of Tanks minimum system requirements more detailed?

The new RAM minimum system requirements depend on your system type (PC or laptop). We have provided several possible configurations based on the CPU manufacturer (Intel or AMD) and GPU manufacturer (NVIDIA or AMD) so that each player can clearly understand whether their system is powerful enough to run World of Tanks.

We have made this difficult decision based on objective reasoning. However, we understand that even a smooth discontinuation of the support of 32-bit operating systems still might cause inconveniences for some players. This is why we are sharing our plans well in advance and are providing a clear and detailed description of the new system requirements. We hope that all players affected by the planned changes will have enough time to take the necessary measures and upgrade to a 64-bit OS and/or install more RAM to continue playing World of Tanks.

We will keep doing our best to make World of Tanks available for the most affordable configurations.

Sincerely,

The World of Tanks team
Incremental Epic Hero 2 Playtest - Hapiwaku
Added : Help [Capture]
Added : In addition to "Shift + Left-Click", just "Right-Click" on quest button also quickly accept/claim the quest
Added : Right-Click on combat range button to decrease the combat range
Changed : Epic Store Item [Auto Ability Point Adder] is now not related to Rebirth
Fixed : Passive heroes wrongly gained EXP/Gold more than Gain Proficiency%
Fixed : IEH1 Bonus Talisman with Utility Sort Bug

Since there was a critical issue with IEH1 Bonus Talismans, this patch deletes them in utility inventory/equip slots and you can claim them again in Settings>Bonus tab.
- If you couldn't receive the bonus, please try "Claim" twice after you make sure the steam profile's privacy setting is public and reboot the game.

Added/Changed/Fixed : Many other minor things from your feedback!
Jun 14, 2022
The Last World Playtest - razorgamestudio
v0.0.291 (06/14/2022)

Changes:
1) Changed the minimum value of the range of the resource fill slider (Building window/Control section) in the building inventory from 10% to 1%
2) The scheme for requesting electricity from the web has been changed. Now the building will try to take electricity from those buildings that have the most electricity accumulated.
3) The scheme for transferring surplus produced energy to the web for replenishing stocks in the Power Collector Station has been changed. From now on, the transfer of surplus electricity will be carried out primarily to those buildings that have the least accumulated electricity.
4) The scheme for requesting resources from the web has been changed. Now buildings will try to take a resource from those buildings that have the most accumulated resource
5) Changed the cleaning time of Iron and Copper ores from 1 sec to 0.8 sec
6) Changed the rear view icon of the building activity switcher

Added:
1) Added sounds for placement, rotation buildings and web elements.
2) Added background sounds of cicadas at night (except for Desert, Savanna, Ice and Tundra biomes)
3) Added background sounds of forest birds in the morning (except for the Desert, Savanna, Ice and Tundra biomes)

Corrected:
1) Fixed a bug when after building an Ore Clearing Station and setting the auto-sampling of resources, the building could collect more than specified in the Fill volume parameter
2) Fixed a bug where an Power Collector Station could take power from other Power Collector Stations on a different web
3) An attempt to fix a bug when in the Building window when clicking on an item or window element, selection began and the unit window closed (need testing)
4) Fixed a bug when, during the save game, the save game icon was not deleted if a pause was called after the start of the save
Monstrum 2 - Team Junkfish


Season 4 Content

Season 4 will be going live on Tuesday 21st of June, one week after the June Update. It will include new tracks of unlockable rewards for each character type.

Gameplay Updates

UPGRADED USER INTERFACE IN MATCHES
Our UI team have carried out a thorough pass on the HUD during matches and will be continuing this work in upcoming updates:
  • Mission Widget
  • Mission Pop Up
  • Player Status
  • Prisoner Status
  • Timer
  • XP background
  • Adrenaline Buff icon
  • Flashlight icon
  • Spectate UI
  • Subtitles UI
LOCKER CONFRONTATION POLISH
After several updates worth of work the Prisoner / Monster confrontations around the lockers is now in a final state:
  • If a Prisoner is killed in a locker, both Monster and Prisoner will view a kill animation in 3rd person
  • Each Monster has their own unique locker kill animation
  • Monster searching locker animations have been altered and had their camera movements steadied
  • Depending on locker positioning in the environment, the animation will be shown at an angle that should always be visible.
  • Abilities and movement are disabled for the Prisoner and Monster during the animation
  • Added sound effects for locker confrontations, with bespoke audio passes for each monster, and whether or not the prisoner escapes or is killed
SPATIAL AUDIO SYSTEM
Audiokinetic Wwise’s Spatial Audio system will introduce more accurate sound propagation, virtual acoustics, and spatial audio rendering into Monstrum 2. This means among other things:
  • Fewer instances of sounds being heard through walls
  • More accurate diffraction of sounds from around corners or while behind obstructive game objects (crates, lockers, servers, etc.)
  • More accurate spatialisation of sounds throughout the game (we have improved the ability to position a sound in 3D space)
MEMORISE KEYCODE ACCESSIBILITY OPTION
A new optional feature has been added to improve gameplay around the keycode interactions for Prisoner players with controllers:
  • Player can hold down the Interact button when standing next to a clue to memorise that four digit number
  • Once a code is memorised the Prisoner player can then approach the corresponding keypad and hold down Interact again to automatically enter the code without having to precision aim at each button on the keypad
CHANGES TO ITEM SPAWNING
Following feedback from the June Update we wanted to disrupt a pattern that formed where Prisoners would load up on easily found Health Kits in order to survive repeated Monster strikes in the earlier stages of the game:
  • Health Sprays and Adrenaline items can now be found inside wall mounted boxes that require the Boltcutters to open
  • There are still some loose instances of both Health Sprays and Adrenaline scattered around the sea Fort but those amounts have been heavily reduced by about 60% of previous totals
  • Item spawns close to related puzzles have been moved further away or have been removed completely to prevent puzzle items spawning next to the related puzzles
Backpacks are in harder to reach spots:
  • In Stage 1 most Backpack items will be found beside switches that take some effort for the Prisoner players to reach
  • In Stages 1 and 2 some Backpacks can be also be found hidden behind various destructible objects that need to be destroyed
  • In Stage 3 Escape Routes the Backpacks can still be found in open areas
  • Backpacks can also appear in Equipment Chests
PRISONER CHANGES
The Prisoners have not been a major focus of this update but have had a few changes to support other features in the update as well as general balancing improvements:
  • Prisoner walking speed increased from 2.96 to 3
  • Prisoner sprinting speed increased from 4.144 to 4.5
  • Fall damage is now more severe for Prisoners with damage starting after falling more than 5 metres. If a Prisoner falls more than 12 metres they will be incapacitated even if they are at full health. The previous value for this was 15 metres
  • Vaulting over objects is more restrictive with the vaulting range reduced from 3.5m to 2m. This means prisoners are no longer able to vault directly over the centre of large objects such as the large metal crates. They will still be able to trigger a vault over their corners however
  • First Person Item Use Animation polish for the Fuel Can
BRUTE CHANGES
As with the Prisoners the Brute was not the focus of this update but still has had some changes:
  • Brute walking speed increased from 3.04 to 3.33
  • Brute sprinting speed increased from 4.408 to 5
  • Charge ability is smoother with the Brute able to deflect off surfaces at shallow angles more easily and will come to a stop more reliably when hitting a surface from a wide angle
  • Attack cooldown reduced from 3.5s to 2.5s
BHAGRA CHANGES
Various balancing changes for the Bhagra to make him less oppressive in chase but still able to deliver a strong blow in ambush:

Updates to the Scent Trail Ability
  • Bhagra scent trail particles will dissipate once a Prisoner enters a locker, the trail will resume if the Prisoner exits the locker before the Bhagra has finished using the ability
Updates to the Ceiling Climb Ability
We have added a cooldown on the Ceiling Climb ability to prevent the ability being used as a quick movement tool. We wanted to make sure that the Bhagra releasing itself from the ceilings was an intentional action so we have made changes that should prevent unintentional falls from the ceiling.
  • Improved stability of ceiling climb ability to prevent the Bhagra falling off of the tiles unintentionally
  • More of the Bhagra tiles inside buildings connect up between the different rooms
  • After leaving a ceiling tile for any reason, the Ceiling Climb ability will go on cooldown
    After leaving a ceiling tile for any reason, the Attack Ability will go on cooldown
  • Can no longer just pop off a ceiling and attack with Bhagra players now needing to lunge to do damage, instead of being able to instantly do so when dismounting from a ceiling tile then rinse and repeat
Updates to the Lunge Ability
The Bhagra lunge ability was altered to allow the Bhagra to have quicker lunge times to keep lunge useful as an ambush attack but have a longer cooldown between lunges to prevent it from being used as often.

Bhagra lunge charge time has been decreased:
  • Vs 1 Prisoner - 2.25s (Was 3s)
  • Vs 2 Prisoners - 1.75s (Was 2.5s)
  • Vs 3 Prisoners - 1.5s (Was 2.25s)
  • Vs 4 Prisoners - 1.25s (Was 2s)
Bhagra lunge cooldown has been increased by 50%
  • Vs 1 Prisoner - 15s (Was 10s)
  • Vs 2 Prisoners - 14.25s (Was 9.5s)
  • Vs 3 Prisoners - 13.5s (Was 9s)
  • Vs 4 Prisoners - 12.75s (Was 8.5s)
General Bhagra Balancing
  • Bhagra ground movement speed increased from 4.133 to 4.65 (Bhagra ceiling tile movement speed is 6, which is unchanged from the last update)
  • Damage caused from a ceiling lunge during Stage 1 increased from 60 to 70 hit points
  • Bhagra slowed down more when crawling through slide holes and climbing through windows
MALACOSM CHANGES
The Malacosm has been a major point of focus for the development team in this update and has had a significant rework including the addition of a new Float ability. Our goal was to make the Malacosm more dangerous in chase an allow the Malacosm to be able to use routes that were not possible to do before:

New Float Ability
  • Holding the jump key after falling or reaching the apex of a jump will make the Malacosm float at 10% the usual falling speed.
  • The Malacosm is able to change direction during this ability
  • If the float was held for longer than 2 seconds the Malacosm will not receive any movement penalties when landing
  • The Malacosm will not float upwards

Updates to the Clairvoyance Ability
  • When using the Clairvoyance ability as the Malacosm the character will turn their head and body to always face the Prisoner they are Clairvoyancing
  • When the Clairyvoyance abilities active duration ends the Malacosm player will already be facing the direction they need to move in allow the Malacosm to start the chase immediately
  • If the Prisoner the Malacosm is Clairvoyancing enters a locker the Malacosm will instead face downwards after exiting clairvoyance
Updates to the Teleport Ability
  • Malacosm gains a 25% speed boost after exiting a teleport for 2 seconds
Updates to the Phase Through Passive
  • There is a new shimmer overlay added over any objects in the Sea Fort that the Malacosm is able to phase through
Audio Updates to Malacosm Abilities
  • New sound effect for phasing that more resembles the other movement sounds
New sound effects for Sentinels:
  • Sentinel deploy
  • Sentinel idle
  • Sentinel pop up
  • Sentinel call - this is an audio effect to alert the Malacosm when a prisoner is near
General Malacosm Balancing
  • Malacosm walking speed increased from 2.7 to 3.2
  • Malacosm sprinting speed increased from 4.185 to 4.8
  • Malacosm acceleration increased from 5 to 5.1
  • Attack cooldown reduced from 3.5s to 2.5s
Malacosm now does more damage at various stages of the Monster Rage mode
  • Stage 1 damaged increased from 40 to 50
  • Stage 2 damage increased from 60 to 65
  • Stage 3 damage is still 80
  • Stage 4 damage is still 100
CHANGES AFFECTING ALL MONSTERS
Further balancing work and improvements on the Monsters:
  • All Monsters can now use Elevator buttons
  • Monsters will be slowed down after falling, which will now reach maximum effect after a 12 metre fall where the original fall height was 15 metres
  • New XP reward added for attacking or killing Prisoner while the Prisoner is using Adrenaline
  • New XP reward added for attacking or killing Prisoner while the Monster is blinded by the Flash Bulb Camera
  • New XP reward added for attacking or killing Prisoner while the Monster is slowed down by the Fire Extinguisher powder
NEW OPTIONS MENU SETTINGS AVAILABLE
We have added more options to help with user performance and accessibility:

Gamepad thumbstick dead zones. For each thumbstick, there are 3 values:
  • Inner Dead Zone - The % you need to move the thumbstick before input will register (useful for combating thumbstick drift). Default Value: 10%
  • Outer Threshold - The % at which the input will output 100% e.g. if set to 50%, then the player only has to push the thumbstick half way to look/move at full speed. Default Value: 100%
  • Minimum Value - The output value of the thumbstick when the input is exactly at the Inner Dead Zone value. You could use this e.g. to eliminate slow movement speeds when the thumbstick is pushed lightly, whilst still allowing the ability to control the movement speed more precisely when the thumbstick is pushed further. (Thumbstick input values beyond the Inner Dead Zone will scale the output value between Minimum Value and 100%). Default Value: 0%
Additional graphics options
  • Removal of the generic high/medium/low options as they were very limited
  • Added High/medium/low options for textures
  • Added High/medium/low options for fog quality
  • Added High/medium/low options for anti-aliasing quality
  • Added High/medium/low options for bloom quality
  • Added Close/medium/far options for light fade distance
  • Added Anisotropic textures toggle
  • Added SSAO toggle
  • Added Bloom toggle
  • Added Dithering toggle
  • Added Chromatic Aberration toggle
  • Added Film grain toggle
VISUAL FEEDBACK CHANGES
We have added more visual feedback to help with representation of mechanics:
  • Whenever the Prisoner takes damage from a monster a blood effect will appear on the screen for a few seconds
  • Whenever a Monster deals damage to a Prisoner a blood effect in the shape of a claw will appear on the screen for a few seconds to confirm that damage was done
Changes to Map Content

MOON POOL CHANGES
The Moon Pool has had a few changes to fix exploits and make the final part of the match more fair for Prisoners and Monsters:
  • The path down into the Moon Pool has been shortened. The ocean is closer to the underside of the Sea Fort which has removed a flight of stairs leading down into the Moon Pool airlock
  • The tunnels leading from the bottom of the airlock pillar to the Moon Pool chamber are shorter, more direct and have various storage rooms added to vary these pathways more
  • The two rooms that contain Nav Data Consoles for the ‘Upload the Nav Data to the Submersible’ Mission have been moved to now be in the same two rooms used to ‘Open the Moon Pool Doors’, however they still have unique obstacles in their way
  • The vertical shaft the Submersible is lowered into to reach the water level is now significantly deeper making a leap from the top straight at the Escape Triggers a far more dangerous tactic


POWER PLANT CHANGES
We have done a pass on the Power Plant to help make it as clear as possible to players where the objectives are as well as audio improvements and bug fixing:

Generators readability Pass:
  • The line of five crank wheels have been removed from the side of the three generators that do not contain the complete the sequence puzzle
  • The generator that does have the complete the sequence puzzle now has a bright light positioned above the sign with the order sequence
  • All the piston heads on the top of the generators have had their paint changed from yellow to grey apart from the three that are buckled and require the Welder to fix
  • The crank handles on the three pressure dials at the bottom of the generator have been removed on the three generators that do not have the Hammer the Pipes / turn the handles puzzle
  • All the large gear wheels on the sides of the Generators have had their paint changed from yellow to grey apart from the one that is tied up with cords that require the Boltcutters to cut
Control Room changes
  • The G1, G2, G3, G4 lights will now change state when the Generator is ready to active
  • Some piping has been added around the ceilings on top of the Control Rooms to stop characters from easily getting on top of the Bhagra tile tracks
  • Improved audio effects for Power Plant objectives

STAGE ONE POWER SWITCH CHANGES
Ongoing pass to make all Stage 1 switches take a similar amount of effort to complete as some can still be done in a few seconds with the right items available:
  • Residential: Tape puzzle in has had its difficulty increased and now requires 3 frayed wire fixes instead of just 1
  • Residential: Grate puzzle in now requires Prisoners to open all 3 grates to complete the Switch instead of just opening 1
  • Residential: Rooftop, the red dossier holding the keycode has been removed and the code is now just sitting on the desk
  • Examination: The big room on the lower floor has had a new setup created for the Power Switch in there involving a keycode and a draggable palette loader
  • Infirmary: Lower floor reception area has the lever position to open the medical supplies room is randomised and the Switch in there now requires a fuse
  • Infirmary: In the lower floor ward the red dossier that held a keycode has been replaced by two codes that both need to be found instead
  • Laboratory: On the upper floor, papers needed to be shuffled to find a code are gone and the codes are now just hidden among the clutter in the room
  • Exterior: The balcony switch that requires 7 buttons to be pressed now has one of those buttons always appear right next to the lights display to make it more apparent what needs to be done
  • Exterior: The balcony with caged off areas where a code needs to be found has had the shuffle papers removed and more clutter assets added to help obscure the code
PLAYER SPAWN SYSTEM CHANGES
We have been seeing Prisoners respawning too close to the Monster so have adjusted the spawning system to attempt to reduce this:
  • Number of possible spawn locations has been doubled across all buildings and exterior areas in the Sea Fort
INTERACTABLES CHANGES
Changes to gameplay systems in the Sea Fort:

Stage 1 Power Switches now take longer for Prisoners to activate
  • 3.0 seconds for 1 Prisoner
  • 3.5 seconds for 2 Prisoners
  • 4.0 seconds for 3 Prisoners
  • 4.5 seconds for 4 Prisoners
Audio changes to Security Camera alarm system with the cameras themselves being the source point of the alarm and getting fainter over distance

Wooden Crates should no longer be able to be moved around by pushing against them


Bugs fixed

CHARACTERS:
  • Prisoners can no longer vault straight through the Monsters body while the Monster is clambering through windows
  • Prisoners should now find that the red Equipment Chests now always contain an item when they are first opened
  • As the Brute can now more easily kill downed or incapped Prisoners. It was previously very difficult to line up these attacks properly while the Prisoners were on the ground
  • Bhagra should no longer unexpectedly fall off ceiling tiles
  • Fixed bug where characters would fall at an incredibly fast rate after walking off of an edge.
  • Fixed issue where occasionally the Malacosm would not respawn correctly after falling in the ocean
ENVIRONMENT:
  • Fixed issue with real time parameter control of external audio
  • Various audio bug fixes and polish
  • Removed a pillar that could make a Monster get stuck in a gap in the Laboratory superblock
  • Missing railings added to the top of the stairs in the Laboratory
  • Fixed misaligned geometry in the Moon Pool tunnels
  • Added blockers under the angled area behind stairs to prevent characters from crouching into them, which led to clipping and physics problems
OBJECTIVES / INTERACTABLES:
  • Removed extraneous hand prompt on Generator puzzle content
  • Moved a Vine in Aquatics that was causing monsters to get stuck at the top
  • Raised height of various desks so Prisoners could crawl under them correctly
  • Characters jumping audio no longer plays while they are standing in a moving elevator
  • On the Examination rooftop there is no longer orange light bled visible from the Equipment Chest that randomly contains the Keycard Dispenser
MENU SYSTEMS / BACK END:
  • Fixed issue where players can spam the ready button
Known Issues
CHARACTERS:
  • Malacosm locker kills that would eliminate a Prisoner from the game will cause a spectate glitch where the camera does not recentre. Swapping to another camera fixes this issue.
  • Some Prisoner skins will still clip into the Prisoners bodies.
  • At times the Brute’s head will turn on during the Brute tutorial - it does go away after you have climbed the 1st vine
  • Monsters heads can be missing during the monster intro cutscenes
  • During a locker confrontation, the Prisoner may seem to disappear briefly. The Prisoner however should be visible after the interaction is completed.
  • Prisoner’s arm can sometimes stick out of locker when holding an item
ENVIRONMENT:
  • Sometimes sounds might emit from different positions than what is expected.
  • Bhagra can occasionally still snag the top of certain stairs slowing them down momentarily
  • Some yellow Palette Loaders remain in the game that are non-interactable, these are planned to be removed to help keep visual communication clear for players
OBJECTIVES / INTERACTABLES:
  • Can be difficult for Monsters to latch onto the bottom of a Vine. Usually jumping at it is more reliable
  • Severe character jittering when inside a moving elevator or attempting to kill inside them
  • Occasionally Prisoner items that have yet to be collected can be seen jittering in place
USER INTERFACE:
  • When a Prisoner loses their first life the Status Panel in the top right of the screen will briefly show they have lost both lives, this will correct itself once the Prisoner respawns
MENU SYSTEMS / BACK END:
  • After a game has ended, the MC does not update in the store (It does update after restarting the game though)
  • VSync occasionally does not apply in the main menus (it should be fine in-game and please remember to click save and exit to make sure it saves your choice)
  • Quick Join blocked after leaving a friends lobby (after leaving Escape With Friends)

Final Word

Thank you so much for taking the time to read through this Update's patch notes, we hope you have as much fun playing as we did making it!

As usual, if you have any feedback, need help, or just want to say hi, come join our Discord: https://discord.gg/SB299Key
Jun 14, 2022
Community Announcements - Laura_GOP


Are you ready to enter the Dragon's lair?🪨🐉 Prepare your poker strategy and enter this 5-player Push or Fold with 30M buy-in Saloon in the Featured tab!🔥 Climb to the top of the Leaderboard to win a Sapphire Ticket!🏆🎟️

The Governor of Poker 3 Team
Super Raft Boat Classic - Shattered Journal Games


Hello everyone!

Super Raft Boat has been nominated as a finalist for the Game Maker Awards! We would highly appreciate it if you voted for us!

CLICK HERE TO VOTE!!

If you want to stay up to date with Super Raft Boat or other things that we're doing at Shattered Journal Games, follow our Twitter or join our Discord!
Community Announcements - [CM] Art

* Event timeframe: 15th June 2022 (9 AM) – 6th July 2022 (8:59 AM)

 
* Main Event:

1) Powerful Master Pugilist! (15th June 2022 (9 AM) to 6th July 2022 (8:59 AM))

2) Mighty Resonance Grade Growth! (15th June 2022 (9 AM) to 6th July 2022 (8:59 AM))

 

* Event Details

1) Powerful Master Pugilist!

- Characters from level 99 and with less than 2,000,000 Battle Strength can participate. Only one character per account can participate.

- The event can be started by clicking on the icon at the top of the screen.

- Whenever you have achieved the desired Battle Strength, you can click on the punch machine to update your Battle Strength. Afterwards, the Receive Reward button will be displayed. Click on it to receive your reward.

- Battle Strength rewards can only be collected once, after having reached the respective level for the first time.

- You can see the quest details and collect your rewards through the quest window and the event interface.
Achieved Battle Strength
Reward
300,000
1x [CoBo] Large Potion Bag (5 types)
400,000
5x Aranka’s Potion of Resolve
500,000
30x Aranka’s Battle Elixir
600,000
1x [CoBo] Large Potion Bag (5 types)
800,000
1x [CoBo] Large Support Cube containing Blessed Wonder Drugs
1,000,000
50x Aranka’s Battle Elixir
1,200,000
5x Aranka’s Chlorite Kernel (5%)
1,500,000
50x Aranka’s Magic Stone of the Wise
  • The rewards for each achieved Battle Strength will be sent to you by post.
  • Will be removed from the Letter Box at 8:59 AM on 6th July 2022.
 Quest type: Associated
Quest Name
Requirements
Reward
Limitations
[EVENT] The Master Pugilist, Part 1
2x Lost Elian Sanctuary
1x [CoBo] Seraphim Complete Set Cube (30 days)
Level 99+

per account
[EVENT] The Master Pugilist, Part 2
5x Dungeon with a matching level
1x [CoBo] Defeat the Source (14 days)
Level 99+

per account
[EVENT] The Master Pugilist, Part 3
5x Varnimyr Dungeon (excluding raid)
20x Aranka’s Magic Stone of the Wise
Level 99+

per account
[EVENT] The Master Pugilist, Part 4
Varnimyr: Crimson Tower (including story mode)
1x [CoBo] Cube containing +9 Flames of Judgement Maain weapon
Level 99+

per account
[EVENT] Punching Training, Part 5
Use skills 20x
1x [CoBo] Support Cube containing Superb Magic Stones
Level 99+

per account
[EVENT] Punching Training, Part 6
5x Varnimyr Dungeon (excluding raid)
1x Aranka’s Ancient Weapon Wedge
Level 99+

per account
[EVENT] Punching Training, Part 7
Varnimyr: Never-Ending Darkness (including story mode)
1x [CoBo] Accessories Complete Set Cube (Varnimyr Raid, 30 days)
Level 99+

per account
[EVENT] Punching Training, Part 8
Use items via quick slot 10x
1x [CoBo] Support Cube containing Superb Magic Stones
Level 99+

per account
[EVENT] Hard Work Pays Off, Part 9
5x Varnimyr Dungeon (excluding raid)
20x Aranka’s Magic Stone of the Wise
Level 99+

per account
[EVENT] Hard Work Pays Off, Part 10
Varnimyr: Crimson Cradle of Flames (including story mode)
1x [CoBo] Accessory Selection Cube (Varnimyr Raid)
Level 99+

per account
[EVENT] Hard Work Pays Off, Part 11
5x Dungeon with a matching level
1x [CoBo] Support Cube containing Superb Magic Stones
Level 99+

per account
[EVENT] Hard Work Pays Off, Part 12
Use skills 20x
1x [CoBo] Secret Summoning Circle Guardian (14 days)
Level 99+

per account
[EVENT] The Power of the Punch, Part 13
Play through Rigomor dungeon 5x
1x [CoBo] Selection Cube containing +8 Celestial Prism armour
Level 99+

per account
[EVENT] The Power of the Punch, Part 14
Use items via quick slot 10x
4x [CoBo] Forging Stone (Level 6, Celestial Prism)
Level 99+

per account
[EVENT] The Power of the Punch, Part 15
Play through Rigomor dungeon 3x
20x Aranka’s Magic Stone of the Wise
Level 99+

per account
[EVENT] The Power of the Punch, Part 16
Rigomor: Titan’s Grotto
4x Aranka’s Ancient Armour Wedge
Level 99+

per account
[EVENT] Fight Against the Master Pugilist, Part 17
5x Dungeon with a matching level
5x Aranka’s Chlorite Kernel (5%)
Level 99+

per account
[EVENT] Fight Against the Master Pugilist, Part 18
3x Master’s Road: Dungeon (Normal/Hell)
1x [CoBo] Accessories Complete Set Cube (Master’s Road, 30 days)
Level 99+

per account
[EVENT] Victory Over the Master Pugilist, Part 19
Use items via quick slot 10x
1x [CoBo] Twilight of the Gods (14 days)
Level 99+

per account
[EVENT] Destiny of the Pugilist, Part 20
5x Master’s Road: Dungeon (Normal/Hell)
1x [CoBo] Accessory Selection Cube (Master’s Road)
Level 99+

per account
 

2) Mighty Resonance Grade Growth!
Period
Resonance Grade Level
Event Effect
15th June 2022 (9 AM) to 6th July 2022 (8:59 AM)
1 to 100
Double Resonance Grade EXP
101 to 200
1.5x Resonance Grade EXP
 

* Please Note

Cube Type
Cube Name
(Limitations)
Reward
All
1x [CoBo] Large Potion Bag (5 types)
100x Aranka’s Bingsu Dessert

100x Aranka’s Refined Recovery Potion

100x Aranka’s Organic Apple

100x Aranka’s Fossil Potion

100x Aranka’s Adventurer’s Potion
All
1x [CoBo] Large Support Cube containing Blessed Wonder Drugs
20x Aranka’s Ventus’ Blessed Winged Aura (Wonder Drug)

20x Aranka’s Agaur’s Blessed Ice Pearl (Wonder Drug)

20x Aranka’s Rossou’s Blessed Flame Circlet (Wonder Drug)

20x Aranka’s Blessed Hiss Bang Explosive (Wonder Drug)

20x Aranka’s Blessed Giant’s Elixir (Wonder Drug)

20x Aranka’s Blessed Giant Hand Elixir (Wonder Drug)

20x Aranka’s Blessed Soul of the Pursuer (Wonder Drug)

20x Aranka’s Blessed Baby Fairy Cradle (Wonder Drug)
All
[CoBo] Seraphim Complete Set Cube (30 days)
1x Seraphim Weapon (Elsword to Noah, 30 days)

1x Seraphim Top (Elsword to Noah, 30 days)

1x Seraphim Leg Guards (Elsword to Noah, 30 days)

1x Seraphim Gloves (Elsword to Noah, 30 days)

1x Seraphim Shoes (Elsword to Noah, 30 days)

1x Seraphim Hairstyle (Elsword to Noah, 30 days)

1x Seraphim Halo (Elsword to Noah, 30 days)

1x Seraphim Winged Sextet (Elsword to Noah, 30 days)

1x Seraphim Aura (Elsword to Noah, 30 days)
All
[CoBo] Accessories Complete Set Cube (Varnimyr Raid, 30 days)
1x Hungry Flames (30 days)

1x Demonic Eye (30 days)

1x Demonic Flames (30 days)
Selection
[CoBo] Accessory Selection Cube (Varnimyr Raid)
1x Hungry Flames

1x Demonic Eye

1x Demonic Flames
All
[CoBo] Accessories Complete Set Cube (Master’s Road, 30 days)
1x Earthly Power Earrings (30 days)

1x Crimson Flame Necklace (30 days)

1x Wind Power Hair Accessory (30 days)

1x Water Power Bracelet (30 days)

1x Nasod Controller (30 days)

1x Sun Power Symbol (30 days)

1x EL’s Halo (30 days)

1x Dark Energy Halo (30 days)
Selection
[CoBo] Accessory Selection Cube (Master’s Road)
1x Earthly Power Earrings

1x Crimson Flame Necklace

1x Wind Power Hair Accessory

1x Water Power Bracelet

1x Nasod Controller

1x Sun Power Symbol

1x EL’s Halo

1x Dark Energy Halo
Selection
[CoBo] Selection Cube containing +8 Celestial Prism armour
1x [CoBo] +8 Celestial Prism Armour Cube (orange)

1x [CoBo] +8 Celestial Prism Armour Cube (crimson)

1x [CoBo] +8 Celestial Prism Armour Cube (sky blue)

1x [CoBo] +8 Celestial Prism Armour Cube (deep blue)

1x [CoBo] +8 Celestial Prism Armour Cube (emerald)
All
[CoBo] +8 Celestial Prism Armour Cube (orange)
1x +8 Celestial Prism Top (orange)

1x +8 Celestial Prism Leg Guards (orange)

1x +8 Celestial Prism Gloves (orange)

1x +8 Celestial Prism Shoes (orange)
All
[CoBo] +8 Celestial Prism Armour Cube (crimson)
1x +8 Celestial Prism Top (crimson)

1x +8 Celestial Prism Leg Guards (crimson)

1x +8 Celestial Prism Gloves (crimson)

1x +8 Celestial Prism Shoes (crimson)
All
[CoBo] +8 Celestial Prism Armour Cube (sky blue)
1x +8 Celestial Prism Top (sky blue)

1x +8 Celestial Prism Leg Guards (sky blue)

1x +8 Celestial Prism Gloves (sky blue)

1x +8 Celestial Prism Shoes (sky blue)
All
[CoBo] +8 Celestial Prism Armour Cube (deep blue)
1x +8 Celestial Prism Top (deep blue)

1x +8 Celestial Prism Leg Guards (deep blue)

1x +8 Celestial Prism Gloves (deep blue)

1x +8 Celestial Prism Shoes (deep blue)
All
[CoBo] +8 Celestial Prism Armour Cube (emerald)
1x +8 Celestial Prism Top (emerald)

1x +8 Celestial Prism Leg Guards (emerald)

1x +8 Celestial Prism Gloves (emerald)

1x +8 Celestial Prism Shoes (emerald)
All
[CoBo] Support Cube containing Superb Magic Stones
100x Aranka’s Superb Magic Stone (yellow)

100x Aranka’s Superb Magic Stone (red)

100x Aranka’s Superb Magic Stone (blue)

10x Aranka’s Superb Giant Magic Stone
All
[CoBo] Cube containing +9 Flames of Judgement Maain weapon
1x Aranka’s Cube containing +9 Flames of Judgement Maain weapon (Longsword to sickle)
 
Item Name
Stackable
Account Bank
Trade
Sell
Will be deleted
Additional Information
Aranka’s Potion of Resolve
Yes
No
No
Yes
-
-
Aranka’s Battle Elixir
Yes
No
No
Yes
-
-
Aranka’s Bingsu Dessert
Yes
No
No
Yes
-
-
Aranka’s Refined Recovery Potion
Yes
No
No
Yes
-
-
Aranka’s Organic Apple
Yes
No
No
Yes
-
-
Aranka’s Magic Stone of the Wise
Yes
No
No
Yes
-
-
Aranka’s Ventus’ Blessed Winged Aura (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Agaur’s Blessed Ice Pearl (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Rossou’s Blessed Flame Circlet (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Blessed Hiss Bang Explosive (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Blessed Giant’s Elixir (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Blessed Giant Hand Elixir (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Blessed Soul of the Pursuer (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Blessed Baby Fairy Cradle (Wonder Drug)
Yes
No
No
Yes
-
-
Aranka’s Fossil Potion
Yes
No
No
Yes
-
-
Aranka’s Adventurer’s Potion
Yes
No
No
No
-
-
Aranka’s Chlorite Kernel (5%)
Yes
No
No
No
-
-
1x [CoBo] Large Support Cube containing Blessed Wonder Drugs
No
No
No
No
6th July 2022
-
1x [CoBo] Large Potion Bag (5 types)
No
No
No
No
6th July 2022
-
Hungry Flames
No
No
No
Yes
-
Identical time limit
Demonic Eye
No
No
No
Yes
-
Identical time limit
Demonic Flames
No
No
No
Yes
-
Identical time limit
Earthly Power Earrings
No
No
No
Yes
-
Identical time limit
Crimson Flame Necklace
No
No
No
Yes
-
Identical time limit
1x Wind Power Hair Accessory
No
No
No
Yes
-
Identical time limit
Water Power Bracelet
No
No
No
Yes
-
Identical time limit
Nasod Controller
No
No
No
Yes
-
Identical time limit
Sun Power Symbol
No
No
No
Yes
-
Identical time limit
EL’s Halo
No
No
No
Yes
-
Identical time limit
Dark Energy Halo
No
No
No
Yes
-
Identical time limit
+8 Celestial Prism Top (orange, crimson, sky blue, deep blue, emerald)
No
No
No
No
-
-
+8 Celestial Prism Leg Guards (orange, crimson, sky blue, deep blue, emerald)
No
No
No
No
-
-
+8 Celestial Prism Gloves (orange, crimson, sky blue, deep blue, emerald)
No
No
No
No
-
-
+8 Celestial Prism Shoes (orange, crimson, sky blue, deep blue, emerald)
No
No
No
No
-
-
Aranka’s Superb Magic Stone (yellow)
Yes
No
No
Yes
-
-
Aranka’s Superb Magic Stone (red)
Yes
No
No
Yes
-
-
Aranka’s Superb Magic Stone (blue)
Yes
No
No
Yes
-
-
Aranka’s Superb Giant Magic Stone
Yes
No
No
Yes
-
-
[CoBo] Defeat the Source (14 days)
No
No
No
No
6th July 2022
-
Aranka’s Ancient Armour Wedge
Yes
No
No
No
-
-
[CoBo] Forging Stone (Level 6, Celestial Prism)
No
No
No
No
6th July 2022
-
Aranka’s Ancient Weapon Wedge
Yes
No
No
No
-
-
[CoBo] Secret Summoning Circle Guardian (14 days)
No
No
No
No
6th July 2022
-
[CoBo] Twilight of the Gods (14 days)
No
No
No
No
6th July 2022
-
[CoBo] Seraphim Complete Set Cube (30 days)
No
No
No
No
6th July 2022
-
[CoBo] Cube containing +9 Flames of Judgement Maain weapon
No
No
No
No
6th July 2022
-
[CoBo] Support Cube containing Superb Magic Stones
Yes
No
No
No
6th July 2022
-
[CoBo] Accessory Selection Cube (Master’s Road)
No
No
No
No
6th July 2022
-
[CoBo] Accessory Selection Cube (Varnimyr Raid)
No
No
No
No
6th July 2022
-
[CoBo] Selection Cube containing +8 Celestial Prism armour
No
No
No
No
6th July 2022
-
[CoBo] +8 Celestial Prism Armour Cube (orange, crimson, sky blue, deep blue, emerald)
No
No
No
No
6th July 2022
-
[CoBo] Accessories Complete Set Cube (Varnimyr Raid, 30 days)
No
No
No
No
6th July 2022
-
[CoBo] Accessories Complete Set Cube (Master’s Road, 30 days)
No
No
No
No
6th July 2022
-
Aranka’s +9 Flames of Judgement Maain weapon (Longsword to sickle)
No
No
No
No
-
-
Seraphim Weapon (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Top (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Leg Guards (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Gloves (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Shoes (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Hairstyle (Elsword to Noah, 30 days)
No
Yes
No
No
-
-
Seraphim Halo (Elsword to Noah, 30 days)
No
Yes
No
Yes
-
-
Seraphim Winged Sextet (Elsword to Noah, 30 days)
No
Yes
No
Yes
-
-
Seraphim Aura (Elsword to Noah, 30 days)
No
Yes
No
Yes
-
-
  • You receive the Seraphim avatar (30 days) including a special socket.
 
Survive on Raft - Megame
We are happy to introduce our new game CyberCorp - loot shooter in cyberpunk world.
Please, play and share your feedback to make game better (in Discord).
Thank you!

Install free Demo from CyberCorp steam page.

Total War: WARHAMMER III - CA Evangelos


Immortal Empires is easily the most anticipated game mode coming to Total War: WARHAMMER III, and represents the world-encompassing vision we’ve been working towards since first partnering with Games Workshop nearly a decade ago. The combined battlefield brings everything we've built throughout the Total War: WARHAMMER series into WARHAMMER III: including the Races, factions, units, and Legendary Lords, all of which will find their home on a massive battlefield that spans the Warhammer world. In every respect, it’s the most ambitious project—and hands-down the most complicated one—we’ve ever attempted, and we're thrilled to begin sharing more about the game mode now and in the weeks to come.

For all of you looking to get your hands on immortal Empires, we're aiming to roll out the beta version of the game mode this August. Don't worry; we'll explain exactly what we mean by "beta" further below, but first, we want to spotlight some of what it'll be bringing to Total War: WARHAMMER III.

WHAT'S NEW IN IMMORTAL EMPIRES?
Immortal Empires is much more than the sum of each game’s content smashed together into a larger map. Rather, the new game mode offers a variety of new features and approaches to the combined battlefield:
  • Access all 86 Legendary Lords from all three Total War: WARHAMMER titles.
  • Be’Lakor is now a Legendary Lord with his own faction.
  • Dedicated factions for a number of the older Legendary Lords, including: Grombrindal, Helman Ghorst, and Volkmar the Grim.
  • New starting locations for 29 of the older Legendary Lords.
  • Improved personal faction mechanics for a selection of the older Legendary Lords (such as Volkmar the Grim).
  • A new ‘Sea Lanes’ feature, which allow you to move armies between distant lands and continents—from one side of the map to the other—without leapfrogging them all the way across the map.
  • New dynamic end-game scenarios: randomised mid- to late-game challenges we’re introducing to challenge the late-game steamroll—where the player is so powerful that there’s little-to-no challenge left and less of a reason to complete the campaign. Think Greenskin invasions or resurgences of the undead, as a few examples…
  • Revamped victory conditions. Most players don’t end up finishing campaigns, and we want to give them better reasons—and a greater level of satisfaction—for doing so. As such, we’ve simplified the victory requirements into more meaningful objectives while avoiding any arbitrary playstyle requirements.
  • Corruption rework. Players will have new tools for spreading (or reducing) corruption through more active usage of their armies. Small amounts of natural reduction will also be available to uncorrupted factions.
  • 8-player multiplayer campaigns. And as a bonus, only the host of an Immortal Empires multiplayer campaign needs to own all three games. Friends who only own WARHAMMER III will still be able to join the campaign, though their Legendary Lord choices will (naturally) be limited to the ones they own.
As you can see, on top of the enormous collection of content, there are plenty of new features and improvements on the way, including a new lease on life for many of the older Legendary Lords! (We'll be talking about each of these points in the weeks to come, so watch out for more deep dives into them in the future.)

WHY WE'RE CALLING IT A "BETA"
When Immortal Empires arrives this August, you'll notice that it initially appears with a BETA tag until such time as we feel it no longer applies. When we first mentioned this earlier this year, we noted some of the concerns being raised within the community about the decision:
Will Immortal Empires be "finished" when it launches?
Will it be implemented in smaller parts over time?
How long do we have to wait until it's *fully* playable?
These are all fair questions in the absence of the proper context, so we want to take a moment to explain why we made this choice and what you can expect from Immortal Empires when it actually arrives later this year.



To begin, we need to talk a little about how Immortal Empires is built...

In order to create the game mode, the development team had to collect and combine the content, features, mechanics, systems, and code from three different codebases into a single mega-campaign. Now, taking big chunks of content, data, and code from one game and porting them into another is always a challenge—speaking from experience in this regard—and takes a significant amount of time and tailoring to get all the pieces to play nice with each other and work properly. Even after the technical implementations are done, there are still bugs to find and fix, as well as a significant amount of playtesting to ensure that (as an example) one race isn’t ridiculously under- or over-powered or that each race’s unique features and mechanics are working as intended.

In short: Immortal Empires isn’t just a "port" of content from one game to another; it’s a mountain of phenomenally change-sensitive, technical work. Here are a few examples of what's still being done as we speak:
  • Lighting across battle maps is more advanced in WARHAMMER III, so it takes time to get all the older environments re-authored to meet the same current standards.
  • Achieving parity across other details—such as the UI, character models, VFX, audio, and general game balance—will be a gradual process that continues over time.
  • Corruption is also a biggie. We changed how it works quite fundamentally in WARHAMMER III, and we’re doing even more to improve it in Immortal Empires. It’s a game system that touches every playable race: regarding how they exploit, react to, or suffer from corruption, so it's a system that will continue to evolve until it settles in a good place.
These are just a few of the more visible items that we have to contend with, and there are many, MANY more that could be a blog (or, frankly, a novel) of their own. We’re determined to get Immortal Empires into your hands, but we want to be realistic: it won’t be the "final," finished product on day one—just as Mortal Empires wasn’t at its launch in WARHAMMER II. Ultimately, this entire three-game project won’t truly be complete for years to come, which is why we're initially launching it under the banner of a "BETA."

It’s worth noting that it WON'T be an opt-in beta; we’ll add it right into the main game for WARHAMMER III, which means it won't divide the player-base across separate versions of the game or harm the multiplayer experience if you want to dive into the new mode.

IMMORTAL EMPIRES: DAY 1
So, what will Immortal Empires be like come August?

At present, our aim is for the mode to be fully "content-complete" in terms of the available Races, factions, Legendary Lords, units, and geography, as well as all the extra features and improvements noted in the "What's New" section, above. You’ll be able to start a full sandbox campaign to play and conquer however you wish, use any Legendary Lord accessible (based on your game ownership) from any of the three games, or experiment with the older Legendary Lords benefiting from their revamp (especially Ghorst, *ho ho*).

Given the sheer scale of the project, there are bound to be some visual and technical bugs, and we’ll be providing a known issues list when Immortal Empires does go live. Nevertheless, we're confident that game mode will be massive, packed with content, functional, and fun on day one!

THE EVOLUTION OF IMMORTAL EMPIRES
The moment the Immortal Empires beta goes live, its life truly begins! In the years to come, we'll continue honing and improving it, adding new features and improving existing ones, and introducing new content to help it grow over time.

Throughout this process, we'll want to hear from you about what you like and (yes) what you don't! We want to understand your impressions on things like the balance between factions, trends you’re spotting across the campaigns you play, or anything that just rubs you the wrong way. We’ll set up dedicated feedback channels for you to provide your thoughts and will also be keeping a keen eye on the popular community hangouts like the Total War subreddit.



Major patches will still arrive alongside new content packs as they did in WARHAMMER II, but we’ll also be releasing interim patches between the content packs, as well. When we start seeing trends around certain topics and features in Immortal Empires, we’ll bring those items to the forefront of the queue and react to your feedback as quickly and efficiently as we're able.

With all that in mind: when the Immortal Empires beta goes live, the best approach is to consider this "Phase 1." It’ll be the most enormous and varied strategic sandbox we’ve ever created—with all the content you expect and more—and we know it'll only get better over time.

More to come, so stay tuned for more about Immortal Empires and all the cool stuff coming to Total War: WARHAMMER III!
...