LAST CLOUDIA - hirota

On June 16, 2022, post-maintenance, the Descent of Heroes Festival and Step-Up Descent of Heroes Festival will be released!

New Unit
Blademaster Beyland (Voice: Jouji Nakata)



New Ark
Dreadwyrm Galanova (SSR)



Ark Trait (Ark Lv 10):
No-attribute skill damage +25%.
When incapacitated, revive if three other allies are alive (once per wave).
Clothes Equipped: Critical rate +3%/ physical attack damage cap +1000.

100% Ark Ether Reward



Event The Silver-Gray Swordsman Released

In this event, you can play a heroic tale that spotlights Beyland.

During this event, you can get a total of 3 types of limited equipment and a Blademaster Beyland stamp!
Get these items by playing the event!



Thank you for your continued support of Last Cloudia.
The Last Cloudia Management Team
EVE Online - EVE Online
Proud Capsuleers!

Gallente Federation Day returns running until 28 June, offering you the chance to grab log-in rewards, take part in new challenges, and pick up some special offers!

Federation Day Parades

The glorious Federation Day parades return for 2022, offering pilots the chance to show off their firework-flinging skills at parades in the Luminaire, Villore, Dodixie, Lirsautton, Alentene, Orvolle, and Octanneve systems.

Also returning from last year’s celebrations are the special mining blitz events, and stunning monuments where you can pay tribute.

A new Gallente Grand Prix

This year’s celebrations also go hand-in-hand with a special Grand Prix event. While you raise a glass to the glorious Gallente Federation, why not take part in a race around New Eden to further show your support?



Cloudy with a chance of carnage

No event would be complete without a fresh new Proving Grounds challenge to tackle. Taking place between 24-27 June, this Proving Grounds event focuses on turret damage, and includes an intriguing new twist.

A huge Tachyon Cloud at the center of the arena provides a 300% boost to velocity, and a 50% reduction in ship inertia. As well as finessing your ship fits, you’ll also need to play carefully with this environmental effect if you’re to emerge victorious.

Celebrate with the EVE community

On 25 June you can also enjoy a player hosted event taking place in Luminaire from 18:00 UTC! Throw your fireworks around, light up your ships, and wow the crowd to earn cash prizes and a selection of SKINs.

There’ll also be a bonus trivia quiz, poster design competition, and plenty more besides. Head over to the thread on the official forums for all the details.

Free gifts and new challenges

Log in for at least eight days during the event and you’ll earn a selection of SKINs, and boosters! Fresh seasonal challenges will also be available, giving you even more opportunities to earn rewards.

Special sales & the return of Federation Police SKINs

The Federation Police SKINs will make a very welcome return to the New Eden Store for the duration of the event, along with an expanded collection of Luminaire Rising SKINs.

A selection of Federation-themed bundles will also be available on the EVE Store, packed with Skill Points, boosters & SKINs. Dress up in style as you race around New Eden!



See you at the celebrations!
[Neolithic]To the End - orochi2k
English
##########Content##################
Expanded the Medical Room of the Safehouse.
Added a set of laboratory equipment that you can use to brew potion through alchemy in the Medicial Room.
Added a chest of some alchemy materials nearby.
Added a fire extinguisher nearby.
Reduced the XP gain from successfully brewing a potion. (Previously, it makes leveling up too fast.)
All beds in the Medical Room are now usable furniture.
Vampire Dust is now alchemy material.
简体中文
##########Content##################
扩展了安全屋的医疗室地图。
在安全屋的医疗室中加入了一组实验器材可供炼金
在这组设备附近加入了一个有一些基本的炼金原料的箱子。
在附近加入了一个灭火器。
降低了制作每瓶药剂获得的经验值。(此前的经验值导致升级过快。)
所有的医疗室里的床现在都是可以使用的家具。
吸血鬼粉末现在可以作为炼金原料。
Squad 44 - SnazzyDuckling
Greetings!

We are excited to finally announce the release of our Engine Upgrade Update which brings Post Scriptum up to the latest version of Unreal Engine, to go along with it are many bug fixes, improvements and optimization acros the board.


4.27 Unreal Engine Update
With the release of this update Post Scriptum now runs on the latest version of Unreal Engine, this is something that was important to us and for the longevity of the game as many of the new tools and improvements made to the engine are now available to us, we will be using these to great effect in making Post Scriptum a better experience for all of our players.

One big issue we had with a previous version was an issue for certain CPUs namely Intel CPU's of Generation 10, 11 & 12 crashing when starting the game due to a bug within the engine itself, resulting in us needing to make some bandaid fixes. This issue is now resolved entirely and shouldn't impact users of those brands of CPU anymore.

You can find all the devblogs covering the changes below:
https://store.steampowered.com/news/app/736220/view/4689941763322221341
https://store.steampowered.com/news/app/736220/view/3193626400498877718
https://store.steampowered.com/news/app/736220/view/3327609752679252140

NVIDIA DLSS & NIS Support

During the upgrade we spent some time looking into some of the new tech that has become more readily available to us as developers, while we have many options for implementation we sat down and eventually settled with our options. And so we ended up choosing the solution that NVIDIA provided.

Starting with this update Post Scriptum now supports both DLSS and NIS, both are tech from the same company, but they achieve different results. DLSS is designed as an AI upscaler that performs what we can only describe as black magic to give users of Tensor core compatible GPUs a boost in performance for little to no visual loss. The downside is that this tech requires the use of Nvidias RTX lineup of cards.

The other tech is NIS which is more like a traditional upscaler that works on all brands of graphics cards similar to AMD FSR and is essentially their answer to AMD FSR, we've gotten many questions as to why we opted for NIS over AMD FSR and the simple answer is that the implementation was far easier and doesn't have compatibility issues with NVIDIAs other tech.

While we have chosen this option for now, if demand is high enough we may consider AMD FSR in the future.

Steam Summer Sale 2022
June 23rd - July 7th

Flowers are blooming, the heat waves are here and its time to bring out your sunscreen, because summer is here and you know what that means. The Steam Summer Sale is almost upon us and as with every year Steam has their seasonal sale on the same period as it usually does every year.

You can expect Post Scriptum to be 50% off for the Steam Summer Sale 2022.

Engine Upgrade Release Changelog v3.0.550.2211
Gameplay Improvements
General Changes
  • Fixed an issue where you could not enter and exit ADS while cycling the bolt.
  • Possible fix for shells exploding when leaving the gun due to latency.
  • Tactical map now shows X,Y,Z coordinates. Only relevant to developers for bug fixing.
  • Fixed rendering of US Marksman rifle in D-Day higgins boat.
  • Adjusted 88mm APHE Parent Shell Value: Soldier Internal Damage Multiplier from 0.11 -> 0.15
  • Adjusted 88mm APHE Parent Shell Value: Explosive Inner Damage Radius from 100 -> 200
  • Adjusted 75mm APHE Parent Shell Value: Soldier Internal Damage Multiplier from 0.11 -> 0.15
  • Adjusted 75mm APHE Parent Shell Value: Explosive Outer Damage Radius from 1250 -> 1000
  • Adjusted 40mm APHE Parent Shell Value: Explosive Base Damage from 400 -> 100
  • Adjusted 40mm APHE Parent Shell Value: Explosive Damage Inner Radius from 100 -> 50
  • Adjusted 40mm APHE Parent Shell Value: Explosive Damage Outer Radius from 800 -> 500
  • Fixed missing impact FX for APHE on materials when pentrating but not exploding
  • Fixed M4A3E8 spare track external component not having physmat.
  • Created a hole in the Panther turret and turret interior col pieces behind the cannon so that shells can penetrate the turret and armor value isnt doubled.
  • APHE now detonates on impact with soldiers instead of phasing through.
  • Moved M4A3E8 HVAP up so that it is below APCBC
  • Fixed Cromwell Shot Mk9 APCBC-T being incorrectly labeled as APBC-T
  • Added missing impact fx to some APHE shells.
  • Added missing impact and ricochet decal to some APHE shells.
  • Resized all impact decals to be more reasonable according to shell caliber.
  • Added HEAT impact decal to make it easier to decipher if you bounce or ricochet.
  • Fixed M8 greyhound ammo amount 125 -> 80
  • Fixed Sherman M4A3 Default Wreck Right track not correct position.
  • Added M10 Wolverine
  • Added M8 Greyhound
  • Added Stug III A
  • Stug III G handling adjustment.
  • Sherman Firefly handling adjustment.
  • Rebalanced all APCR shells with more realistic bouncing angles.
  • CreateRallyPoint is now called AdminCreateRallyPoint. requires "cheat" permission level
  • Fixed an issue where commander icons were offset on map.
  • It is now possible to rearm Anti Tank guns using supplies from construction truck
  • Implementation of Replication Graph to give better server performance. (Ongoing)
  • New lighting across all layers
  • Added new foliage to all maps.

Graphical Changes
  • Moved advanced graphics into a separate tab
  • Added Nvidia DLSS & NIS settings & sharpness
  • Added an option to toggle Volumetric Fog
  • Added an option to toggle & set Depth of Field quality
  • Added a slider to change Motion Blur amount
  • Max ingame FPS can now be set from 0 999. 0 Disables FPS cap.

New Spawn Menu
  • All pages are combined into one page.
  • Removed spawn location list.
  • Hovering over the map now enlarges the map. (Can be toggled off in Game Settings)
  • Chat can now be collapsed.
  • You can now Respawn from the spawn menu.
  • Staging phase timer is now visible on the spawn menu.

Staging Zone Standardization
Offensive:
  • Staging time has been made consistent across all Offensive layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
  • Added staging and forward staging zones to all Offensive layers
  • Fixed any Offensive layers where both teams were either marked as Attackers or Defenders
  • Fixed any staging zones in Offensive layers that had an incorrect team assignment
  • Removed any extra, unneeded staging zones

RAAS:
  • Staging time has been made consistent across all RAAS layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
  • Added staging zones to all RAAS layers
  • Removed any extra, unneeded staging zones

Supremacy:
  • Staging time has been made consistent across all Supremacy layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time

Armoured:
  • Staging time has been made consistent across all Armoured layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time and time for players to get into their assigned vehicles before the match begins.
  • Added staging zones to all Armoured layers

Invasion:
  • Invasion Layers with staging zones have been set to 210 seconds

Map Fixes
General
  • Lowered the placement collision box for the Flak 36 to allow for placement inside of flak emplacement bunkers
  • Improved readability of explanations in shooting range and fixed some typos
  • Added box collision to TownResidence2Floor12Length_B so players can't clip inside

Carentan
  • Carentan church is no longer floating off the ground
  • Fixed wall that wasn't capped off in bush
  • Enabled collision on large foliage rocks
  • Fixed fence clipping inside of building
  • Fixed LOD material on building
  • Moved Axis temp spawns closer to first objective on Offensive 01
  • HQ/Mains for both sides have been moved further from their closest cap point on Offensive, Invasion, RAAS, and Supremacy layers

Veghel
  • Fixed separated trench spline
  • Fixed floating radio in German Main on all layers
  • Fixed floating road spline near bridge

Dinant
  • Fixed an issue where you could hop into an alleyway, but you'd be stuck there
  • Fixed issue where you could fall through ground into trench tunnel
  • Fixed floating radio in German Main on all layers
  • Fixed issue where you'd run into invisible collision when going up staircase to the castle
  • Fixed pinch point where you could get stuck between a tree and cliff
  • Fixed some cliff pieces clipping out of the ground
  • Fixed floating debris pile in trench
  • Fixed alley in factory you could jump in, but couldn't get out easily
  • Fixed issue where player could hide inside some large oak trees
  • Removed floating debris from road
  • Fixed floating wall by raising landscape near it
  • Fixed floating barn
  • Fixed floating train car
  • Fixed spot where you could see into a building's interior by looking underneath
  • Fixed various floating spline edges
  • Fixed pinch-point between landscape and wall
  • Fixed various floating sidewalks
  • Fixed building with bumpy attic floor
  • Fixed stairs in manor that were difficult to climb
  • Replaced citadel lights with off variant if no point lights were attached
  • Covered citadel window in Offensive 01 to prevent players from entering

Arnhem
  • Fixed floating sidewalk
  • Removed invisible building that was blocking players from running through alleyway
  • Fixed issue where some brick fences weren't capped off with pillars, thus allowing players to see through them
  • Fixed floating radio in German Main on all layers
  • Fixed tile in alleyway you could clip through
  • Fixed some floating trees
  • Fixed several buildings that had lights with a brick material
  • Fixed several buildings with weird, stretched red material
  • Removed scaffolding clipping into building stairs
  • Removed floating/oddly placed bushes around pond
  • Fixed floating spline edge
  • Fixed ad on wall disappearing when you get close to it
  • Fixed alleyway that player could get stuck in

St Mere Eglise
Fixed tree blocking trench tunnel
  • Fixed pinch point where you could get stuck between a shed and hedge
  • Fixed floating radio in German Main on all layers
  • Fixed hole in trench
  • Moved tree clipping into trench
  • Moved tree clipping into building
  • Sunk spline under ground that had weird collision
  • Removed unnecessary pain causing volume inside of destroyed house
  • Removed tall, unfinished landscape spline
  • Fixed pinch-point between wall and steep landscape where you could get stuck permanently
  • St Mere Eglise Offensive 01 Allied HQ/Main has been moved further from the closest cap point.
  • Offensive 01's first cap point,"Chemin de Fauville" has been moved further east and has also been renamed to "Ferme de Fauville".
  • Invasion 02 HQ's have been adjusted further away from closest cap/objective points
  • Adjusted St Mere US main on RAAS layer

Maginot
  • Fixed floating terrain spline
  • Removed invisible headstones that were blocking players
  • Removed misplaced splash FX
  • Moved spawners and other gameplay related items from Spawner Levels to Gameplay Layer levels.
  • Removed snow piles from map
  • Fixed floating stone wall
  • Fixed floating river spline

Heelsum
  • Fixed issue where you could clip your head out of a barn's roof
  • Fixed floating radios in both mains on all layers
  • Fixed floating light/medium armor spawns in axis main on all layers
  • All hotel cap points on Heelsum are now the same size.
  • Offensive 07 Renamed "Iscra" control point to "Rimzicht"

Grave
  • Added wooden covering to castle tower windows and entrance
  • Fixed floating tree
  • Fixed floating radio in German Main on all layers
  • Fixed water clipping through landscape
  • Fixed wrongly assigned material to door/window frames on building
  • Blocked access to Hampoort building roof
  • Sunlight no longer casts shadows in sewer, also increased dirt roughness to reduce shininess
  • Fixed section near river inlet where you could clip through floor and shoot to the other side
  • Fixed various floating tree clusters

Stonne
  • Removed out of bounds box in the center of the skirmish layer
  • Added collision to stream bank
  • Fixed floating radio in German Main on all layers
  • Fixed small point in pond that would cause you to take damage when crouched
  • Fixed furniture in building that was culling in view of player
  • Fixed various floating foliage

Utah
  • Added some platforms to reach previously unreachable bunker windows
  • Moved foliage clipping into some bunkers
  • Raised some bunker's ceiling collision since they were too low
  • Fixed issue where you'd get stuck next to bunker window forever
  • Replaced blocky sand splines mesh with natural trench mesh
  • Tents Supremacy cap point no longer appears in offensive layers
  • Added bottom step to stairs so players don't need to vault
  • Fixed issue where you could fall through ground when crawling near bunker wall
  • Capped off spline wall you could crawl underneath
  • Moved fallen tree that was blocking players from running through trench
  • Fixed hedge spline that wasn't capped off
  • Fixed some areas where swamp water edge was clipping through ground
  • Capped off trench wall that could be seen through
  • Fixed gap underneath trench
  • Removed floating bush above swamp
  • Fixed wacky dirt road intersection
  • Offensive 02 HQ/Main for Axis has been moved further from the closest cap point.
  • Fixed sharp landscape drop-offs underwater near destroyed house
  • Fixed spot in bunker where if you'd crouch, you'd be stuck
  • Fixed invisible barriers in La Selleraie trenches
  • Offensive 02 has been reduced from 9 cap points to 4 in order to give more breathing room between caps
  • Invasion 01 + 02 have had their German HQs moved further away from their closest cap point

Doorwerth
  • Fixed floating radio in German Main on all layers
  • Added missing collision to wall players could clip through
  • Fixed house you could clip inside by jumping into wall
  • Fixed landscape clipping through floor
  • Fixed mesh gap in upper floor of Doorwerth Castle
  • Replaced blue fence material with default mat
  • Doorwerth Skirmish now has staging zones
  • Doorwerth Supremacy loading screen no longer labels the gamemode as "Armoured"

Velmolen
  • Raised landscape around Ammo Dump so players can't clip inside trench walls
  • Adjusted AA bunker to not clip inside trench
  • Fixed floating radio in German Main on all layers
  • Fixed floating house
  • Fixed floating tree clusters
  • Fixed gap in landscape near spline
  • Fixed barn that had wrong material applied to support beams
  • Fixed wrong material assigned to wooden door
  • Fixed floating tree clusters
  • Fixed bright green artifacts on church interior material
  • Fixed pond that was slightly too deep
  • Fixed forest foliage clipping through part of street

Best
  • Fixed terrain spline that was blocking players from running through drainage pipe
  • Fixed floating radio in German Main on all layers
  • Added collision to stream bank
  • Removed tree clipping inside AA bunker
  • Removed floating flowers near flower pots

Driel
  • Fixed floating radio in German Main on all layers
  • Fixed pond not doing damage when going prone
  • Fixed factory decal getting casted onto player
  • Fixed crates floating off table
  • Fixed crate clipping into stone wall
  • Fixed z-fighting coal pile
  • Removed floating crates inside factory buildings
  • Fixed LOD on large factory building
  • Fixed floor material used in large factory building
  • Fixed house wall that let you clip behind a staircase
  • Added Offensive 09
  • Added Offensive 10

Oosterbeek
  • Removed film grain on offensive 03 layer
  • Fixed floating radio in German Main on all layers
  • Fixed grass clipping into long stretch of road


Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Jun 16, 2022
Mad Adventures - nel
- Shortened the boss fight timer
- Shortened the Floor is Lava timer
- When the dragon dies, it will immediately remove the hitbox
- Fixed: freeze when a player joins mid scene change
- Fixed: possible bug where 2 crown are rewarded
- Fixed: hit VFX on the boss is now back
- Fixed: previous chat message resends are not duplicated anymore
Jun 16, 2022
Bloodhound - Kruger & Flint Productions
Patch Notes 15/06/2022

-Additional pickups were placed on the map ( ammo, armor, health kits)
- The crossbow has been rebalanced, its range, damage from bolts and their explosions changed
- Tombstones blocking the player or enemies had their placement changed
- Links to game's socials have been added
- Lever interaction range has been increased
- The Boss falls apart correctly now
- Game title does not dissapear after closing the options menu
- Better patrol routes for the enemies
- A geometry complexity option has been added
- Trap visibility Has beed increased
- Traps no longer stack on eachother
- Boss damage has been rebalanced
- Cultist fanatic has been rebalanced

Thx for your feedback. From Players to Players o7.
Jun 16, 2022
A List Of People Who Went Missing In The Scheleirland National Forest - frank
Hi all. Sorry for the delay. Was down a while with a fever and for some time was far from civilisation, so I couldn't do computer work. This update adds a small gallery to save the endings you've gotten, and a music player to listen to while you flick through the gallery (called, respectively, "visions" and "echoes" because I cannot help myself). This should apply retroactively to the songs you've gotten straight away, and will automatically unlock the endings you've gotten upon starting a new game, so it can load the new variables (I had to use different variables for ending and gallery for reasons of samsara).

Hope you're all enjoying the game, and more than anything hope you're all well in what is a strange time for everyone. Please let me know if I've broken anything, of course, and I'll get it fixed. I think everything's gravy.

Next you'll hear from me is another project I'm working on, which I hope to have a release trailer for soon.

All my love
Frank
Please Fix The Road - Ariel
  • Simplified level 17 based on how players on YouTube or Twitch tried to solve it.
Community Announcements - KTG_Dev_Messenger
[仕様調整]
武将リストで、病気の武将に表示色を適用
主命目標の武将に表示色を適用
米、馬相場の割安/割高に表示色を適用
マウス操作時、各設施で「出る」を押下後の確認画面を削除
マウス操作時、人物訪問で人物詳細画面をスキップするように調整
マウス操作時、オプションで可否位置「浮動」「固定」を選択をできるように調整
ミニゲーム「飛来矢回避」でキーボードの【←】【→】キーで操作できるように調整
シナリオを開始する時のロード時間を短縮
個人戦の進行速度を改善

[不具合修正]
特定解像度でプレイした際、一部領域でマウスクリックに反応しない問題に対応
エンディング「修羅の道へ」を達成できない問題に対応
主命の選択時に、「重要な技能」が表示されない場合がある問題に対応
シナリオ開始時に、特定の操作で主人公以外の人物のステータスが変わってしまう問題に対応(※1)
シナリオ「浪華の章」で鹿島の町に陰流道場がない問題に対応(※1)
シナリオ開始時に主人公が弓系称号を所持する場合、初期勝利数の誤りに対応(※1)
主人公「織田信勝」でプレイする時、織田信勝追放イベント発生後主人公の状態がおかしくなる問題に対応(※1)
行商人から未鑑定貴重品を複数購入した時に発生する問題に対応
第一次上田城合戦イベント発生前、真田信幸の妻が小松である問題に対応(※1)
シナリオ「昇龍の章」で府内の町に医師宅がない問題に対応(※1)
NPC「佐伯杏太郎」「ハイレディン」死亡後、復活してしまう問題に対応
大名家「真田昌幸」で第一次上田城合戦イベントの合戦及び戦後処理が発生しない問題に対応(※1)
主人公「伊達政宗」でプレイする時、輝宗から政宗への家督相続イベントが起きない問題に対応
天目山の戦いイベント終了後、「真田昌幸」が「武田勝頼」に所属していない場合でも独立する問題に対応
「音楽鑑賞」「ミニゲーム」の機能解禁とお知らせメッセージ発生時点が一致しない問題に対応
仕事「山賊退治」による個人戦で、場合によって敵が移動しない問題に対応
「エンディング一覧」内、「医師のいる島」のヒントの誤りに対応
主人公「弥助」でプレイする際、イベント中の呼び方の誤りに対応
「30周年記念 TREASURE BOX デジタル版」メモリアルブックの誤植に対応
その他、テキストや軽微な表示不具合などに対応しました。
(※1)次回のシナリオ開始から反映されます。
Conqueror's Blade - NathanOfCydonia
Conqueror’s Blade: Helheim brings two new Viking-inspired Units into the fray, and now word of their exploits has reached their distant kin... Bolster your forces by recruiting powerful Units from Season VII: Wolves of Ragnarok, including the returning Shieldmaidens, Berserkers, and Sons of Fenrir.



Until June 30 (10:00 server time) you can enjoy 50% off Wolves of Ragnarok Bundles and Unit Challenges in-game! Challenge Tokens allow you to complete one stage of Challenges.
  • Wolf & Axe Bundle: Let the spirit of the wolf imbue you with fighting spirit with 2x Sons of Fenrir Challenge Tokens, 3x Berserkers Challenge Tokens, 50x Unit Medals, and 2x Marshal’s Handbooks.
  • Aesir, Vanir, Fenrir Bundle: Take on the power of the Norse gods with 4x Sons of Fenrir Challenge Tokens, 5x Berserkers Challenge Tokens, 7x Shieldmaidens Challenge Tokens, and 50x Unit Medals.
  • Wolves of Ragnarok Unit Challenges: Save 50% when you activate the Season VII: Wolves of Ragnarok Unit Challenges in the F5 menu.
IMPORTANT: You can only purchase EITHER the Wolf & Axe Bundle OR the Aesir, Vanir, Fenrir Bundle. By purchasing one, you will be unable to purchase the other.



The brutal Northmen are returning to pillage and raid the land once again, and here’s how each set of Viking-inspired fighters can help you to master your fate in Conqueror’s Blade: Helheim.
  • Sons of Fenrir (3-Star): These forest-dwelling fighters offered their souls to Fenrir in exchange for animalistic powers and speed, moving in packs and leaping into combat with the agility of their wolf-god. While their defence and damage-dealing are low, their special ability to leap over the frontline and then savagely attack unwitting enemies behind is as surprising as it is brutal.
  • Berserkers (4-Star): Berserkers carry two axes, happy to give up a defensive shield for an honourable trip to Valhalla. Berserkers are almost foolishly brave, unleashing frenzied and rage-fuelled assaults on the enemy. However, their small numbers can be easily eclipsed by enemy forces.
  • Shieldmaidens (5-Star): The women of the cult of Freyja are like valkyries on the battlefield, fighting by the side of their leader with spears and swords. Able to fortify their defences by raising their spears and then switching to swords to unleash the devastating Freyja’s Charge, this unit is as formidable as they are faithful.
Grab these bundles before June 30, and bring some extra Norse ferocity to the battlefield!
...