This update implements some UI improvements: more informative/friendly messages in the Multiplayer Options screen, Multiplayer Lobby and Memory Game.
Also fixes a bug that prevented Sana from picking her card under certain conditions, freezing the match. And some minor visual bugs.
I hope you continue to enjoy the game.
We are a small studio, there are still few people playing the game. If you liked it, share it! Tell your friends about it and invite them to online matches! The more people playing, the more fun it will be!
We intend to keep improving the game, so please keep posting your comments on the Community Forum.
IL-2 Sturmovik: Cliffs of Dover Blitz Edition - ATAG Pattle
Hi All,
This week we released a number of WIP visual update images including True Sky.
We are very happy with progress to date, and are looking forward to providing more information in relation to this area of development, along with a VR update soon.
Add a larger group of Gothic style building modules, and you can go to DIY's own castle. It is thought that this group of modules is twice as large as the normal modules, so it can only be built between modules.
Starting off we'd like to thank you for the amazing reception that the game has gotten since we launched. It's been great to see everyone enjoying the game.
Anyhow to the matter at hand, as some of you may have noticed our ending was rather sudden. But do not worry, we have a more ''challenging'' ending to the game included in this patch!
Aside from the ending we have been closely listening to all of you and have been working in the past week on making improvements and bug fixes that should make your future playthroughs and Bonewald runs even more enjoyable!
For the details make sure to check out the patch notes below:
New and Improved:
The Crusher Boss Encounter At the end of the game your skills will be put to a final test as you'll encounter The Crusher, a massive monster at the very heart of the facility's infestation.
Improved Movement Feel Movement improvements on Mantling, Wallrunning and Air Control.
Performance Improvements Improved performance resulting in higher framerate in previously known bottleneck areas as well as better overall frames per second.
Key Rebinding You are now able to rebind your keys in the settings menu.
Speedrunning HUD with In-game splits. In the settings you can now enable a Speedrunning HUD overlay, including in-game splits to help you on your speedrun conquests.
Easy Mode We have implemented an Easy Mode for those that might struggle with the difficulty. Enabling Easy Mode decreases damage taken and makes parkour easier but prevents earning achievements.
Hello All! Here is the Alpha 2 build. It fixes some issues reported yesterday. So, if you are still experiencing something that we claim to have fixed, then kindly let us know via the forum. We haven't had that many hours to pack this patch.
Also, we've added 5 new languages, but since they are simple machine translated, kindly let us know if you have suggestions or notice weird translation via the forum.
Added intro skip
Crystals are dropped immediately upon monster's death
Game will now calculate scores and save rewards if player exits game before death/win
Reduced crystal treble sound and lowered the threshold for sound overlap
Fixed Controller moving twice if RT/LT are pressed together at upgrade selection.
Fixed text not found for Orbital Striker Evolution
Increased missile launcher damage
Added big screen mode to options to increase UI for TVs or very small monitors (eg. laptops)
Fixed boss not spawning
Fixed game mech not shooting/moving and getting stuck
I don't intend to just slap egg's on top of the existing game: they're just one aspect of some fairly fundamental changes to creature diet, behavior and especially reproduction.
In this last week I've shared a fair bit about those changes on the development blog, here:
Head on over and take a look if detailed overviews of semi-technical changes sounds like your thing! Or if you like chooks. There are pictures of chooks in the second one.
First off I would personally like to apologize for anyone on steam waiting the game and what seems like no updates have been coming out. I just recently found out that I can do updates like this and will make my best effort to provide you all here with more updates going forward. Most of the updates for the game have been taking place on twitter and the live streams on twitch.
That all being said....the game has been making huge strides lately and as of today will be going into the more polish phase and getting additional content pumped into the game. I have been working tirelessly in my free time to get all of the base systems for the game created but have been slowed down by my day job and a few other hiccups in the game. The game is also getting ready for Microsoft review for a potential day 1 XBOX release which I am sure will bring more development that will need to be done to make sure it meets the standards for console release.
With all of that I officially launched the first cinematic teaser trailer for the game which should be live on the steam page now as well as youtube (which has the 4k version). Also I launched a kickstarter this morning to help fund salaries for artists to work on making more custom things for the game. These artists that I am focusing on right now will be (in no particular order): Environment Artist (for custom maps), Animation/Rigger (Ghost models have been made, just need to finish making kill animations and eventually custom animations for each ghost model), VFX Artist (for all the sweet particle effects and to spruce up some of the materials), and finally a Sound Designer... If the kickstarter does well enough I have several stretch goals planned on the page that I will also look to hire more people to work on those specific items if we reach those levels.
I just wanna say thank you again to everyone that has wishlisted the game and that has shown support of the development over the last year...it's been a bumpy road this whole time and I personally have had to re-program the game several times during that period. I feel very confident that the project is in a solid spot right now and with the big strides made recently it's going to be a great game that I hope you all really enjoy! And as always, my door is open to any questions or comments you all have!
If a campaign reaches the minimum order goal, Makeship start production on Green Mage. If the minimum goal is not met, all Fans are refunded for their order!
This week I wanted to define the maze areas more, making it more like levels as you move forward. Part one of the Maze will have levels 1-5, each level has its own vegetation, animals, weather and crafting skills. Each time you move to a new level you will gain new crafting recipes that will help you in the new level.
Level 1 The Meadows ( Rabbits, Deer, Chickens, Frogs) Level 2 The Forest ( Wild Boar, Rabbits, Snakes) Level 3 The Mountains ( Wild Boar, Wolves, Snakes, Bears) Level 4 The Jungle ( Wild Boar, Snakes, Wild Cats, Fire Ants, Killer Bees) Level 5 The Dead Forest (Scorpions, Snakes, Wolves, Fire Ants )
Keep in mind that the animals you see listed only spawn during the day, at night the dead walk the maze and look for the living. The dead only spawn at night and only on levels 2-15. Level one is used to get the player to gameplay, there are no deadly animals that spawn anywhere on level one, all creatures are passive.
Each level is defined with a big ancient stone doorway, when you see these you know you have reached a new level. It is an open map so you can travel back and forth to levels, the main goal is to find the end.
This weeks changes.
#Added new Wolf in for the night time, spawns with the dead.
#Added ancient doorways to separate levels #Removed wild boar and day wolves from level one #Removed dead from Level one #Increased amount of stamina used when jumping #Decreased amount of stamina used when running #Decreased amount of sticks and long sticks that drop #Survival book will now be listed in levels and new recipes open as you move through new levels #Half shelter now uses Fiber instead of Pine branches, its a thatch Half shelter now and the Pine tent was moved to level 2 #Level one is mostly meadows now and most trees have been removed