Congratulations to Storybook Brawl's top 100 players in June! All Legend or higher players have been reset to 3000 and are ready to duke it out again in July.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- added some logfile info for a crash loading a campaign save (possibly due to saving during deployment phase; still investigating). - Scenario Editor: fixed the upper right map panel in a 3x3 map layout not loading the graphic in the correct place.
For some reasons, the game price has been adjusted to about 60% of the initial price, that is, the original price is close to the price after the initial discount. Here, I'm sorry for all the players who have bought the game. I originally hoped that the players who supported the first game could get the maximum discount, but now your purchase price was only a little lower than the current original price. It was hard to make this decision, but some other realities forced me to do so. The next update plan of the game is as follows: 1. Add a new ending to complete the whole plot; 2. Modify the plot copy to make the plot clearer; 3. Add some new achievements; 4. Add some new sound effects. 5. Gradually add strategies in various languages to the forum. These things will be completed in the next month. Finally, thank every player who supports the game. Your support is our biggest motivation. Thank you! by JackK,UU
CONTENT/FEATURES: * Audio feedback when you buy/sell an item * 2 vehicle spawns always have 100% to spawn a vehicle * Few road blockades around the map, from police blockades to crashed helicopters * Vendor that spawns in one location randomly across the map every time you play, look for an armoured ice cream truck * Player audio when damaged * Vehicle section added to tutorial
CHANGES: * Bit of a different change, but removed glass from all vehicles * SUV speed increased slightly * Changed locations of some player spawns * Adjusted all vehicle collision boxes * Adjusted medical loot * Adjustments to vehicle handling * Doubled lamp light radius * Weather is slightly louder now when entering an interior * Adjusted loot for trash containers * Reduced zombie peripheral vision * Flip vehicle delay time reduced and will now teleport vehicle randomly slightly left or right * Adjustments to zombie ambient audio
BUG FIXES: * Fix for dropping items in buildables and loot containers * Fix for pickup item collision when dropped * Fixed not being able to drive vehicle after fuel drops to 0 and you refuel * Can no longer get free building items from the vendors by clicking 'Place' * Fixed some collision and placement of objects * Fixed damage numbers when colliding with AI in vehicle * Possible fix for first shot being slightly delayed * Fix for scoping out in first person * Fix for bug with reloading * Collision fix on corner shop building * More checks to fix 'Too close to wall' bug
Hi everyone! I should have done this a long time ago, but you know how solo devs are... Always busy wearing too many hats. I've added a lot of stuff to the game, redesigned big chunks of the game, and improved a lot of the game mechanics. Now it's time to focus on releasing the demo by polishing the game, bug solving and balancing. Ok, here we go:
Improved the level generator algorithm and created a new random level. It's an enclosed, snowy, Viking-inspired village.
Added another random level. A cave themed level with some flooded areas and occasional rays of light to break the monotony and sell the idea of being underground.
Added a new level objective where you have to rescue prisoners and escort them to the exit. These prisoners can fight and fend for themselves, but don't leave them unattended for too long or they might die and you'll pay for that.
Added a slot system so enemies surround the player in a more orderly manner instead of pushing themselves and crowding in the same spot.
Added a new enemy type that throws flammable objects. They can also cause harm to enemies, so use this to your advantage. Water extinguishes the flames, but you can still take damage from the impact.
Added breakable objects to the game. They can drop loot so keep your eyes open for them.
Added secret areas that are only revealed if you acquire and equip a special map. It shows up on the map as a question mark icon.
A good roguelike needs good random events, right? So far I've added 3 random event types:
A simple event where you have the choice of opening something or leave it alone. They can have positive and negative outcomes.
An entire and unique card game based on the game itself where you can bet money and hopefully win some. The card game shares the same mechanics as the main game, but in card form.
A betting mini game where you can bet on gladiator fights. Place your bet on the Red or Blue team and watch the fight unfold. The team with the last standing member wins. Draws are possible but rare.
Several bug fixes and and overall improvement of the game mechanics.
That's it folks! The demo will drop this month. Stay tuned!
We have listened to your feedback, read the bug reports you folks have posted and packed as much as possible into our first patch.
Here are the patch notes;
• Reduced sliding of all MX bikes (increased tire traction) • Fix for errant bouncing after landing in some circumstances • Fix for irregular music volume • Improved MX 125 engine sounds • Rider Animation bugfixes • Improvements to Terrain Deformation • Improved gameplay effect of tuning parts for all vehicles • Improved UTV hydroplaning • Fix for situations where UI dialogs were not interactable • Added additional color customizations • Misc smaller bugfixes & stability improvements
• Online: Fixed an issue where players would reload their maps intermittently • Online: Fixed issues where players were getting errors trying to join both a playlist and their online compound. • Online: Bugfixes for color customizations not being correctly applied online
In the last episode, we saw some great projects from the community, including the Battle of Bricks Lego Submissions, a beautiful watercolor, and the plans for a player-run Federation Day Event! Let's quickly touch on that final point event and get things rolling with this edition of the Community Beat!
Poster Perfect
Federation Day was a massive success last weekend seeing celebrations across multiple Gallente systems! One of the events we featured last week was a poster design contest - we’d like to say a big congratulations to Miyoshi Akachi for their submission below. We had a look through the submissions ourselves and there was a lot of tough competition, but well done to everyone who submitted an entry!
As a part of the same event, a conga line was formed over in Luminaire where Che Biko captured a great shot of the capitals being illuminated of the fireworks being fired from the conga line.
A great time was had by all and a massive thank you to both the organizers and all those that attended the event as well!
Eve Pandora - Champions
Before The Agency as we know it existed in New Eden there was a web-based tool also known as the Agency which served as a hub for player-created missions and campaigns. Today this tool has continued to grow and evolve and is known as EVE PANDORA.
Developed by DeT Resprox from T.R.I.A.D, its purpose was to create a mission system that could be used by individual capsuleers, corporations, or alliances from all over New Eden. Today, EVE PANDORA received a big update dubbed the “Champions” expansion. You can check out more details on this phenomenal project below:
We spotted this picture over on Twitter and felt that we just had to share it! Featuring multiple Titans hanging outside of a Keepstar, they are all simultaneously firing off a bunch of Lance Doomsdays to create an awe-inspiring light show. Neat.
Player Meets Up and Coming
For the last few Community Beats we’ve featured upcoming Eve Player meets around the globe and we thought we’d give a little mid-ish-year reminder of upcoming gatherings that we’re aware of so you can make sure you don’t miss out!
Of course, if you’re aware of a meeting that’s happening that we don’t know about, or you're thinking of organizing one yourself - we’d love to hear about it! You can drop a message on the Out of Game Events forum to let us all know!
Big Prize Stream from Gustav Mannfred
Eve Partner and Streamer Gustav Mannfred is planning on running another summer event stream, this time featuring around 180b ISK in prizes! Gustav is also going to include a passive track too, meaning that even if you can’t make one of the scheduled live streams, all is not lost, and you’ll be able to still participate!The first stream is coming up July 16 & 17, for Minmatar Liberation Day so be sure to check out their Forum post for more details.
If you don’t know of Gustav Mannfred we’d recommend checking him out over on Twitch where they stream a mixture of PvE and PvP EVE content. Gustav has had a big desire to bring back the old-style Abyssal arena-style combat, so it's not uncommon that you’ll see them engaging in Proving Ground Arena PvP, but drop by, and have a chat with them about it!
Thats a wrap!
We conclude this week's Community Beat with a very cool video recently made by the Arataka Research Consortium covering the developing story in Athounon and Arshat!
Head on over to the Eve Online forums to chat! We’d love to hear if you’ve seen or found anything mysterious around the cluster, or have any stories to tell too!
- Fixed bug where player wasn't pulling the bar to the hips - Water splashes a little further than before - Anisotropic default setting is now 4 - Included "jump distance" and "last jump" in HUD - Improved iceberg visuals - Tweaks to physics - Tweaks to water shader
Known issues: - Game might have to be restarted after the first execution otherwise the framerate is not very stable - Water Shader is causing some performance issues: further optimization in an upcoming hotfix - Water Shader sometimes is not updated at start, so the water might look greenish
Swords and Sandals Immortals - Whiskeybarrel Studios
Hey gladiators, apologies - in the last big build there was a crash that would happen when you fought Eldor Hathian gladiators who were using the wrong species skill ( would cause the game to glitch out and crash to desktop).
I've also fixed the bug where previously saved gladiators did not receive their special skill. Thanks as always for your patience!
Cheers, Oli
V 0.5.1.B ( July 2, 2022) ---- FIXES AND CHANGES -------- • Fixed a bug where Eldor Hathians using a species special power would crash the game • Fixed a bug where loaded gladiators did not receive their species special power • Fixed a bug where golems armour could be broken while impervious using Sundered Armour • Fixed a bug where the training dummy could be driven into the ground • Misc typo fixes