-Can rebind keys to press and hold for split inventory stacks - both halving or peeling 1 item off stack -Added quick move items to/from containers to inventory. Hold left shift and click to quick move item. This key is also rebindable.
I know the June rework update is about a week late, but life gets in the way sometime.
I've reworked both the medieval and sci-fi opening levels, complete with remixes of the bosses. The bosses should be more interesting, and more challenging, to fight now! And I'm continuing on with the school opening level.
The original levels in the current demo are all very similar, and I'm seeking to make them each a unique experience with their own story and characters.
There's a lot of systems that I still need to rework. I went through a majority of the major updates I've made in the previous months, though there are a few things I'm holding onto until I'm sure that it is how I want it to be.
I've also secured the domain, https://telecollision.com/ , but for now it really just sits as a redirect to the game pages.
We are coming up on it being a year since I dropped the original demo, and I am still overwhelmed by the positivity that I've seen towards it! I'm really hoping for those following along with me on this journey to give you a new version of the game that just blows you away, so I'm going to continue being hard at work improving and creating new content for it until I have a new demo done.
Thank you for allowing me to share this process with you, I am having a wonderful time. Please enjoy some screenshots of the remixed levels.
VALHALL: Harbinger - Beta Testing - VALHALL Official
Vikings!
The Pre-Beta 0.8.8 patch is here and has brought a lot of new content, let's check it out!
Procedural Attack Animations
First, many animations become procedural. They get the most influence from how you move your mouse. This makes the blade feel like an extension of your hand. This area of improvement can be developed further, but it already increases control satisfaction.
This is where the fun begins, all attack animations also have procedural animation logic. This means that all attack animations can now play differently depending on your mouse movement.
You can adjust the direction of the blade in flight.
In addition, you can control the angle of your shield to adapt to the attack.
We've also tweaked the stamina balance a bit for the more intense fights we're preparing for when you and your squad face more enemies in the future.
This allows you to use directional dodges more freely. Dodges add a lot of combat dynamics, and it is the dynamics that we want to emphasize in our Viking combat.
Today's combat improvements include other nice adjustments, we've added more weight to each attack with diverse animation and camera movement techniques, it now feels like more natural physics.
Animation System Update
The animation system has been adjusted to make animation transitions smoother and more natural. For example, earlier when entering a sprint, there was a sharp rough animation change, and now it corresponds to an acceleration of speed.
Diverse Parkour
Now you can climb walls, jump over fences, step on rocks in different ways.
For convenience, the climb will be performed automatically when sprinting over an obstacle. For example, run over the fence, and your character will jump over it.
When you're not running, just walk up to an obstacle and press the jump button.
Moreover, NPCs also know how to parkour. Enemies and your squad will epicly enter the battle under your command. Some of them won't, it's possible to fall from there...
Note: not all rocks and building objects are compatible with parkour at the moment, they will be in the next patches.
Crouch For All Weapons
Now there is a crouch with all weapons.
Fishing Trap Fix
The last patch had problems with the fishing trap, this fixes them. The fishing trap must be placed in the lake. One of the lakes has a default marker on the compass.
Roaming Warriors
Hostile Vikings may appear on your path through the forest.
Weather Improvement
Some graphics tweaks, a general increase in brightness and a change in weather probability.
More Ores
Thanks guys for the feedback after the previous update. Added more stone and iron to the map, making them easier to find. Also in future patches, it will be possible to mine those rocks too so that there is no confusion.
Increased Animals Population
More wild animals in the forests are happy to meet you.
Additional Improvements
Improved water material.
Added temporary water blocking volumes to prevent the ship from falling under the map.
Fixed collisions that caused weapons to fall underground.
The brand new Sweet Haven world awaits! Buy before July 13th and SAVE 30% on the Season Pass PLUS in celebration of the launch, we’re offering a FREE Innovative Inventor Outfit you can wear in any world!
The Season Pass includes all 7 amazing worlds designed and brought to life by our studio artists (with 3 more still to come). Each world includes new outfits, vehicles, jobs, properties and an incredible board to explore!
It’s time to savour the NEW Sweet Haven world! Be the Innovative Inventor, hop in your Candy Fair Zeppelin and float into a land bursting with delightful deserts and chewable choices.
Start in Tinker Town and learn the basics of your new-found passion. Move through the Tasting Grounds, present yourself at the Sweetest Fair and press onwards into Factoria where all sweets are produced!
Go to college and become a Recipe Librarian, or launch straight into your career as a Crop Harvester. In the Sweet Haven world anyone can go back to school and become a Candy Architect… or Dentist! Invest in a room at the Marshmallow Inn, or save up for the Macaron Mansion. The choices are all yours on this mysterious floating island!
THE GAME OF LIFE 2 digital board game is available for cross-platform multiplayer gaming on PS4, PS5, PC, Nintendo Switch™ and mobile!
In THE GAME OF LIFE 2 there are many ways to win, and more worlds await! Play now!
Warning! The text below may constitute spoilers for people who have not played and finished Angels with Scaly Wings yet!
The Great Journey ensured the continued survival of dragonkind and mankind both.
However, not everyone was happy living together in one big city. Not for a lack of trying - both civilizations wanted to make it work.
Ultimately, humans did not turn out to be the benevolent gods dragons had believed in. Cultural differences made it impossible to decide on a direction for rebuilding Covenant City that pleased everybody.
After all, dragons had just entered a wasteland that was beset by raiders, and not everyone was ready to be assimilated into a human city - human culture.
While dragons were invited to stay in Covenant City if they so chose, the vast majority did not accept this offer. Minds resistant to change sought comfort in familiarity.
And thus, Idyl's End - the dragon city - was born.
In Idyl's End, a part of the dragon's world survived.
The all-new tennis simulator video game steps onto the court
The warm-up is over. Now it's time to hit the court! Game, Set aaaand Match!!
Hold onto your rackets, Matchpoint – Tennis Championships is ready to make its first serve and is OUT NOW with Game Pass for console and PC. The tennis title is also available on Windows PC, Xbox One and Xbox Series X|S consoles (supported through Smart Delivery) and PlayStation 4 | 5 right now!
Tennis fever is in the air and there is a brand-new challenger waiting to make its debut on the court, are you ready to commence your journey to becoming World #1? We are excited and can’t wait to play fierce games against you in exciting multiplayer matches.
Grab your racket and check out the release trailer:
On the virtual courts, you can face up against your friends in the game’s fully cross-platform multiplayer, or go racket-to-racket with any of the game’s 16 tennis superstars from around the globe: Carlos Alcaraz, Daniil Medvedev, Amanda Anisimova, Kei Nishikori, Garbiñe Muguruza, Andrey Rublev, Casper Ruud, Hubert Hurkaczs, Nick Kyrgios, Benoît Paire, Heather Watson, Hugo Gaston, Madison Keys, Victoria Azarenka, Taylor Fritz, and Pablo Carreño Busta. Additionally, in the aptly named Legends Edition, players can also take on the legendary Tim Henman and Tommy Haas.
Matchpoint - Tennis Championships offers a dynamic and immersive gaming experience with its extensive career mode, unique rivalry system, authentic ball physics and advanced multiplayer mode. From choosing the right coach to implementing the best play style, strategy and decision-making will be central to success as players experience what it truly takes to climb the ranks and become a tennis champion. Unprecedented player control and true-to-life ball physics are combined to make Matchpoint – Tennis Championships an authentic tennis gaming experience in which every swing and hit counts across the clay, hard and grass courts.
Features
Enter the world of professional Tennis. Matchpoint – Tennis Championships offers a deep career mode featuring a unique merit-based ranking system.
Create your own 3D tennis star. Choose your look, fashion and play style with an array of customization options including true to life techniques such as left-or right-handed, onehanded or twohanded backhand.
Dominate the court as a tennis professional. Matchpoint - Tennis Championships features 16 real-life international tennis stars from the professional circuit, like Nick Kyrgios, Kei Nishikori or Amanda Anisimova, including their gear from brands such as Nike, Yonex, Babolat and many more!
Customize your athlete and wearables. From rackets to clothing, create your own tennis star and unlock special equipment by winning competitive matches.
Master all strokes and shots in grand style. Determine the outcome of a rally by choosing the best technique for the time: top spin, flat, lob or slice shot.
Take on opponents in local or online matches. Play against a cunning AI or face your friends and rivals on the court via local sessions and online cross-play.
Study your rival’s moves and tactics. Watch your opponents and get to know their strengths and weaknesses to gain a tactical advantage before you even hit the court.
Practice makes perfect: hire a personal coach to hone your skills. Buff your strengths and diminish your weaknesses with an in-game coaching system of individual training modules.
Fine-tune your tactics in Practice and Mini-Game modes: Jump into a variety of mini-games to hone your perfect game and become a force to be reckoned with on the court.
Compete in exhibition matches at spectacular venues around the globe. Each court has its own characteristics; study your arenas of play and adapt your game to grass, clay and hard courts.
Replay mode. Breakpoint or deciding match point, capture your fiercest rallies on film and study the outcomes to improve your game.
Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.
The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.
The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.
We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.
Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.
Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:
Improved hide blood option
Added hurt flash disable option
m249 is slightly more aggressive
HMLMG recoil is more aggressive
Lowered HMLMG durability
Increased HMLMG crafting cost
Using scopes on weapons now increases their recoil
Reduced blur/blood effects
Accuracy bonus removed from the silencer
Loading Optimization
We worked on reducing the time it takes to load into servers this month. It will now queue up the loading of assets so they can continue being read from disk while the main thread spawns all of the world prefabs, which means better utilization of hardware. This also applies to the dedicated server so server owners may see some improvement with boot times.
The long "Asset Warmup" phase of loading will now start running in the background as soon as the game reaches the main menu. Connecting to a server will not wait for it to complete -- it will keep running in the background until it finishes.
The game will no longer unload monument assets when running on a computer with 16GB or more of RAM. This allows for much faster server switching because the monument assets would already be loaded. Setting the global.forceUnloadBundles convar to true will override that behavior so it always unloads the monument assets.
Gunshot sounds
Alex finished up the remaining new gunshot sounds this month, including new silent shots for every gun. We'll likely do another round of tuning on these in the next month or so to address some feedback we've gotten but we'd like to allow time for folk's ears to adjust and the dust to settle before we dig too deep into that.
General QOL
Spray Can crosshair - Added a crosshair when free spraying
Mute and report contacts - Can now mute/unmute and report players from the contacts screen
Placement Rotation - Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
Return To Sender - Can now insert photos into mailbox
Inventory idle animation - Updated player inventory idle animation
Jackhammer Tapping - Jackhammer will hit hotspot every time without tap firing
UGC Admin Panel
To better help server admins moderate the content on a server, I've implemented a new section in the Server Admin tab that allows admins to easily see all of the User Generated Content on a server. This includes all painted signs, audio content on cassettes, carvable pumpkins, neon signs and pattern boomers.
As well as being able to see/hear the content, admins can now see who was responsible for the content and delete the content from the UI without having to travel to that entity. There is also a search field so all content created by a specific player can be found quickly.
Offensive Content Reporting
We've improved the process of reporting problematic content this month by implementing a new Offensive Content report type. When reporting offensive content a screenshot will now be included to better help admins act on the issue.
For server admins, there are new convars to better access these reports: reportsServerEndpoint - if set, player reports on your server will be sent to this http address (as JSON) printReportsToConsole - if set, player reports will be logged to the server log
For more information on using these new convars, please see the wiki.
Hapis Island updates
Along with numerous small bugfixes, we've added 3 new monuments to Hapis Island. Two of them in the desert, and one in the northern arctic.
We also fixed most of the mountain goat ore nodes, berry bushes not spawning, roadside spawns being overly sparse, and updated some existing monuments to be more in line with where they now stand on Procedural Map.
Some bugs still remain, but we're ironing it out. Thanks for all the bug reports!
Harmony QOL
You can now load/reload harmony mods onto the server at runtime with:
`harmony.load <name>`
and unload with:
`harmony.unload <name>`
This will allow all server owners (vanilla or modded) to deploy fixes onto their servers without needing to restart them, as well as ease development of harmony mods.
Chat Filtering
We're now using Steam's chat filtering functionality to obscure strong language and slurs in chat and other text players can share in the game.
The filtering is applied on the client and can be customized in your Steam account preferences. If you haven't changed these settings before then filtering would already be enabled.
DEBUG CAMERA ADDITIONS
A few new debug camera commands have been added this month for content creators to use. As with existing camera tools, these can only be used by server admins or in demo playback.
Physical Camera Properties
We've added the ability for the debug camera to use physical camera properties - in other words, you can choose from common camera sensor types and specify a focal length to mimic real world photography measurements.
Below are the newly added commands for using physical camera settings: client.camphysical (1/0) - Enable/disable physical camera properties on debug camera client.camphysicalsensortypes - Prints camera sensor types with corresponding number client.camphysicalsensor - Select physical sensor for debug camera (use sensor ID number from the above 'sensortypes' convar) client.camphysicalfocallength - Set focal length of the debug camera (Measured in mm)
Camera Info UI
Along with the above physical camera commands, we've also added camera information UI which can be enabled/disabled using the command client.showcaminfo 1/0
When enabled, this overlay will display the following information at the top of the screen: Camera FOV Depth of field aperture and blur values Camera lock status (debugcamera_lock) Sensor type (if using physical camera mode) Focal length (if using physical camera mode)
MAP MAKER PREFABS
This month we've added some useful assets for community map makers - the most notable being the introduction of tiled cube prefabs. The current collection features over 60 cubes with materials including brick, wood, metal, concrete, plaster, metal, cloth and more.
Each cube can be scaled, rotated and positioned in custom map scenes whilst maintaining the local tiling of the individual prefab's texture.
We look forward to seeing the many creative ways map makers will utilize these assets and we hope to continue expanding this collection in the future.
Acknowledgements
We're currently aware and investigating certain performance issues affecting a large number of users, this is also known to be affecting third-party applications such as Discord, we believe this is possibly fixed today via an update by EAC.
We are also actively investigating a number of other areas with poor performance.
Changelist
Added tiled cube prefabs for community map makers
Added chat filtering
Improved M39 DPS and recoil
Lowered F1 grenade fuse time to 2.5s (was 3.0s)
Shotgun slugs have reduced damage falloff
Achievement todo list is now disabled if game tips are turned off in the game options
Added a crosshair while free spraying with a Spray Can
Increased the default number of sprays per player (25 -> 40)
Can now Mute and Report players from the Contacts screen
Z/C/Y keys no longer control zoom when in free camera (replaced with debugcamera_zoomin and debugcamera_zoomout binds)
Added debugcamera_raise and debugcamera_lower binds instead of hardcoding to Q/E
Added physical camera convars for the debug camera
Added camera info overlay command for the debug camera
Kayak now faces away from the player deploying by default
Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
(CUI) Add support for vertical overflow on Text components
Updated player inventory idle animation
Added interaction sounds for small loot containers (food, medical, tech, ammunition, etc)
Updated generic loot crates with existing interaction sounds
Hapis Island: Added 3 new monuments
Jackhammer will hit hotspot every time without tap firing
Torch despawns after 30 seconds
Dropped backpacks will despawn after 30 seconds for rocks + torches
Streamer mode will hide map name in server browser
Can insert photos into mailbox
`benchmark_demo {demo}` command to run the benchmark on different demos
Can connect 'domain.com' without a port on the end
Servers will no longer show the name of the custom map, only "Custom Map" if they are running one
Optimized bulk loading assets from bundles
Improved hide blood option
Added hurt flash disable option
m249 is slightly more aggressive
HMLMG recoil is more aggressive
Lowered HMLMG durability
Increased HMLMG crafting cost
Using scopes on weapons now increases their recoil
Reduced blur/blood effects
Accuracy bonus removed from the silencer
Fixed first shot while ADSing sometimes playing the non-ADS fire animation
Fixed missing deploy sound for combat knife
Fixed missing sounds for smoke grenades and supply signals
Fixed missing crosshairs and camera movement while first person spectating
Fixed smoke grenade effects not working correctly with first person spectating
Fixed horses not properly moving with elevators
Fixed error with a particular configuration of items when making Low Grade at a Mixing Table
Fixed missing localization on progress bar when Hold to dismount is enabled
Fixed some deployable entities changing rotation every time they are selected on the belt
(CUI) Fixed some skin id's not loading correctly (PR#37)
Fixed some missing sfx on the Spray Can
Fixed an exploit when changing water quality
Fixed flashlights & laser needing to be turned on every time you equip them
Fixed exploit to steal attachments out of shop fronts
Fixed nodes & animals taking extra hits
Hapis Island: Fixed berries not spawning
Hapis Island: Fixed roadside spawns being overly scarce
Hapis Island: Fixed numerous other reported issues.
Fixed flashlights & laser needing to be turned on every time you equip them
Fixed exploit to steal attachments out of shop fronts
Fixed nodes & animals taking extra hits
Fixed animal headshots not playing hitmarker
Fixed exploit to let you keep last item in softcore
Fixed ability to shoot through armored window collider
Fixed exploit to keep shopfront standing when breaking wall frame
Fixed debris not created for walls on triangle foundations
## Features : - Final version of the Influence gain system at the end of games - Daily rewards for the first seven days of log-into the game
## Bugfix : - Correction of a rare bug that could freeze the player on an infinite loading screen if their opponent closed the game right at the beginning of the match. - Some passive spell effects will no longer apply their effects after a discard from the board (such as equipment bonuses) - Cards with the keyword “Protector” will now be affected by all spells, including those without targets - "Ritual of decomposition" : if the target of the damage inflicted by the Ritual was a Permanent with HP, it was always discarded even if it had HP left. It is no longer the case.
## Known bugs (pending resolution): - Graphic bug: “Unleashed Ocean” only displays a full mana discharge, however the mana sent back to the manapools reflect the correct number of waves used. - Seed in the wind does not activate its draw effect when discarding it - Animated Tree can create bugs on the return of Seeds - The timer of your opponent can sometimes display wrong numbers - Discarded permanent cards come back on the board with the HPs they had while leaving the board
Hello there! Here some new feature for future Steam release!
- New HUD. - The market and backpack display also had their positions on the screen updated. - Removed opening backpack with mouse click now working with hotkey only. - Updated tutorial. - Removed "Options" from the pause menu. - Menu improved, mainly in the combat key mapping part. - Added "Default" button to reset key mapping. - Fixed placement of menu items when switching languages at runtime. - Fixed issue with displaying information about skills and items when they collide with information from non-heroic units. - Pressing ESC now no longer closes menu options (still continues to pause/resume the game). - Removed hotkey for secondary attack. - Updated mapping from secondary attack key to primary attack key. - HUD becomes transparent when there are overlapping units between them. - Balanced active and passive skills. - Updated merchant textures. - Removed abilities: Draining Orb and Lightning Beam. - Added new skills: Frost Rune and Earth Rune. - Removed Passive: Smashing Strike - Added new passive: Runemaster - Reworked skills: Overheat and Arcane Orb. - Reworked passives: Power Transfer and Overflow. - Added SFX for freezing status. - Enhanced Forest Spirit behavior. - Boss Run mode reworked, now gives more initial gold and for each defeated boss, more item options, passives and skills and also goes up to the fifth boss of the campaign (Dragon).
The competition starts with a Group Stage spread over the first two days.
Teams will be split into four groups of ten teams. Each group will play a six-match series against every other group in the Group Stage.
On Friday, July 8th, after the Group Stage concludes, every team will be assigned a starting position in the Bracket Stage’s double-elimination bracket based on their Group Stage performance. After playing through the double-elimination bracket on Friday and Saturday, the top 20 teams will advance to the Finals. The Finals will take place on Sunday, July 10th, and consist of a single Match Point series to determine the winner ALGS Year 2 Championship.
Group Stage July 7 10:00 AM PT / 1:00 PM ET Group Stage / Bracket Stage July 8 10:00 AM PT / 1:00 PM ET Bracket Stage July 9 10:00 AM PT / 1:00 PM ET Finals July 10 2:00 PM PT / 5:00 PM ET