Kanjozoku Game レーサー Online Street Racing & Drift - SGDEV
- Online races fixes - Game Volume setting - Online race join hot key (Press Enter) - Controller vibration - New Camera modes (Press V) - Small bugs fixes
EDIT: Forget to mention: Custom imported liveries there is a folder in KanjozokuGame_Data/livery There are the templates for every car, so you can make any livery you want and just put it in folder the game will load it!
Spotting range depends on object size; cavalry, built buildings, and large constructs will be seen at a greater distance
Humans and dogs are concealed by nearby grass and trees, significantly reducing the distance at which they are spotted
Added fast wall placement following the cursor; see the manual section 'Walls'
Added human combat shouts and injury sounds
Added dots around the edge of your units' combined spotting area
Added movement speed based on terrain type and nearby resources; moving through difficult terrain like sand, swamp, tall grass, and forests will slow movement
Added a swamp terrain type; buildings cannot be built there
Some resources cannot spawn on some terrain types
Added grass/shrubs with variants for each terrain type
Added a dead tree resource
Improved the berry bush model and texture
Corrections and Fixes
Fixed a crash related to combat
Fixed a rare crash when placing a building
Carts could become stuck in some cases
Unmounted humans assigned an equipment set with a horse did not pickup their equipment
Starting resources for the player's 'Nomad' start were not always counted correctly
Wild animals could move too close to buildings in some cases
Removed a slight lag on showing the selected box on unit and building world icons
The starting humans did not always have their tool equipped
Farms sometimes did not plant all crops
Balance
Adjusted ranged weapon and siege construct firing distances for the new spotting mechanics
Increased the research time of 'Iron Smelting' and 'Iron Forging' technologies
Decreased the benefit of 'Javelin Ankyle' technology
Decreased the benefit of crossbows' material on their range
Slightly increased the benefit of ammunition material on armor piercing
UI/UX
Added a graphics option to control the camera zoom distance at which unit animations no longer play
The volume of effects sounds decreases as the camera zooms out
Scorpions and catapults do no chase enemy units when auto attacking
Relic Wars are special event wars that include lost technology from the Great Wars Period. the Relic War will begin this Tuesday at 1PM ET. There are 5 special vehicles in this Relic War including both logistics and combat technology that will be available to both Wardens and Colonials.
Relic Vehicles are built using special materials called Relic Parts that are found in Wreckage piles around the world.
Hello! Our first content update is here, just in time for Steam VR Fest 2022! Now is a great time to pick up (or re-pick-up) The Callisto!
Know what's cool? Seeing all the little secrets people are finding. There's so many tiny details in the world that really require you to investigate. Nearly every locked door can be opened somehow, but figuring out exactly how can be quite a challenge. Believe it or not: there's an achievement for collecting every single collectible lore. And no one has gotten it yet. Do you want to be the first?
FEATURES (The good stuff)
HTC Vive Support: Hooray! The Callisto now officially supports HTC VIVE. Several controls will change their bindings automatically if the game detects a VIVE Wand.
New assets and props: new sciencey and technical props have been added to the game, adding to the diversity of environments and improve the visual appeal of a hotel that is obviously a front for criminal activity. Some more personal props have been added to guest rooms as well.
New Conversations: More conversations between REGAC, the Inspector, and the suspects have been added, expanding the intrigue and web of lies surrounding the hotel's murders.
CHANGES (This is just the start)
The R.I.T. device and hacking buttons have been switched for player comfort. Pull the trigger to open the R.I.T. screen, and press the right "B" Button to hack (or click right touchpad if on VIVE).
Some environments have been rearranged, recolored, or otherwise modified visually to help players get lost less often. In addition, labels have been added to many doors. Finally, a map of the upper levels has been added to a reception desk in the cafe.
The GWEN! song "cosmic_ocean" is now 75% more stuck in my head
Additional captions have been added for important sounds.
Voices have been normalized better so they are more audible, particularly during intense music.
Grabbable objects have had their grab behavior and grab points overhauled to make grabbing and holding objects seem more natural.
Modified spatialized sounds on several objects.
Moved the location of some credits and labels for Aesthetics
F.R.E.D.'s spoken lines are 200% louder.
Updated some graphics and textures with new text & animations—make sure to check out the screen saver in the coffee shop!
BUG FIXES (We called an exterminator)
Fixed a bug where the Conference area from the lower south hallway would not load.
Fixed a problem where teleportation movement would not trigger loading of different sections of the map.
News recording at the beginning should no longer interrupt the opening puzzle sequence.
Fixed some collision/validity issues with teleport movement.
Grounded Check is now more consistent.
Fixed some light mapping and occlusion issues.
Grabbable objects should no longer collide with the hand holding them.
Coffee cup in the Upper Halls should no longer fall through the world.
Fixed a bug where trying to exit the lift while it was in motion would trap you—which, while definitely a creepy addition, was not intentional.
Maintenance fire should no longer spontaneously reignite. (We blame Morley)
Fixed several bugs which prevented specific case missions from advancing.
Left another dish of food out for Wesley, in hopes that he shows up
TECHNICAL CHANGES (if you're super geeky about this kind of thing)
GIBPlayerController now recognizes HTC Wand as a valid controller type (ControllerType.Wand)
Loaded levels list now treated as a HashSet to optimize level loaders
Recently, there have been many connection-related problems due to sever instability issues. These problems made many kinds of inconvenience to our users. So, we decided to do whole server maintenance. Thus, also our regular maintenance time will be moved up for our user's convenience.
We expect this maintenance to last about 8~9 hours. Kindly check the maintenance time scedule below. ● Downtime: July 19, 12:30 PM ~ 21:00 PM
※ Due to unexpected issues and problems, we are sorry to inform you the event has to come to an end 1 day earlier. - Mastering Yourself
Sorry for your convenience and we'll do our best to finish this maintenance ASAP. Also we also trying our best for our user's community.
Patch 0.17.0 will launch 07/17/22 for testing purposes before the free-to-play launch. Downtime will begin 7:00pm EST and is expected to be down for 2 hours. This DOES NOT mean the game will be free-to-play until the original planned date of 07/18/22. The exact time is still to be confirmed but we will announce everywhere once it's live.
PLEASE NOTE: The game will be free-to-play on BOTH Steam and EGS. It is not exclusive to EGS only.
Content
Economy Update
With patch 0.17.0 we have completely changed how the economy works in Fault. We felt that with the previous system, the game did not feel rewarding enough for the average player. This complete rework removes the mark system and replaces it with Cores, these cores can be redeemed for fragments which allow you to unlock many different items found within the store. Below we have taken the time to fully explain this new system to our community.
Cores and Orbs
What are Cores? Cores are a chest that contains high-value rewards and requires a key to unlock their contents.
Cores can be purchased individually or in bundles with coins and come with their respective keys.
Cores can always be purchased in the in-game store and are also featured on the sales screen at a discount, with a limited number of purchases per player.
Players can select up to 3 fragments to “augment” the value of a Core. This increases the value of the Core’s contents by the value amount of the fragments.
Types of Cores There are two types of Cores in Fault:
Lesser Cores are mainly granted from high-value in-game achievements and event rewards and contain both cosmetic and hero fragments.
Prime Cores are only purchasable with Coins and mainly contain cosmetic rewards.
What are Orbs? An Orb is a chest that contains low-value rewards and does NOT require a key or matter to unlock its contents.
Orbs cannot be purchased with coins or Matter.
Orbs are granted as in-game rewards for low-value achievements and event rewards.
If the Orb only obtains a certain type of content, it can be categorized by the content type.
If the Orb only contains fragments related to a hero, it can be considered a Hero Orb ie, Gideon Orb, Murdock Orb, etc.
If the Orb only contains fragments for a monetization category (for example, skins), it can be considered a Skin Orb ie, Skin Orb, Ward Orb, etc.
If the Orb only contains rewards exclusive to a progression/reward system (for example, Paragon/Honor system, coming soon), it can be considered a Paragon Orb ie, Paragon Orb, Event Orb (Halloween, New Years, etc.), etc.
Types of Orbs There are three types of Orbs found within Fault: Lesser, Common, and Prime Orbs. These orbs can contain Matter, Fragments and Keys. Each level of Orb has a higher chance to drop higher tier rewards.
How to Earn Orbs There are many ways to earn orbs in game to get a chance at some awesome loot, below we have listed how to earn them:
Playing a Match
Account Progression
Hero Mastery System
First Game of the Day
First Win of the Day
Daily Challenges
Weekly Challenges
Honor System/Level (Coming soon)
Re-rolling
In Fault, you are able to re-roll fragments from your inventory in order to receive a random new fragment.
Renting
We have a feature that allows you to consume your fragments (of the same type) to rent out skins or heroes for 24 hours.
Merging
Once you have 3 of the same fragment, you can combine them and receive the reward they are tied to permanently, fragments exist for every item within the Fault in-game store.
Pocketful of Quarters
We have begun working with an outside group named Pocketful of Quarters (https://www.poq.gg) who run events and tournaments for tons of different games. As a PvP game, we are very excited to work with them in the future, as they will be running events with some familiar faces in the Fault community. PoQ has a interoperable game token that players can earn in events and spend in many different games. This currency, named Quarters, can also be used on their website for cool prizes and other in-game goodies from popular titles. Our players will have the ability to link their accounts with PoQ in order to obtain and spend Quarters directly in Fault and everywhere they are accepted. Quarters can not be sold and are simply a way for gamers to have more freedom with their purchases.
Each Fault Coin will translate over to 4 Quarters if you link your account to PoQ.
This system is completely optional and you can continue to purchase Coins like you always have done.
VFX
Recently we started work on implementing T4 skin visual effects. The list below is all the currently implemented visual effects for these skins. Going forward with each new hero release, T4 skins will come with their visual effects ready to go. We plan on finishing the rest of the currently unimplemented T4 skins in the coming weeks.
Full List:
Magma Scarab Grux
Novaborn Greystone
Undertow Gideon (Not his Q currently)
Rogue Kallari
Rogue Sparrow
Northern Mystic Morigesh
Summertime Twinblast
Heavy Armor Belica
Bad Santa Riktor
In-store Content
Name Changing You can now change your name directly in game by clicking your name/avatar/currency.
10,000 Matter
400 Coins
1,600 Quarters
New Avatars
New Skins
Toxic Countess
Polar Ops Boris
High Tech Boris
Epic Astro Gideon (Epic Games Store Exclusive)
Dark Side Gideon
Fault's Anniversary
Today marks two years of Fault's early access period! We are very grateful for the continued support from our community and we know we could not have made it this far without everyone who has stuck with us all this time. This journey has been amazing and we are very excited to take the next step towards full release with you all.We had planned to hold an anniversary stream to go over our journey with you all. Unfortunately, we have rescheduled the stream and will provide more details to everyone soon. In the meantime, we have made some of our early videos public again for today so that everyone can take a look back at where we started.
Steam must approve it and I was assuming the demo would release today. From what I was told it should be today or in the next two days, as steam teams have to review my content before release
Now that being said I actually like that because it shows they are some what cracking down on alot of games I wont say names but you know!
I will post as soon as I get the demo live and I cannot wait to see your adventures start to take hold!
Sorry for the inconvenience I wasn't aware the demo would have to be approved seeing how my build was ok'd.
Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
Slowed down how fast social meter drains so people are not always lonely.
Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
People having a poop are no longer valid talk targets.
Saw Dead Human 20->4 Satisfaction loss per second
V0.226
Fixed units not being able to socialize caused by v0.225
Fixed high social multipliers being capped at 1 (also from v0.225)
Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out
V0.227
Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
Tuned Social drain rate to be closer to what was in v0.226 and more manageable
Fixed Guests and Workers not being able to Socialize
Fixed trapped trade animals who got indoors with their universal keys but can't exit.
Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
Fixed Trade animals taking shelter in barns instead of staying with Trader
v0.228
Fixed Family Tree being broken once a family member dies