0.96.8 is live with some significant QoL changes to Creator Studio and weapon skin support. Starting with Creator Studio, editable Creator Studio scenarios have arrived! Note that previously made scenarios will default to not being editable until a creator turns this option on. For weapon skins, it’s now possible to select a skin to use in the Settings menu. This will apply the skin to future task plays when using the associated weapon.
New Features
Editable Creator Studio Scenarios
Creators can now set if their creations are allowed to be edited by other users or not when uploading a scenario from Creator Studio. Previously made scenarios are default to not being editable, creators can go to previously made scenarios to allow them to be edited by others. An editable scenario will have an Edit button when viewing scenarios from the training or workshop menus, Clicking Edit will load up the scenario in Creator Studio to make edits. Once a task is set to being editable, it cannot be changed back to not editable, this includes other users editing an editable task.
Skins Support
Available skins can now be viewed from a new tab in the Settings menu, selecting a skin for a weapon and saving will remember your selected skin for future task plays. Skins can now be changed mid-task play via the Settings menu and weapon loadout settings (including skin selection) will now be remembered between task plays
New Skins
Introducing Aimee, an Aim Lab-inspired anime character! Available now in the new Aimee 9mm/Shadow Bundle!
Fixed in Aim Lab
Search bar disappeared when re-entering the training tab
Escape menus had different language/spelling for the settings menu
Replays skipped over periods of no activity in some situations
When playing as a guest, the replay modal didn’t close by clicking the 'X' from the task results screen
The replay modal now properly shows if you used a weapon skin during a play
Clicking on Buy Now from the store didn’t open a browser link if Steam Overlay was disabled
Saving a playlist without a name removed all tasks from the playlist
If you aren't already following us, check out @aimlab on Twitter & Instagram for more awesome events, memes, and training tips. Don't forget you can report any bugs in-game and join us on Discord or check out the subreddit to let us know of any feature requests you have or to just come and hang out with the community & our devs!
Hey there Action Heroes! Hotfix v1.5.48.245 is now live!
Thank you for all the love and support with our latest update, Contracts!
To address several bugs that have recently appeared in headset, our team is releasing a hotfix today!
In this hotfix, our team will be addressing the recent bug preventing certain heroes from earning their hard-earned achievements. Performance adjustments and various fixes have also been included. Be sure to check out the changelog below for a breakdown of what to expect in our latest hotfix!
Love,
Cloudhead Games
Pistol Whip "v1.5.48.245" Update Changelog:
Added a restart button to the Contracts pause and death menus
Adjusted colours in the main menu
Fixed a bug preventing certain users from earning achievements
Fixed a bug causing Party Mode leaderboards requiring an internet connection to appear
Fixed a bug causing layers to appear in Liv videos
We have been reworking things in the background with new grapple mechanics and visuals. We still have art assets to finalize and levels to adjust but at least there is enough complete to publish early.
Epic Online Services
We are integrating Epic Online Services into Ink to provide us with a better service backend. Logging in is optional and doesn't change the game; it will mirror your Steam progress (achievements, stats, etc.) over to your Epic Games account if you do login.
Engine Update
Unreal Engine has been updated to 5.0 to bring performance improvements and allow us to switch to deferred rendering. Along with the engine update is a rewrite of the game mechanics to take advantage of Unreal Engine's Gameplay Ability System.
We are moving in the right direction gameplay wise! Based on demo feedback, and also knowing that certain things needed work, I’ve been tinkering with the game in recent weeks and have been slowly making big changes and decisions to the whole map-view and progression system.
The game now takes a more traditional approach to the city-view, which honestly fixes a lot of situations and design problems that I was running into with the more fancy stuff I was trying to do! Also – I can’t keep wasting time on that mission screen because after all.. it’s just a mission screen! With the new mission structure in place, it also became easier and clearer to balance the whole difficulty regarding your opponents and the missions.
Early missions will pose an easier challenge, with less enemies, weaker enemies and it allows you to learn the game more and get into the groove of leading your team!
I also decided to put all dialogs on a “pause” mode, where originally the dialogs would just turn the game into a slow-motion mode.. which is cool and all, but for most players, it’s just going to be annoying! So lessons learned from previous games should not be discarded in future games!
A few new maps added to the game, and the game will also “flip/mirror” levels at random.. and even if you know a building very well, playing it in a mirrored version will surely keep you on your toes!
With so many changes to the game, I decided to also push out a new version of the demo to Steam, and have it up for a few weeks longer.. so if you want to try out all these changes, grab the latest version of the demo and have a play! I also made a fun video talking about these changes, while at the same time trying to see if it would run on an iiRcade cabinet.. Check it here:
Full changes list:
added: “Error – need codes” dialog to keypad task
added: bomb-throwing enemies
added: maps will now be randomly mirrored
added: player can now pickup+use dropped bombs+mtovcocktaisl
added: citymap structure and level progression system
added: enemy spawns are easier/less based on level progression
added:water-stream now also pushes enemies around
added: weapon-pickups show item-name
added: security-code post-it added to security panel (once found)
added: wall-switch to turn power-off/on on floor electricity areas
tweak: complete overhaul of city-map and it’s workings (more progres/mission based)
tweak: improved visuals on enemies
tweak: molotov throwing enemies now also in-doors
tweak: roof-entrance was barely used
tweak: Hostages now use proper pathfinding (not just player-shadow)
tweak: electronic door opening should be faster (or lock camera shorter – delay is too long to remain fun)
tweak: level-flipped state tied to citymap building
tweak: citymap visability improvements
tweak: weapon-pickups shouldn’t be automatic
tweak: chapter-name is gone (became useless)
tweak: all dialogs have a “user-prompt” to replace automatic-vanishing
tweak: improved safe-crack task gameplay
tweak: redesign maps for HQ – split up into different levels for different functionality
tweak: regroup command always goes first (including activated tasks/operations)
tweak: keycards are now more randomly spread (not top-left corner furniture)
fixed: player-shade sometimes stays in blood-shape
fixed: floor-bug in industrial level
fixed: items found in furniture don’t count as pick-up
fixed: vault-missions not happening
fixed: intel guy is waiting for all (AI) players to stop-moving – only check human players
fixed: floor-electricity should block AI more
fixed: flipped levels – lose their left-most wall
fixed: “take down” mission on empty buildings
fixed: floor-electricity should not be placed near doors
fixed: exitX and exitY sometimes set to 0 (causes issues – even tho there is an exit door)
fixed: mapview path, should keep track of previous mission (and only split up from MAIN missions, not sub missions)
fixed: cityview should start on sub-mission or HQ.. now starts on “thin air”
fixed: various annoyances with researching-items/furniture
fixed: “cracked safe 0/1” should be 1/1
fixed: wall-switch can be used from backside of the wall
fixed: hostage makes more logic choices, stays closer to player, and moves to exit when possible
* Fix to flipping vehicles being inconsistent * Fix for interacting with vehicles outside of it * Fixed driving on bridge * Adjustments to AI spawning to fix spawning in walls (still WIP to fix this) * Fixed inventory staying on death * Various fixes/changes to inventory
Warlic received a distress signal from the moon. He crafted a potion for you that will send you to the moon’s surface… hopefully in one piece. On arrival, a distant, mechanical beeping lures you to the source of the distress signal. Something, or someone, is out there and needs your help!
James McAllister
A hard landing caused this Lunar Explorer’s ship heavy damage. James McAllister, and his repair droid Bud-E, need help finding critical pieces of their spaceship to complete the repairs.
XenoScythe Presence
Defend the ship from the XenoScythe as James and Bud-E finish the ship repairs. While you’re at it, see if you can find out what the XenoScythe are doing here and what happened to the rest of the ship’s crew.
Piecing it Together
The more evidence you find, the more concerned James McAllister feels for his crew and his own safety. What exactly happened here? Was it a trap? And what will happen to James if he can’t get off the moon? P.S. We have hidden some references to our legacy game Mechquest, let us know if you find them.
Gear Up for a Moon Landing
You need to suit up in the right gear for a prolonged stay in space. Mix and match pieces from the various sets around the Space Explorer Bodysuit (armor) piece to make your own style. Plus, you can have your very own assistance droid!
Lunar Crafting (Cosmetics)
Wolf Explorer gear set
Rune Explorer gear set
Myst Explorer gear set
Sussy Explorer gear set
Shadow Explorer gear set
Bounty Explorer gear set
Lunar Gear Shop (DC)
Corrupted Spacesuit gear set
Bud-E Assistance Droid (pet)
Lunar Drops
Lunar Explorer armor set (Stats)
Explorer-117 gear set (Guardian Cosmetic)
Vector Spacesuit armor set (Cosmetic - does not need Space Explorer Bodysuit)
New Items in the 2022 Summer Collection!
The Summer Collection keeps getting better. We’ve added a few new goodies, also available to buy individually. If you already bought the Collection Chest, congratulations, you got these for free!
Nulgath Swimsuit (with tattoo!)
Fire Elemental Pet
Fire Elemental Travel Form
Water Elemental Pet
Water Elemental Travel Form
Last Chance
Doubly Daily Rewards ended Tuesday, July 19th.
DragonCrystal Bonus Sale ends next month! (August 10)
Summer Collection leaves September 14th
Thank you and… Next!
AdventureQuest 3D is getting better every week. The next dark chapter of the Nulgath Saga is currently in development. What horrors will you uncover during your journey beneath the Red Monastery with Victor and his Paladins? Meanwhile, we just have hired a new programmer and a new modeler/animator to help us improve the game. Next week we will be releasing our 1st ever bank pets along with an expansion to Nulgath Part 1.
The Early Preview of the first Puzzler Pack is available on Steam! The entire DLC Pack is FREE, so you’ll only need the base game to delve into the Pocket Dungeon’s new content.
Friendly reminder that the DLC pack is still in development! We'll be continuously adding new content and fixing bugs (so keep an eye out for more announcements!) Players are encouraged to share their opinions and suggestions on our Discord channel!
“Moonlight” Character Challenge: Every so often the moon will change phases. When it is full, Specter Knight will lose his recovery ability and transform.
“Scythe Slice” Refract Challenge: Slice through chained foes! (As long as there is a free spot at the end of the chain!)
Plague Knight:
“Extra Toxic” Character Challenge: All monsters have increased HP in this challenge. Poison damage persists but acts slower. Foes defeated with your poison attack will not reward gems.
“Bomb Burst” Refract Challenge: Plague can now jump all around the field. While at full health, collect potions to store up Bomb Burst charges!
New Relics:
Super Skeleton Key: This is the only key you will ever need! Rumors say other keys burst when hit with it! Terrific!
Stick of Ram: Charging in the same direction will give you more damage! Make sure to not slow down!
Fixes in Update:
General
Puzzle Knight no longer spends a full turn when rotating units but instead will slightly advance turn time.
Mona + Potion Napkin: Only potions aligned with Mona horizontally or vertically are immune to explosions from other potions.
Small art update to the Quandary description board.
Added a “Shader Strength” setting under “Video Options”. You can use this to lower or turn off shaders used in Quandaries (i.e. Specter’s Moonlight).
Text update on some of the new feats & quandary descriptions.
Items stay in place for a turn when opening a chest.
Bugs
Fixed Gold Leaf Clover would make an extra chest appear on a stage.
Fixed Gold Leaf Clover would not improve your item odds in King Chests.
Fixed Mona’s victory portrait having the wrong sorting order in VS
Fixed Shrinemaster had his hurt portrait missing.
Fixed you could get stuck on the top row after a Shovel Drop during the Shrinemaster fight.
Fixed poison bombs were flashing red from the get-go.
Fixed traps could hurt you when entering portals, Chester's chest, or doors if timed correctly. Traps underneath a portal now get deleted when you exit them.
Fixed units desyncing from the board if you entered a portal while they were being tossed into the air.
Era 4 is now available! Yahoo! Era 4 introduces a lot of new content, including: -The Spell Forge and 3 new Perks for each Spell! -12 New Traits! -6 New Fates -10 New unique achievements! -Spell Skins available for each Spell! -The Magic Coins mechanic! -A new backdrop! -New Rune types, and more!
Tremendous thanks to everyone playing and supporting the game! :-D