With the final touches and tests being made to the Montana DLC, we are excited to announce a release date for this highly anticipated addition to American Truck Simulator.
Montana is due to be released on August 4th, 2022
We know for many of you, that date cannot come soon enough! To keep the hype train rolling, we hope our official DLC trailer for Montana which features the natural beauty and prominent industries of the state, will keep you content until then.
We can't wait for you to explore Montana for yourselves in the near future. Our teams involved in the production process have worked hard to create this DLC and are still in the final stages of ironing out any bugs and placing final additions into the map. During this critical time, it is important for us to make sure the DLC is ready for release. If we do happen to come across a major issue, it might be that we have to change the planned release date. We will be sure to keep you in the know if this does happen.
So, are you ready to go cruising in Montana? If so, be sure to add Montana for American Truck Simulator to your Steam Wishlist! It really helps supports our work and notifies you of its release. We thank you for your support and we look forward to welcoming you across the state border very soon.
It gives us great pleasure to announce the return of the Moogle Treasure Trove! Collect irregular tomestones of verity by completing specific duties and exchange them with Itinerant Moogles for a host of treasures including accessories and mounts. Seek out those tomestones and reap the rewards!
This time, the demon brick earring is available for exchange, so don't miss this unique opportunity to further build your fashion arsenal!
* Irregular tomestones of verity will not be awarded when using adventurer squadrons or the Duty Support system. * Irregular tomestones of verity are only available to unrestricted parties if the "Level Sync" option is applied.
We are getting close to getting our first gameplay demo done. Sorry for the delay but with a very small team, development takes time. We will have a lot more updates and screenshot coming soon. Once the demo is done, it will be much quicker for us to get the levels done – how many levels? Well we are not sure yet but enough to be satisfying.
Today we would like to discuss the topic of game saves in the Prologue. Many of you are reporting to us that the lack of saves in the prologue is a big problem. We want to explain why they are not there. First, because we estimated that the time needed to pass the prologue is quite short, and there is no need to add that feature to the Prologue.
Our game is very complex, we have several thousand parts and their condition changes as well as quite a few changes to the map. Creating a save system in such an extensive game is difficult. Optimizing to make everything work the way we want it to take a lot of time. And we always have to be 101% sure that what we're doing will work correctly and the way we intended.
We are a very small team, and we have to carefully balance our resources. Therefore, we preferred to focus on showing more features than adding saves. Game saves will be available in the full version of the game. Our Prologue is completely free, and its purpose is to showcase key features from the full version.
Please remember Truck Mechanic: Dangerous Paths is first and foremost a mechanic simulator with rough terrain driving elements, not the other way around. That's why you will encounter many repair tasks in the game.
If you want to talk with us about your ideas, problems we encourage you to join our discord server, where we have ongoing discussions on topics related to our games. We listen to our players because we care about our games being good and meeting your and our expectations.
JOIN OUR DISCORD
Thank you once again for your valuable feedback, constructive criticism and great ideas :) Atomic Jelly
As we're nearing our testing phase, this will probably be the final preview before the Custom Difficulty update is released!
Any information and images are Work In Progress (WIP) and may change drastically before releasing
We've had a tonne of questions on what settings will be available to customize your games, so we thought we'd shed a little light on what's to come!
Every single setting that you can change in Custom Difficulty is tied to a reward multiplier. This means you could recreate Nightmare difficulty, and only change a couple of settings, to get similar rewards!
We've tried to make every setting's multiplier fair, based on the advantage or disadvantage it may bring to your investigation.
Do you want the ghost to be slower and the player to be faster? Sure thing, but you'll get fewer rewards!
Fancy making the ghost a speed demon and disable player sprinting? Go for it! And you'll get extra rewards for doing so!
A quick peek at the Player settings you can change
Custom is all about choice, and in the future, we may add more settings to push the boundaries even further.
Want more cursed possessions? Want to choose which ones? How about none?
We've even added presets to get you started!
You can load up any of the default difficulties as a starting point, or you can make something from scratch. Also, you can save up to three of your custom settings as presets for future use!
We can't wait to see what games the community comes up with, and the carnage that will come from it.
Finally, we'll be setting a special challenge with an in-game reward, for those brave enough, with the launch of the Custom Difficulty update. More details on that soon!
Unlike it's predecessor, Sunny Meadows is crammed full of things to make it feel used, abandoned, and messy.
The hallways are far from empty, they're scattered with the remains of what used to be; beds, moved bookshelves, rubble, and chairs. Not only does this create more visual diversity, but it also makes those tense chase sequences more stressful, as you have to find the path between these new obstacles.
Even the hospital wing has dividers, beds, and wheelchairs blocking your path...
Sunny Meadows has several different sections, each with their own theme and assets. Some areas are designed to be completely different, like the yard or chapel, to make each investigation feel unique.
Dont get caught out in the open while searching for orbs...
What other secrets does this abandoned asylum hold?
That's it for Development Preview #5. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia Thanks,
One week has passed since the EA started, and the audience's response has been very positive! Thank you all very much.
Based on community feedback on Discord and the community hub, as well as my own opinions and design ideas, I am releasing a rebalancing patch today.
People seem to agree that Radioactive's early game is too weak, so it is getting a wide range of buffs. The difficulties have been adjusted to have less difference from one setting to the next. Difficulty now goes up to 9.
- Radioactive gets buffs, and a new healing card - Storm get buffs, and a couple of new cards - Difficulties become more granular, and difficulty now goes up to 9 - Many enemies have been tweaked
Future Plans
These items are being worked on. I cannot guarantee when/whether they will be finished, this is just giving you a rough estimate of where my primary focus will be in the next few weeks. - I want to do a patch which introduces more enemy types. These will introduce some new mechanics. - I want to add a "deck view" which can be viewed from anywhere, such as when you are at a low threat level - I want to add a new type of ability for each planet, which uses a different resource than energy. - I want to add more cards to 'Storm', as it currently has the fewest cards. I'm not sure how I feel about the "Auto" mechanic, because it might just devolve into "pick everything that says auto" when you're at a certain point.
Началась акция «Волшебная Лампа»! Не упустите свой шанс получить бонус — 1500 !
Как получить бонус?
В начале акции всем персонажам, достигшим 4 уровня, на почту будет выслана коробка с сюрпризом, из которой можно достать Волшебную лампу. Именно в таких лампах предпочитают селиться древние и могущественные элементали.
Для участия в акции достаточно открыть коробку с сюрпризом и активировать Волшебную Лампу. Возможно, именно вам улыбнется удача, и попытка призвать элементаля из Лампы окажется успешной.
После этого в левом нижнем углу вашего экрана появится значок акции. Наведите на иконку курсор мышки, и вы увидите остаток вашего бонуса. Он будет распространяться на все платежи в период действия акции до тех пор, пока его запас не исчерпается!
Чтобы получить бонус, вам необходимо пополнить свой игровой счет.
По мере поступления платежей остаток вашего бонуса автоматически пересчитывается. Таким образом вы с лёгкостью сможете его отслеживать. Максимальная сумма, на которую по условиям акции может быть начислен бонус, составляет 750 кристаллов. Максимальный бонус по акции может достичь 200% - 1500!
Пополнить счет можно с помощью любой платежной системы, в том числе и используя SMS. Исключение - оплата через пин-коды.
В игре Лампу можно будет активировать до 23:59 мск 29 июля, а зачисление средств на игровой счет с получением бонусов в премиальных кристаллах возможно в течение 5 дней с момента активации лампы.
[/h3]Various improvements have been made, such as granting NPCs weapon attack detection only when attacking, and playing a sound depending on the weapon when NPCs attack.
Creation of options
[/h3]An options screen has been created that allows the user to adjust the volume, exit the game, switch between windowed and full screen, and change the resolution.