Gamescom has begun so we are sharing some of the key assets that we will announce at the show. While we continue to polish the game, we hope these new assets will get you excited! Also, please keep your eye on IGN for a new trailer of the game!
As always, let us know your feedback in the comments section!
**Production Updates**
Monster Hardknock
These rune golems roam the Barrows, seeking out hapless intruders and then using their powerful arms to smash the life out of them.
Murayama's Monthly Development Report As you've probably already seen in this update, a new Eiyuden trailer will be released at Gamescom 2022! We're still right in the middle of development, which includes work on the appearance of the game itself, so certain things may change... But I hope it still gives you a better idea of how the finished product will look.
Currently in the dev cycle, I'm personally at a stage I often reached when working on the Suikoden series... A stage I like to call the 'manual labor' part. Eiyuden features over 100 unique characters, and its large cast is one of its biggest draws, so a large quantity of text has to be created for all the different scenes.
For example, when you choose a character for your battle party, if we decide to have the characters say a line there, we'll naturally need to make a line for each character.
Part of the fun of going through a story comes from the personalities of the characters. What sort of personalities do all these characters have? What sort of values do they have, what sort of things do they like, and what sort of goals are they trying to achieve? These aspects are actually deeply entwined with the game's systems.
As I wrote above, if we decide to put a line in for each character every time you decide to add them to your party, we need to make sure it expresses that character's personality... So they all have to be unique. Some characters might be overjoyed to join the battle party, while others may see it as nothing as a chore. Still others might be nervous, and so on and so forth. Getting glimpses of the characters like this is part of the fun of the game.
Still, no matter what part of the game I'm working on at any given time, preparing data like this for every single character is a huge labor. No matter how tiring it gets, I just have to keep chipping away at it, like good old fashioned physical labor, day by day. It certainly isn't easy, I can tell you that!
A Word from the Team I hope you're all surviving the lingering heat wherever you may be. Japan is still as hot as ever, but how are things out where you live?
Komu-nichiwa, komu-banwa. I'm Director Komuta.
This year, Japan's summer feels even hotter than usual... No matter how little time I happen to spend outside, I still end up feeling like it's robbed my body of all its water. Reminds me of when I went to visit Thailand in the summer, many moons ago.
Regardless of the heat, we're still working hard on Eiyuden. Remember when I showed you a tiny peek of a screen in last month's update? Well, this is what that mine dungeon used to look like when it was just a test map!
After making sure there are no problems with a map in its rough form, we gradually add details, lighting, and effects until it turns into the kind of map you saw last month. Then, after a lot more work, we finally polish it into something that we're proud to show off.
Up until now, I know there have been multiple times where we said 'we'll be able to show you something soon,' then failed to deliver... Just like the boy who cried wolf. But I hope you're all excited for Gamescom!
Now, time to end this entry just like I do all my other ones... Here's my favorite way to cool down! A staple of any Japanese summer... Shaved ice! Recently, shaved ice has evolved a lot...
Look at this! Rich pistachio cream and lemon syrup! This thing looks incredible!! ...But it's still shaved ice.
The heat won't be leaving us any time soon, so I hope you all take good care of yourselves and survive the summer. Oh, and please keep cheering us on!!
Changes: - All villagers are no longer killed by mobs and get captured instead, as permadeath was intended as a setback for PvP players. - Villagers HP threshold increased from 40% to 50% to run and heal. - Villagers needs threshold increased from 10% to 50%. - Total number of Nobles increased from 1/5 to 1/3 of max population and reduced from 10k to 3k valor per noble. - War declarations will also despawn all Dangerous Lands mobs from the belligerents' settlements. - Dangerous Lands quests cannot be started during a war. - Rewards for Dangerous Lands (Hard) and (Nosajimiki) are increased to 20m and 100m respectively. - Merchants stay around for 30 mins instead of 10 mins before restocking.
Fixes: - Villagers not taking out their swords in melee combat.
⚠️ ⚠️ For Quest users, please read the end of this message.⚠️ ⚠️ ⚠️
🔥 DO U COPY? UPDATE 1.8.12 LIVE! 🔥
Hey @everyone ! Hope all is well. It’s been a while since the last update for the game. We've encountered some issues during the development and publishing of this version but it's fixed. We also have some great news to announce so make sure to read everything to not miss anything!
So, let's get to it! What changed on this v1.8.12 update? :
Changelogs : Do U Copy? version 1.8.12 includes (1.8.12 VR / 1.8.12 Hacker App)
GAME BREAKING BUGS ARE FIXED
We know that some of you may have encountered some bugs during your games and we apologize once again. Despite the time, we have done our best to fix these bugs to provide you with an enjoyable and optimized experience.
For example, we have fixed the retinal scan bug that could occur on some mobile devices and on some levels. Thanks to your feedback on the Discord, we were able to find this error and fix it.
We also worked on the radio guard which was not working properly. Indeed, for some of you, the message "invalid location" appeared when you tried to distract Steve. So we were able to correct this error in the levels concerned. Thank you also for your feedback.
OPTIMIZATION & FPS IMPROVEMENT
One of our next milestones to continue improving the game is to work on the global optimization and on the FPS count. We want the game to run on every VR headset and mobile/PC devices as smoothly as possible.
We have worked on all the assets, lights and interaction to generate the best render inside the VR headset.
We still have work to do in order to optimize the game but we assure you that it is one of our main priorities. We’re also waiting for your help on that side if you encounter a texture issue or a huge FPS drop at some precise spot. THE FUTURE IS BRIGHT
With the help of our art department, we were able to work on assets and textures to create a complete new AD to give the game a more intimate personality. The new AD is currently being tested and we hope to add it to the next update (1.9.00).
5 new languages will soon be available in the game in the next update. These languages include French, German, Spanish, Italian and Russian.
A new mini-game model should appear soon with a redesign of the Safe Cracking Tool. Still in the testing phase, we'll keep you posted when it's available in game.
And some additional stuff in progress : Teleportation locomotion system New model for the Safe Cracking Tool (still in testing, we will maybe need some of you to help us testing it to determine the right balance to it) New difficulty for mini-games Some polish on all levels Adding SFX
Thank you all, See you all in the virtual world! Cheers
PS: we may have a major announcement in the month… so stay tuned
⚠️ ⚠️ ATTENTION for Quest users⚠️ ⚠️ ⚠️ We've made a mistake while pushing this new Do U Copy? VR version for Oculus Quest headsets. We've accidentally uploaded an old development version that was not meant to be released to the public as it was not stable and contains untested features at that time. We're aware of this issue and we're actively uploading the correct stable build as of this moment. We will keep everybody updated on our Discord server as the situation evolves. We're truly sorry for this unfortunate error, please disregard that latest update as it does not reflect the quality and end result that we're trying to offer to our fellow players. Thanks in advance for your understanding 🍍 - Ilann
- Fixed issue with language Polish detection, and setting the game to Russian instead - Fixed the Sale on the Potato Digger / Equipment Band Rating (those are in sale and cost 7000 Soul, the 3000 Soul are refund when you get on this update)
Changelog: -Added audio to road tool -Added particle effects to road tool -Improved road tool visualization -Improved skid marks -Road tool height tooltip now shows height difference to terrain -Fixed not being able to change road material when having only one node selected -Fixed not being able to change road material two times in a row -Fixed some players auto retiring before race starts in multiplayer -Improved RX handling -Various fixes & improvements
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. This month we explore another batch of excellent community content for everyone to enjoy. Let's get right into it!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
I Was a Teenage Exocolonist is officially released today! I started development almost exactly five years ago, and wowowow has the game ever grown up since then!
I'd like to take a moment to thank everyone who supported Exocolonist and helped create it. Artists Meilee Chao, Eduardo Vargas, Sarah Webb, Leanne Roed, Sarah Roland, Diego De la Rocha, and our hundred card artsits for making the game so breathtakingly beautiful. Narrative designer Lindsay Ishihiro for making us laugh, cry, and fall in love with their moving prose. Gord, Em and others from A Shell in the Pit Audio, and all of our incredible musicians, for adding another dimension of wonder and beauty to the game.
Thanks to my husband Colin Northway for helping with tricky algorithms and game balancing, and for a tremendous amount of emotional support, idea-bouncing and code checks over the last five years.
Thanks to our publishers Finji, our QA and porting teams, and a very special thank you virtual hug to our incredible beta testers and all of our fans for your support and encouragement. And to my dad, who has logged hundreds of hours living life after life on the planet Vertumna.
Thank you, friends.
Okay enough mushy stuff, it's release day! Time to get in there and decide what sort of Teenage Exocolonist you'll be.
Save 35% on Farmer on the Land of War, two fantastic games: Land of War and our very own Farmer's Life! 🐷💥
Life of a farmer is filled with stench, filth and hard work. Kashmir is an old bachelor, farmer and an alcoholic.... Help him survive as long as possible in the middle of east-european nowhere. Your life rhythm will be determined by seasons.
Assume duties of a soldier involved in numerous battles and skirmishes with fast advancing German war machine. Go to battle on foot, driving armored vehicles, or flying an airplane. Use weapons not featured in any other game and feel a good, nostalgic climate of the production like MOHAA or COD.
Today we bring you another update! This time we included 2 new languages: Japanese and Russian.
We've added an achievement for completing the 12 extra puzzles. If you already completed the puzzles the achievement will pop up when you enter the extra puzzles screen.
We also added a "Thanks for playing" screen.
List of changes:
Japanese localization
Russian localization
1 new achievement
"Thanks for playing" screen
Fixed some English typos
Devcats splash screen sfx
Minor visual improvements
Thank you again, dear humans! Love & purrs, Devcats ฅ^•ﻌ•^ฅ