Today we’re excited to bring you an update on the development of Chivalry 2. The release date for our next major update, the Reinforced Update, is set for the beginning of October 2022.
While delayed from its original Summer release timeline, update 2.6 will still include new content, including a new map called Hippodrome, a new weapon known as the Katar, new customization, and a whole host of great features and fixes.
Hippodrome is set to be the equivalent of Tournament Grounds but taking place in the Tenosian Empire. It is a fast, frantic, bloody combat arena with spike traps, flamethrowers and horses thrown into the mix. You'll feel like a gladiator fighting for your life in this Tenosian equivalent of Tournament Grounds. And it has horses for extra chaos! Listen to the stampede of hooves as you run down the field with lance couched, ready to slam into any enemy in your sights.
2.6 will also include the new Katars weapon. The first dual-wielded weapon to join the world of Chivalry 2, the katar is a matched pair of deadly, armour-piercing, daggers for swift close range attacks. Designed for the Ambusher class, it is a very fast stab weapon that does not interrupt opponents. It also encourages the player wielding it to have good footwork and make use of dodges, as it has a very weak block. The katar makes for an excellent engaging weapon, allowing Ambushers to get behind enemy lines and cut down heavily armoured fighters with ease.
We have new player customization coming with this update, specifically some new looks for those enjoying playing as Tenosia since the Tenosian Invasion update.
In addition to the above upcoming content, we want to share with you some fixes that are coming in the future (may not all be included in update 2.6 specifically) that we know are important to the community as well.
Team Balance Changes: Team balance restrictions will now begin at the start of a match in Matchmaking* games, preventing players from stacking onto one team while unrestricted. The ability to switch teams is restricted to only if the opposite team has 2 less players on it. *At this time we have decided to omit this team balancing change from Server Browser servers to allow competitive players to arrange games with their chosen teams on these servers.
Ghost hits with projectiles is improved: This change has to do with throwing projectiles that seemingly do not impact damage. This also includes things like a projectile hitting someone’s shield that they have on their back doesn't produce audio feedback.
General Fixes:
No Helmet option
Falmire spawning under map issue
Peasants will spawn again on Courtyard
Fixes to spawning with the wrong shield factions on some consoles
Adding Mason & Agatha heraldries to FFA
Spear/1H Spear balance adjustments
Highland sword balance adjustments
Additional measures to combat hackers
Chivalry 2's Halloween event will also be returning. There will be spooky decorations on some of your favourite maps such as Darkforest and Rudhelm Siege, and the newly added Desert and Wardenglade (TDM Horses). Wearable pumpkin helmets will be making a triumphant return alongside new seasonal cosmetics purchasable with crowns.
In addition to the overall delay of 2.6, the crossplatform parties feature has been bumped from the 2.6 update and moved to another post-2.6 update. We understand that players will be disappointed to hear that the much anticipated crossplatform parties feature has been delayed further. We want to reassure our players that crossplatform parties development is continuing in parallel with the other work for Chivalry 2 updates and that we remain strongly committed to bringing crossplatform parties to Chivalry 2. We aim to share a new ETA with you all when we are able to do so.
A comprehensive list of patch notes for update 2.6 will be published closer to the release of the Reinforced Update.
Today we’re announcing our next Species Pack that will be released alongside the 3.5 “Fornax” update, the Toxoids!
Whether you burn the future for the benefit of today or scavenge the past, Toxoids are survivors. Toxoids gives you the chance to gamble the future of your planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy.
The Toxoids Species Pack will be bubbling over with things such as:
New Origins:
Knights of the Toxic God:
In the depths of your homeworld, rumors rumble of a true power buried under the toxic sludge. Do you dare to dredge up the secrets of your past - and potentially unleash them upon the galaxy?
Overtuned:
The candle that burns the brightest, burns itself into the galaxy’s memory! Play as a species that can gain more and more traits at the cost of its own lifespan, and live for today without worrying about sticking around for tomorrow!
New Civics:
Toxic Baths:
Grow your population fast with a fresh infusion of mutagenic sludge - so long as you’re willing to tolerate the costs to your planet and your people!
Scavengers:
One empire’s trash is your empire’s treasure! Don’t be too proud to harvest debris and destruction for quick construction projects of your own.
Relentless Industrialists:
If you’re going to keep up with demand, you’re going to have to learn to ignore all of those petty regulations and negative opinions. The surviving population will thank you for all of the resources you gain!
New Traits:
Incubator:
Repopulate quickly when your planet is empty, but those growth facilities can fill up fast!
Inorganic Breath:
Your own people are a source of valuable exotic gasses! It’s a shame the respirators are so expensive.
Noxious:
Other species can’t stand being around you, and it seems like your mere existence is making your planets awful places to live. On the other hand, other empires have a very difficult time wanting to fight or subjugate you, and it’s hilarious to see the look on their faces when you’re in the room!
Exotic Metabolism:
You’ve adapted to ask “are you going to eat that?” where other species would be calling the hazmat team. Eat faster, live longer, and enjoy a terrifying rainbow of flavors!
New Cosmetics:
Species portraits, ship models, and cityscapes that only a mother could love.
New Advisor:
Grow your empire alongside a relentless source of noxious sarcasm!
The Toxoids Species Pack and the Stellaris 3.5 “Fornax” update will be released on September 20, 2022, and will be playable at PDXCon this Friday and Saturday at Münchenbryggeriet here in Stockholm.
We’ll be moving to a rapid dev diary release schedule for the next few weeks as we attempt to cover everything that’s in the Toxoids Species Pack. We’ll see you next Tuesday with the next Stellaris Dev Diary.
Gamescom is over, and whether you could attend or not, we want to share the experience with you!
This was the first time that Mato Anomalies was playable for the public, and we can’t wait to hear your impressions in the coming days. We were overwhelmed by the amount of interest we received. At times the line wrapped all the way around the corner!
Even Gram found his way to Cologne through the Rift, and SkyEye had to put out a search for him:
Though it actually turned out to be a cosplay by the amazing LazerLiz, who made and wore it Saturday & Sunday, and Moro.Props, who wore it Thursday & Friday. Make sure to give them and their agency a follow to see more of their work!
If you visited our booth, you could grab some of these amazing goodies:
The pins with Gram’s face were particularly popular. He probably wouldn’t enjoy that :D
To everyone who attended and played the demo: Thank you so much for your support! Keep your eyes on our social channels for more announcements about the game in the coming weeks.
Next Stop: Pax West!
To support our cause and help us to defend Mato against the threat of the Bane Tide, wishlist Mato Anomalies on Steam!
1.4.14f1
AV-42C
- Fixed: soldiers would not enter passenger bay if door was open before they spawn
Units
- Fixed: Error when AI pilots are taxiing to/from runway in Airbase 1 caused them to go haywire
- Return AI pilots to the proper position if they veer off taxiway or takeoff runway for any reason
We've made a few improvements based on user feedback and improvements to Ren'Py! We adjusted credits to be slightly more challenging, improved the money display on the yearly screen to be simpler, fixed a bug where the wrong parenting style was used (thanks to the user who reported it!), and upgraded to Ren'Py 8.0.2.
Hello everyone, welcome to the 10th development update. We finally have some news to share on what we are working on and what new content you can expect in the coming months.
Small content update on September 15
Ancient Dungeon will release on the Quest Main Store on September 15, 10AM Pacific Time. Along with this release, there will be a small content update on both platforms as well as a rewrite and expansion of the games journal pages to make it align with our future planned content. First, all journal pages that had no real connection to other parts of the game ("The Thief", "The Innocent") will be replaced by journal pages relating to the sealed souls adventurers. Unlocking ghost fights will also change: You need to find all journal pages that belong to a certain soul in order to unlock its ghost fight. This will flesh out each of the soul delves and make the journal pages more connected to the rest of the game.
There will also be entirely new journal pages concerning the **Main Story** of the game. When the player finished a run, new journal pages will appear which will further expand on the lore of the game and hint on future content.
All in all, there will be 24 new journal pages for you to find and read through. We have also added 6 new items for you to find in the dungeons.
More future content
Since we did not have too much time adding content for the main store release update (QA deadlines, preparations for marketing, bugfixing on the OpenXR update, and lots of other behind the scenes work for the main store release), we will focus on a bigger content update as the update after the main store release update. In general there are 4 things we want to add very soon. Depending on the amount of time we need, we might split them up into 2 updates to reduce waiting time for you.
Points of Interest system
This is probably going to be the biggest addition to the game and will make the dungeons a lot more varied and interesting. This system can be understood as a compromise between development time and dungeon variation. Initially, we wanted to have an alternate floor for each of the current floors (except The Cradle), with new enemies, new rooms and a new boss. These alternate floors would be the same difficulty wise as the original floors but appear randomly in order to make runs feel more unique. However, there are a few issues with this approach:
- Development time: Creating a new floor takes a lot of development time. Even if we can reuse some enemies from their original counterpart, creating a new floor will probably take around 2 months of dev time until they are fully functional, balanced and varied enough. Multiply this by 4 and we are looking at more than half a year of dev time just to create these new floors. - They have the same difficulty: While the new enemies and variety definitely would be cool, the difficulty of the floors would be similar to the already existing ones. This means, the novelty of encountering an alternate floor would quickly wear off, because players that already manage to win runs consistently, would not have a lot of new challenges in the alternate floors. - More dungeons result in less dungeon variation: The more dungeons we have to manage, the more time we need to improve them. Adding variation or a new enemy to 4 dungeons is a lot easier than doing the same for 8 dungeons. Right now, the current 4 dungeons we have still do not have enough rooms and mechanics to feel like a fresh experience for experienced players each run. We are planning on adding a lot more rooms and mechanics for the already existing dungeons, but the prospect of doubling our workload by adding alternate floors, does not seem like a good idea.
To summarize: Adding alternate floors seems like a cool idea to increase variation in the game, but ultimately would result in extremely long development times and even more managing overhead for us. We think this development time is better spent on increasing variation of the existing floors and working on an even more difficult floor after the Cradle (more on that in a future devlog). The solution we came up with is called the "Points of Interest System".
In general, this system will add more dungeon variation by adding themed room groups into a dungeon that can be randomly found (or with some prerequisites). If you still know the subareas from the beta version, points of interests will act like a subarea, but smaller. For example, the overgrown gatehouse can have a variation which is called "The Barracks". This variation will have a slightly different wall and ground texture, as well as wooden bunks scattered in the rooms. A new type of enemy can also be found there. It can randomly appear in the overgrown gatehouse and fill up 2-3 rooms maximum. This has multiple advantages over the other system:
- More variations possible: Since each variation is only 2-3 rooms big, we need to build a lot less rooms to make a varied point of interest. This means we can introduce a lot more variations with less development time for each dungeon. - Increases variety of the existing dungeons: We have multiple points of interest planned for each dungeon, which means we automatically increase variety in all of them without creating new "base" rooms for the dungeons. We will still create new base rooms, but we need fewer of them, because we already increase variety with building points of interests. - Unique challenges: Since these points of interests are often just a small part of the dungeon, we can introduce some unique designs or challenges into them. For example, we could create tall vertical rooms with unique climbing challenges and have them generate as the "Wailing Pits" point of interest. A whole floor made up of climbing puzzles would be too big and tiresome, but a small localized version of it that only spawns roughly every 10 runs could be a fun and interesting addition. There are a few other cool things we can do with this system, such as introducing harder variations in early floors for experienced players. - More bosses: Since we do not need to create a new boss for each of the alternate floors, we can use that development time to create a new boss for each of the existing floors, increasing the amount of bosses to 2 per floor.
Here is a small graphic that tries to explain our new system:
Points of interest will not spawn on each floor in every run, but they will show up occasionally in order to make a run more varied. They will also be listed in the homebase world map panel so you can see which ones you have already encountered and which ones you have not. I hope this explanation makes sense, we are still in the planning stages so changes to this system are still very likely.
New modifier system
We have removed the current modifier system, because it was pretty outdated and did not have a lot of actual interesting modifiers to offer. It also stopped game progression, which further discouraged players from using it. This is why we plan to rework the modifier system and make it more interesting. We will add new modifiers which change the way the game plays, and also add modifiers which need to be unlocked by completing soul delves. Each modifier will have a "difficulty multiplier" which is a value of how much harder the modifier makes the game. For example a modifier that increases the chance of enemies spawning as abberrants, has a difficulty multiplier of 1.2, meaning the player will get 20% more Insight when completing a run with the modifier active. Modifiers can be stacked, so players can turn the game a lot harder (or easier) if they want to and get rewarded accordingly.
Improved modding tools
The modding tools (especially the room modder) have been neglected for some time now. With the upgrade to OpenXR and a new Unity version, the tools are in a very broken state (that's why there are currently no new rooms being added by us). Since we need these tools ourselves to create most of the rooms and items, we will rewrite them and provide new builds for you in the near future. We will also work on adding new modding tutorials to get more people into modding the game.
Lots of QoL improvements
When looking at the trello page, there are a lot of QoL improvements that we want to do (Reset progress setting, multiple save slots, evasion sounds, better pointer angles, etc.). Some of these will make it into the next update, and some of them will still take some time to get implemented.
Goodbye Thom!
Thom joined the ADVR development team roughly 9 months ago and has contributed a lot to the game (sealed souls runs, new items, helping with the OpenXR port, and much more). Thom has decided to leave the dev team to pursue other career paths and we thank him and wish him the best! He will still remain active on the discord though and stays part of the community.
We are excited to bring to you the very first dev log for Dungeons of Sundaria. We will be doing these to show you some sneak peeks and development progress on future updates for DoS!
This first one starts strong as well, with a new dungeon, improvements to melee, new languages, and more!
Please note that everything shown here is still a WIP and is coming soon!
So without further ado, let's hop into it.
New Dungeon Preview #1 – The Icy Depths
Deep within the Teberon Mountain Range to the north lies the the human stronghold of Korumak. The mountains are treacherous. Few Sundarians dare travel this far north. Whispers for ages have come to Galdrin's Crossing about the downfall of the human stronghold. Now new rumors of Goblin marauders being seen in the region with icy blue skin and glowing eyes, feasting upon the power of the mountain. As you gather your allies you head to the Korumak on the far side of a lake, you gaze up in horror at a monstrous crowned skull which leads to the Icy Depths.
Above: The main entrance of the Icy Depths!
Melee Combat 2.0
Champions and Rogues are about to turn the pain up to 1000! We've been hard at work on making multiple improvements to melee combat, including improved hitbox precision and enhanced feedback. Players can look forward to improved swing and impact animations, blood splatter visual effects, and sounds. We hope these changes will offer better control to our melee players to improve targeting and make the overall controls feel better.
New Languages Supported
We are pleased to announce that the following languages will be supported for all game text: Spanish, Japanese, Turkish, Russian, German, Italian, French, Chinese and Portuguese. Language options may be configured from the in-game Options menu.
Account Wide Shared Stash
We are super excited to announce that DoS will be receiving an Account Wide Shared Stash! A notorious Goblin Banker is arriving in Galdrin's Crossing to open the town's first bank. When completed, it will be a full-service shared stash, allowing players to store and transfer items across all heroes on their account. Players will receive their first large lockbox for free and can purchase additional storage space with in-game gold.
Conclusion
That concludes the first Developer Journal, Adventurers!
This is something we are planning to do very regularly so plan to see a lot more of these in the future.
Labour Day Sale! What’s better than taking the day off? Taking a hefty percentage off all chips and creds for a limited time! Double up with our 2x Chips & Creds Sale starting now!! Kick back and add to your stack. You’ve earned it.
The Season Finale We’re back with our fifth and final stop of the already historic MPT Season 1. Join us as we close out the season Casino One style. Dress to impress and compete with the best. With three more bracelets up for grabs, now’s the time to make it count! https://www.youtube.com/watch?v=YEXin9GGlYE
To celebrate a successful MPT Season, we’re hosting a 100M Freeroll during the action on September 2nd at 4 PM ET. Read on for the full Stop 5 schedule.
Be the Champion This Season As we close in on the first official finale of the Metaverse Poker Tour, there’s still a chance for you to claim the Player of the Season title and boast the flashy Winner’s Pendant Necklace and All-In Pairing. The top 9 finalists who don’t quite hit 1st place will still receive the Finalists’ Pendant Necklace and All-In Pairing.
A Winners’ Game Won any standard events at past MPT stops or plan to collect some dubs in this finale? Get ready to flex the exclusive Metaverse Poker Tour: Season 1 Winner’s Ring, which you’ll find right in your stash as soon as this season ends.
The Sims™ 4 First Fits Kit is here! Whether a child Sim wants to turn heads on the first day of school or run around having fun with friends, these versatile styles will keep them looking fashionable (and SO cute). Give child Sims more ways to express themselves with the kinds of leopard-print jackets, patterned leggings, and colorful shades they’ll want to wear when they grow up. These casual looks don’t require a special occasion, but they won’t be out of place at one either.
*REQUIRES THE SIMS 4 (SOLD SEPARATELY) AND ALL GAME UPDATES. SEE MINIMUM SYSTEM REQUIREMENTS FOR THE PACK.