We’re already 4 days into Early Access! Today we have tips for playing ORX, patch notes and awesome video to share.
First up, we want to talk about tips for beginner players. If you find yourself struggling while playing ORX — check out our Tutorial to help you understand the game’s basics.
Need more tips for playing Rune Wardens? Become the master of runes and decimate orx with impenetrable defences after this episode of Factions Explained!
And last, but not least are Dune Reavers! Watch Factions Explained episode about them and become the fiercest warrior Karrak Desert ever known!
Still not sure about some aspects of ORX? Come ask any questions you have in our Discord! We have a very helpful community and our team is always happy to help you as well!
Patch notes ver 0.9.1.14
We continue our crusade against the bugs, and are making solid progress! In the last couple days we’ve fixed pathfinding bug, some critical crashes and implemented first batch of game performance optimisations!
Fixed bosses death animation causing a progress soft lock (this time for good)
Improved garbage collection (should bring less lag spikes in late game fights)
Improved orx collision performance (should bring less constant cpu lag from large armies) — Improved object pool (should reduce lag on ultra fast attack speed units during firing)
Cairns visuals updated
Trickster boss now does not spawn in act 1
Rune of gust visuals updated
Locale fixes here and there
A pathfinding fix that should solve problems with huge spawns leaving stuck units in terrain and breaking pathfinding in lategame.
Fixed an issue when some players experienced a black screen on game start (this won't help with all black screens since there are a few more cases, but will solve this one)
Hotfixing an error in one of the recent patches with black screen in some menus
We’ve also made some balancing changes to card enchantments:
Infinite enchant now increases the cost of the card by 1X after every use
Vigor now doubles the amount of charges on a card
Static now reduces the cost of the card in half if it was in your hand at the time of redraw (it can go to 0 after a few redraws)
As always, if you have encountered a problem, be sure to share it on the platform of your choice
Video of the Day
Today’s video of the day pick goes to Aavak! He covered ORX before Early Access, but what does he have to say about the game now? Find out by watching the video!
That’s it for today’s update! Be sure to join our cozy Discord where you can:
Join the Militia and help the community unlock awesome rewards
Play an addictive card collecting game, featuring awesome art from the main artist behind ORX
Have fun by participating in Weekly Friday Community Streams
Learn and decipher the mysterious orxish language
And we have even more activities planned for our beloved community — so join now and don’t miss out on the fun!
Hi Everyone, This week we worked on improving the new encounters. Since we made cyclops, and cyclops are known to like sheeps and herd them, we needed sheeps naturally. So we worked on this new animal. Cyclops usually travel with half a dozen of sheeps. So every encounter with them will involve sheeps as well.
Sheeps will have the trait “Fearful” which makes them feared all the time. They are not smart like deers and can’t run away to the exit via the shortest route. Instead they run away from the hero in panic all the time. They don’t calm down ever. One good thing about them is they always drop loot, specifically wool and mutton.
We made some new loots for cyclops too. One of them is the Giant’s Toe, the other is the more rare but precious Cyclop Tear. Cyclops are not the easiest enemy but since they always travel with sheeps, it will always be profitable for the hero to fight with them.
Another development is with the overworld gargoyle incident. The incident takes place at the ruins of a mausoleum. There are at least 6 sleeping gargoyles and there is a tomb in the middle of them. Gargoyles wake up when hero goes near them, so hero needs all his wisdom to minimize the damage and take the precious loot.
That’s all for now. Thanks for reading. May the tides bring you triumph!
I know there's been a long gap of silence in regards to Malfunction II's status and what's planned for the future. However I'd like to assure everyone right now that the game is still very much in development and things have been shaping up into something special.
Let's discuss some of what you can expect.
New Levels & Regions:
As you can see, I have been hard at work on renovating and overhauling levels that were originally cut from the game. They are COMPLETELY different from their original counterparts.
New & Improved models throughout the game:
While there would be too many models to list here, one I'd like to share with you all is Dwenguil's original frame! I have completely remade his model from the ground up just to emphasize on how much damage his frame has sustained throughout his past. Dwenguil's effects and animations have also been completely re-worked as well.
Other additions and Quality of Life improvements:
One of the most notable additions coming to Malfunction II are Journal Notes! Yes, they are finally coming back and will dive DEEP into the lore of Malfunction I's aftermath. You can also expect to find journal notes regarding other aspects of the universe as well. Other additions include: New enemies, new combat system, overhauled & improved mechanics for existing enemies, and of course new puzzles!
While there is definitely MUCH MORE on the pipeline, I hope you enjoyed this short little glimpse at to what's to come.
While I don't have an ETA, you can expect to at least hear more very soon.
Improved Motor Rumble: ● Added the improved motor rumble mode effective in newer firmware versions 0224 and higher - Option to toggle ON/OFF can be found in Settings -> Controller -> Miscellaneous - To update the DualSense's Firmware, please download the official Sony Firmware Updater Tool here: https://controller.dl.playstation.net/controller/lang/en/fwupdater.html
Controller Tab: ● Re-added the removed Controller images ● Minor UI changes, Updated all images ● Added Galactic Purple Controller ● Added Nova Pink Controller ● Added Starlight Blue Controller
Controller LED: ● Added Animate when Controller is charging toggle for Battery mode ● Fixed Battery mode gradient colors not showing correctly ● Improved Touchpad LED brightness control
Shortcuts: ● Made PS + Triangle as the default manual shut off controller combo press (applies to when setting up DSX) - Can be adjusted in Settings -> Controller -> Shortcuts
HidHide: ● Fixed a bug where DSX would always be added to the whitelist multiple times making HidHide client config app unable to open
Display: ● Fixed issue where DSX is completely stretched on non 16:9 aspect ratio monitors
NOTE: When updating ViGEm/HidHide Drivers, It's recommended to uninstall the current ones and install them again from within the app.