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Mark your calendars because we're here with a date for the next DLC! With the Monk, Bard & Warlock joining the party, we've finally completed the full SRD class lineup in Solasta. To think we originally planned to release the game with only 4 - Fighter, Rogue, Cleric, Wizard - and now we're up to 12... All of this is only possible thanks to your support! But that's not all there is, the long awaited Dragonborns also make their appearance in this new DLC. Inner Strength, coming up November 14th - don't miss it!
This DLC unlocks three new Classes (for a total of 9 new subclasses, plus 3 additional ones if you own Lost Valley) and one new Ancestry.
The Warlock Class, with its 4 subclasses: The Fiend (SRD), The Hive (Solasta), The Timekeeper (Community), The Tree (Lost Valley)
The Bard Class, with its 4 subclasses: College of Lore (SRD), College of Hope (Solasta), College of Heroism (Community), College of Tradition (Lost Valley)
The Monk Class, with its 4 subclasses: Way of the Open Hand (SRD), Way of Survival (Solasta), Way of Light (Community), Way of Freedom (Lost Valley)
The Dragonborn Ancestry
Free Content Update For Everyone
Three new Backgrounds: The Ascetic, The Artist & The Occultist (note: these new backgrounds do not have a background quest in the Crown of the Magister campaign)
17 new feats to give our martial classes some more love!
Gamepad support on PC is finally here <3
Boss monsters are coming to the Dungeon Maker. Use them at your own risk and peril!
It's already been two weeks since the last update so, as promised, it is time to welcome a new character to our roster:
Natoko!
--------------------- Story ------------------------
Before learning of the Undertaker's existence, Natoko was one of the young warriors in training of his village and although he showed enormous potential, he nevertheless remained in the shadow of his brother Anoki, the prodigy.
One day, while the two brothers were doing their usual guard duty around the village, they discovered a stranger dying in the desert. Despite the customs of the village, Natoko insisted on helping the poor man left for dead and bringing him to the village. While recovering, the stranger quickly became friends with his benefactors, and Anoki began to pass on some of the village's fighting techniques to him. The newcomer particularly excelled in the handling of shurikens. Once fully healed, Nigel, for that was the name of this new friend, insisted on meeting the village elders. He told them dark stories about what was happening in the valley, about the threat posed by a certain Undertaker. He implored the elders to come to his aid against this entity, pleading that sooner or later it would be a danger to the village. The elders refused and Nigel left the village to face his enemy alone.
The elders didn't know it but the Undertaker was not someone who forgave easily and when he discovered that Nigel had not only survived but also seemed to have become stronger through obtaining new exotic techniques , he condemned those who had come to the aid of the sheriff on the spot. Unfortunately, the techniques used by Nigel were not unknown to the terrible tyrant. Indeed, one of his underlings used similar techniques, a mysterious goblin by the name of Sasuto.
A few days later, during a moonless night, the village was stormed by the Undertaker and his henchmen. The attack was so sudden that the village forces were defeated in an instant. Nakoto himself was buried under rubble and forced to look helplessly at this scene of destruction. "How could these assailants discover the village? It is supposed to be hidden from everyone's eyes" he said to himself. It was there that he he saw them, in front of Anoki, the village's last line of defense, stood the traitorous Sasuto, a former member of the village once exiled by the elders, and a mournful figure who could only be the Undertaker in person. Wielding the village's sacred blade, Anoki fought valiantly but was quickly defeated. The blade was broken and the village razed.
After the battle, Natoko finally managed to break free from the rubble. The inert body of his brother in his arms, he swore revenge. He reforged the sacred blade of the village and poured all his rage and hatred into it. From now on, Nakoto lives only through his sword: "Dark Vengeance"
As usual, we not only worked on creating the new character, we also worked on other stuffs. Therefore, we decided to add three new levels of infamy. You will now be able to climb up to level 18 infamy.
We also tried to fix as many bugs as possible. Thank you for continuing to report them regularly, it helps us a lot.
Another thing, we added the translation of the game in Turkish, Hungarian and Portugues (Brazil). Thanks to "Attic Çeviri" for the Turkish translation, to Szurony Inugami for Hungarian and to Bruno Teixeira, Gabriel Picinin, Jhonny Wieck and TicakillBR for Portuguese. If you would like to help translate the game to your language, don't hesitate to contact us.
You are used to it now, adding a new character and/or new items is likely to greatly influence the game's meta. The high score ranking will therefore be reset, get ready to grind your way up the ladder.
Once again, thanks to all of you who follow our adventure, we can't say it enough.
That's all for today, I'll leave you with the details of the update and we'll see you again on October 6th!
Enjoy!
Content
New character
Natoko: Unlock him by finishing a game with Nigel
New Items
Funeral Vengeance: Your attack speed is up to 3x faster when you're close to your target, but 3x slower when you're far away.
Gameplay and quality of life
Added Portuguese (Brazil) translation
Added Turkish translation
Added Hungarian translation
Added "Fullscreen" resolution option
The "Seed" of the high scores are now visible if you want to test them for yourself
Balancing
Adrenaline - Effect triggers when player is under half max life -> Effect triggers at half max life
Adrenaline - Cooldown reduction: -20% -> -30%
Parting Gift - Rare Quality -> Common Quality
Sound improvements
Added sounds for the menu
Bugfixes
"Hotfixes" during version 0.8
Fixed an issue with selecting the start button with the mouse in the new character select menu
Resolved an issue where "Aiming System" would not update upon death of a Deputy
Fixed an issue where Roger would start with 3 out of 1 lives when starting the game
Infamy level selection arrows can now be selected with the mouse
Fixed an issue where Denzel could hit the player when he is under the ground
Corrected a mistake in the description of "Aiming System"
Fixed an issue with recovered experience giving the player too many levels
Resolved an issue with "Surprise Attack", critical hit chance resets after coming back to life (Multiplayer)
Resolved an issue where players could obtain a chest and a level at the same time preventing the choice of one of the two
Fixed an issue where Roger's item description was not appearing in French
Fixed direction issues with momentum when playing the keyboard
Fortune’s having a bonanza in NosTale! Between 23rd September (11 AM) and 26th September (11 AM CEST), you can really rake in the goodies in NosTale with the following drop events:
Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
Double Item Drops: Defeat monsters and potentially pick up twice as much loot as normal.
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.
Back in April we announced that, after over a year's worth of updates, development on Stronghold: Warlords was winding down and the v1.10 update would be our final update for Stronghold: Warlords. Since then, however, we have made a few further tweaks and fixes to the game which we have included in this bonus v1.11 update. We didn't feel that was quite enough for a final update though so we have also created one last Skirmish Trail and 2 new Skirmish maps for everyone to enjoy.
Thanks for coming with us on this journey, all your feedback has been taken on-board and will be used to create future Stronghold games. Our focus is now on the next Stronghold game and we hope to be able to share more information with you in the not too distant future. In the meantime we hope you continue to enjoy playing Stronghold: Warlords.
This update prepares for the coming ports (Mac, Linux & consoles) The middleware (GameMaker) has been upgraded to latest version. As such, the game is now a 64 bit executable.
32 bit Windows are no longer supported (the store page already mentioned "64 bit required" at launch) But if you really need an older 32 bit version, use the "32bit" branch (right click on the game => properties => betas => 32bit, no password required)
Changes: - It's now possible to kill the only character from the game that always survived at the end! - A new choice on the summary has been added for this. - Also added "new" alternate credits cutscene to replace the one for this character when they're killed. - Eating food is now faster in Relaxed mode. - Reduced timer for VR training tutorial to 15 seconds for some phases. - Fixed Graff automatic save file in bunker (2nd part) indicating an impossible goal. - Fixed pyramid room top puzzle would sometimes not validate despite entering the correct combination. - Fixed icon topic for resuming interrogation in Chapter 4 was displayed as "done". - Fixed tutorial for hotspots reappeared after Chapter 1. - Fixed using the trap while the ball game is happening in Chapter 3 could softlock. - Fixed visual bug with the ball falling during that game. - Fixed collision wrong in one part of this room. - Fixed time incorrect for one of the Director messages. - Fixed Tribots dead bodies should less often clip through walls (further). - Fixed score of a certain someone still displayed on "school" board even if dead. - Fixed "kept Bolt's screw" on the summary even if we never had it in inventory. - Fixed tramp acting as if he got his medicine if we saved him with Gherkin and restarted Chapter 5. - Fixed potential bug with crossing and exiting last cell without crossing the exit trigger, which made the game believe the player is still inside that cell. (impossible to talk to Sin) - Fixed crossing some jail triggers would redo the animation for appearing furniture in cells. - Fixed it's no longer possible to switch animation angle while interacting with a button. - Fixed Brok won't come back to Gherkin if jumping while the dialogue starts in Sector 56X. - Fixed rolling spikes appearing in locations unreachable and making no impact sound/VFX - Fixed enemies killed by rolling spikes don't disappear. - Fixed player getting back to idle after losing in quick fights before fade out. - Fixed potential bug if an icicle hit Brok right after the final boss is defeated. - Fixed player moving slow while running animation is performed if clicking while trigger is slightly pressed. - Fixed potential graphical and softlock issues with museum printer mini game. - Fixed Gherkin disappears when opening summary during one scene. - Fixed items rotating effect ongoing even when paused. - Fixed holding a weapon, running then walking would no longer display the weapon in hand. - Fixed not getting the Fall ending if our relationship with Graff was very high. - Fixed progress percent reduced if doing scenes in a certain order in Chapter 6. - Fixed reaching max level did not give an upgrade. - Fixed the variable for Klay lending money was never set, so a specific dialogue in Chapter 5 was never seen. - Fixed R.J. could stay angry without player hitting the furniture (unverified) - Fixed Brok not actually punching during one scene in Chapter 5 despite the text mentioning it. - Fixed some wrong line effects echoes during that scene. - Fixed enemies falling into the hole during cutscene in Chapter 3 if player died in the hole. - Fixed added a small cooldown between each remote control press so it's no longer possible to totally stunlock tribots. (only during combat) - Fixed possible softlock if pressing menu button right after a dialogue for which a closeup is displayed. - Fixed going up/down then left/right won't accidentally make player run. - Adjusted threshold for running with trigger (less sensitive now). - Improved enemies color skins. - Improved Italian, Russian and French translations. - Increased hit range for the character in Wes' office in Chapter 3. - Increase size of "Next page" button in cell book reading mode. - Steamworks updated.
General If iRacing detects you are using an unsupported version of Windows, or iRacing is currently set to utilize a Windows Compatibility Mode for an unsupported version of Windows, a warning message will be displayed as iRacing launches (if able).
Controllers Support has been added for separating triggers on more XInput devices.
Race Control Fixed an issue at tracks like Wheatland where the pace car pulls off immediately after the Start/Finish line after going “one to green”, so if the leaders haven't crossed the Start/Finish line yet, the race could immediately go green instead of letting them do the final pace lap. Fixed an issue where cars involved in incidents that cause Cautions get marked incorrectly in the pace order. This could cause them to get a wave around at the “One to Green” right after they get shuffled to the back of the line, but then they are immediately slotted in behind the pace car ahead of the field, negating the wave around, and losing their position. For the Tire Compound Change Rule, fixed an issue where the pace car indicated it needed to change its tire compounds, or it would be disqualified. Split times are now using the correct precision to ensure the displayed values in the sim and the results match exactly. Fixed an issue that could cause user laps to be marked as invalid if they ended qualifying in an unscored state. This could also impact future events hosted on that race server.
Spotter Fixed an issue with the left/right calls in the Spanish language spotter pack. - - Thank you, Ari Cejas!
User Interface Fixed an issue with the F1 black box that caused the Driver Ahead/Behind lap times to not be reported. In the Session Information tab, fixed an issue where the measurement units were not updating properly when their format was changed.
Gameplay Added autoplay widget that allows players to have more customization over autoplay Players can toggle fast forward, pause on dead, pause on battle, and pause on full loot Auto navigation turns off if all directions have been explored Updated how boosted gear affixes are stored and shown Added ex orb implementation Updated building upgrade bath for town Shrine New Bleed trap has been added Rewards for Rivals and Elites have been revised
UI New hero/party select screen Radiant icon has been added to Banner Added option to delete account via Options menu Added prompt to opt-in to emails for registered players Updated some Guide images (still under construction)
Bug Fixes Fixed small issues with town and gameplay UI Various environment art fixes Fixed players not being able to create a username Players getting stuck on title screen has been fixed Caltrop issue has been fixed Fixed commander avatar not opening profile screen Fixed various avatar issues Battle audio takes awhile to load in the background has been fixed Tutorial can remain on screen when clicking other icons has been fixed Fixed hero party avatars displaying previous heroes UI routing issues and pathing has been fixed