Each Class now has a progress track based on experience gained while playing matches with them. Along the way you'll earn prizes, with the very end being a mastery skin, to show off how awesome you are. We also made it so that all your previous progress with these classes was transferred over to the new track, and once you play through a match with each of them, you'll be given the prizes you would have earned had you started from Level 0.
New Warrior Class Weapon - Javelin
This mid to long range weapon is a charged throw which does more damage based on the time charged and the distance traveled
Base Damage: 620/830/960
Range based damage increase: Begins increasing in damage after 30m, and reaches the maximum 50% increase at 140m. Damage bonus curve is exponential to minimize the increase in shorter range fights.
A new official tournament for Strategic Command WWII: World at War is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting six weeks. The Strategic Command WWII: World at War - Home of Wargamers Tournament will start on October 23rd at 01:00pm GMT.
- 1939 - World at War: Challenge your opponent from the very beginning of the greatest war the world has ever seen. - 1942 - Axis High Tide: Germany prepares to advance on Stalingrad while Japan pushes for Midway. - 1943 - Allies Turn the Tide: Play for ultimate victory as the Allies close in on defending Axis forces.
If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules.
Sign up for the Home of Wargamers Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here.
Sometimes when you come to work, the Solar System is under attack. Glakmirk battle cruiser has landed on Neptune and portals to the other planets are open, and as Solomon Snow - an ordinary security worker, have to deal with an alien army charging out of the gateway on a skyscraper rooftop.
We're back with more increased drop rates for this weekend's Golden Time Event! Log in and get that loot before it's too late. Beginning Friday, enjoy 2x EXP, 2x Skill, and 3x Drops!
Golden Time Duration Friday, October 14, 2022, 00:00 - Sunday, October 16, 2022, 23:59 Pacific
Golden Time Details Experience Points: 100% Kung Fu Experience: 2x Item Drop Rate: 200%
This increased drop event only lasts until October 16th before midnight, so get it while the getting is good!
Overview A new update is now live which includes map fixes for Forest 8 and lobbies should now work correctly for clients.
Map changes Forest 8 had an issue whereby it wasn't quite symmetrical and the left lane was different to the right. This was very slight but caused an unintended behaviour when playing it. These have now been resolved so the map now plays the same for both lanes.
Lobby issue There was an issue for people who would connect to a lobby whereby they wouldn't be able to see all of the other players in the lobby and only the person who created the game would have view of all of the other players. This has now been resolved.
Performance improvements There are slight improvements this patch with more to come. Technical people will relate to less garbage being generated (for those interested).
Other notes As always we are also working on the website and the features and have some nice upcoming features which will help you view your stats and explore other players and games better - watch this space!
Until the next update, good luck getting those scores! ːsteamhappyː
Time for an update. There's a new map which is not only prettier but shows some of the lands that are part of the world of Akoll but weren't included in the initial version. Also includes region names now, so you have some info on where things are when mentioned in the story. You can now also enjoy some lovely sword and sorcery pin-up ladies while stuff loads :)
Cheers, Rubmon
v2.3 - New loading screen pin-ups - New world map - Added battle nudity for Rogue character - Show campaign icon on game save slots - Unity update v2022.1.20
We are very happy that ARTIFICIAL made it into this years heavily curated selection of Dreamhack Beyond! Demo of ARTIFICIAL will be available for the duration of the event. (Till Oct. 23, 11:59 PM EDT)
We are still looking for testers who are able to record their gameplay and send it over to us. If that sounds like something you would be interested in, hop onto our Discord and shoot us a message in #tester-sing-up channel.
Development of ARTIFICIAL is also being regularly streamed on Twitch, so make sure to check it out to get a sneak-peek behind the scenes! ːsteamhappyː
Thank you for all the support and see you soon! ^^
This time we’ll be looking at progress the team made throughout September.
Game Development Progress
A lot has happened this month, and we’re getting to a stage where we don’t want to share too much in case it ruins the experience of playing the game once you’re able to get your hands on it! That being said, here’s what we can share…
A lot of tweaks and adjustments are being made to different models, as we want them to look as clean as possible. We’ve scaled down the hook size slightly to make it look better positioned within the bike and have less clipping issues. With the hook being one of the main gameplay features, we have to be careful that hit boxes remain reliable and feel good to play.
The art team have run into challenges whilst creating certain models due to having a grand vision that they’re eager to implement. Working through these issues is a creative challenge but well worth it as we want to make sure it looks super epic for you all! Besides, would it really be game development without a few hitches along the way?
Continuously updating models such as None, our main protagonist, is important to elevate the overall quality of the art within the game. We’re also creating new concept art to redesign some already implemented models, as we want everything to feel meshed together and as though it belongs in the same world.
Character models are being built upon to make sure they’re more in line with the concept art created, adding any details that may have been missed off in the beginning to keep things simple. This is important as we want our designs to be visually interesting and stand out when the game is being played. The same is happening with environmental objects already implemented in the build, to really make them feel as though they belong in this post-apocalyptic cyberpunk world.
Making sure models are implemented with story beats in mind is something the team have been going over, as some aspects of models will change throughout the game. Ensuring all versions of a model are given the same care within the code and art teams is super important to the momentum of the game. Deciding how much time is put into certain models before the final polish is an ongoing conversation, as some parts of models aren’t visible from the gameplay camera or within cutscenes, so we want to make sure everything that *is* visible is to the highest standard.
Late game arenas are being built into their final stages where gameplay, namely combat, can be focused on. Playing around with 2D and 3D elements to flesh out environments is also in the works, but this is in early stages so we’re unsure if it will make it into the final build of the game. Testing different lighting within environments is in progress, and whilst we can’t show you anything right now, our areas are looking really beautiful! Finessing code has also been happening to make aspects of the game smoother, as well as giving the team a higher level of control when implementing things.
New features are being implemented into the game, such as:
Victory screens
Game mode menus
Quest menus
Health bar in tunnels
Progression in upgrade menus
Big progress has been made with in-house play testing, and is allowing us to understand what the strengths and weaknesses are within the game at this point in development. We’re really excited about it as a lot of what’s being picked up on to improve is already within our schedule at later dates, so we’re hopeful the final build will be awesome.
Finally, we have a lot of audio in development, trying to make soundtracks sound awesome and capture the feeling of the story. Deciding whether certain tracks will benefit from being instrumental or with vocals is a choice in discussion, and we really want to get this one right as a great soundtrack can add so much to a game.
We don’t want to share too much more at this stage, as it will ruin the surprise!