Quests are now slightly more epic than before, with each quest consisting of multiple stages.
When you first begin your quest, there will be multiple approaches you can choose from.
Once you've chosen your 3-stage approach, you can complete each stage via the same mechanic as before (item/ability), or via a new mechanic called action choices. The action choices presents you with multiple ways to complete the task, each of which will influence the outcome of the story in its own way.
Greetings and I hope everyone's having a great October! Since I've already released my Halloween update and I'm working on a November minigame, I've created a sprint for Jack and Jill! Simply hold down the "megapowers" button to activate it.
Hello everyone off modified materials, texture and added LOD to the TLVL2 Map Landscape, and improvements to the LODS of rocks and plants.
-Added and adjusted new map areas -Improved network and graphics -Improved map materials -Added less memory usage -Improved network performance -new HUD added to the game.
Animals
Hyena
-Added weight to the Hyena -Adjust Hyena's damage -Adjust Hyena's life -Added Hyena Footprints -Ability to track the animal when it is bitten by the hyena -Hyena footsteps sound
No breaks needed with this one Miolhrians 20 will bring more..
Before we do, I would like to thank everyone who is supporting us with the next installment of 2nd Season of Miolhr the Comic which you can support of GoFundMe below! The First 12 Issues which includes the first season can be seen on Webtoons at no cost. If you like it help us, get this out by years end!
Now let's get into Update 20....
Starting of Miolhrians...sad new is a restart is required as a few systems and issues where addressed which requires a restart for game!
Reworks for multiple maps!
Arch update to allow the game to run on lower end PC's!
Map transfer in some locations fixed!
New Ability shoes updated with color code to rock type!
More locations are now accessible and some old locations like garages are complete for exploration!
Miolamon (Pet) Notifier Added!!! You can now see what pet you have active on your HUD!
3 NEW Achievements! Tutorial Update 4.0!
Battle Tower Updated!
NEW Unknown Water Battle Pets added to the world!
These are capture-able and may give you great loot!!!
Mi Devices can now be upgrade-able to show current Quests! 2 NEW POI's Added to Miolhria!
Gorny Mart II and New mini cave!
Multiple floor models have been updated!
Updated and NEW Covers for In-Game Comics!
2 NEW Clear POI Quests!
NEW clear Poi quest with loot and cash on completion!
These quests also include penalties if you cancel or quit them!
Vending machines now go down and don't sell things after dark! All vending machines now go down at night until venders restock them!
Random Traders for Mio'la'mon!
There are New 2 Pet traders added Miolhria who will trade rare pets for other pets!
Can you find them?
Intro Updated for Story! New Items and Upgrades!
Multiple stats and pets abilities fixes!
NEW Unknown Physical Battle Pets added to the world!
These pets are not capture-able but may give you great loot!!!
Updated Shop added throughout Miolhria!!!
Work in Progress...still need to finish a few things before I can give an update for this..
Water Based Z's make their return to Miolhria!!!
Water damage will soak you character.
Increases chance of stun.
Increase chance of becoming sick.
Multiple fixes and updates to Dojos!
Multiple fixes with locations, zombies, spawning and minor issues posted!
and last but not least much more to come before the update...
stay tuned...
If you have any issue, please note below!
Thanks again for being an awesome community and keep on surviving!!! Have a Great Night and Survive Well!
Cosmoteer: Starship Architect & Commander - Walt Destler
Hello Cosmoteers!!
I have finally nailed down exactly what time Cosmoteer will launch on Monday, Oct. 24, 2022:
9am PDT 12pm noon EDT 4pm GMT 5pm BST 6pm CET
Also, I can finally announce that Cosmoteer will cost $19.99 USD / €19.99 EUR with a 10% launch discount during the first week. (This price may change during Early Access.)
Yes, there will be regional pricing as follows: USD $19.99 GB Pounds £17.99 Euros €19.99 Russian Rubles pуб.699 Brazilian Reals R$49.99 Japanese Yen ¥2,480 Indonesian Rupiah Rp149,999 Malaysian Ringgit RM49.00 Philippine Peso P499.95 Singapore Dollar S$24.00 Thai Baht ฿399.00 Vietnamese Dong ₫249,000 Korean Won ₩19,900 Turkish Lira TL149.00 Ukrainian Hryvnia ₴279 Mexican Peso Mex$249.99 Canadian Dollar CDN$24.99 Australian Dollar A$29.95 New Zealand Dollar NZ$29.99 Norwegian Krone kr199.00 Polish zloty zł79.99 Swiss Francs CHF19.50 Chinese Yuan ¥79.00 Indian Rupee ₹799 Chilean Peso CLP$9,900 Peruvian Sol S/.39.00 Colombian Peso COL$49,900 South African Rand R249.00 Hong Kong Dollar HK$149.00 Taiwanese Dollar NT$499 Saudi Arabian Riyal SR79.95 Emirati Dirham AED79.00 Argentine Peso ARS$999.99 Israeli New Shekel ₪79.95 Kazakhstani Tenge ₸4,900 Kuwaiti Dinar KD6.00 Qatari Rial QR79.99 Costa Rican Colon ₡7,900 Uruguayan Peso $U499 CIS - USD $10.49 SASIA - USD $8.19
We plan to conclude testing for the expemential branch next week on Monday and push all the recent changes to the normal branch then.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
Night Vision binding display issue for SteamDeck resolved
New Winters mesh added
Fixed attenuation issues with Music Speakers
Updated Medic Healing animeations
Adjusted the Spread for various weapons to make them more efficent
Further reliability improvements to Grenade throwing
Fixed up the Guard Tower's 'weapon market' not disappearing if the tower dies while it was selected
Fixed some loading issues with 'repair points' spawning around undamaged loaded actors erroneously
fix to make sure damaged buildings properly spawn repair points when loaded, too
Bounty (Dossier Widget) popup improved slightly
Fixed an issue where Buildings would spawn more than one 'rally spline'
Adjusted parachuting logic to better differentiate between operator and not
Operators who parachute while not being directly controlled should now match the speed of other parachuting units
Fixed walls that are in 'rubble mode' not properly disabling their player navblock
Updated 'attack order' voice response to hopefully be more reliable
Added improvement to threat calculation logic to prevent redundant check if we're processing when no enemy has been acquired
Intensified the 'level of priority' units will give towards right-clicked attack targets
When SetTarget runs on an enemy, the character will put them to the 'top' of their current SeenList, to reduce LOS traces when comparing threat costs Result: Right Click targeting much improved. Still not perfect, but should be better.
Quick fix to the 'safety sphere' appearing around Cerberus 105mm targets
Added speculative fix for DIV_0 crash for ammo restoration
Adding Halloween on-death effects for infected.
Adding pumpkin heads for infected (at night).
Improved pumpkinhead spawning logic for Juggernauts+regular infected to be slightly more safe, and to respect FOW
Added safeties to (hopefully) prevent crash from null DamageTypeClass in a damage event
Fixed Juggernauts 'duplicating' when saving/loading
Briges when destroyed should properly kill Juggernauts that are caught in the destruction and fall into the water
Destroyed Bridges destory DNA drops if on the destroyed segement
seasonal art added
Updated ASSAULT virtual unit movers to spawn their units if no player units are nearby, and they get stuck (which is most likely to occur if a wall is blocking their passage)
updated the devirtualization from Unit Movers to respect the Human nav filter, so infected can no longer spawn 'off of' a unit mover that's near a player wall and end up on the other side of said wall
Fixed SMAW mesh not having a laser sight socket
Fixed Turrets spawning as 'Ammoless' (i.e. never running out of ammo) (this likely won't fix saves that already saved them with this feature on, however)
Added safety to prevent units from getting stuck in 'PlayingPositionAnim' mode if they fail to play a rotation animation (due to mismatching skeleton)
Copied over montages from XBren to SPAS12 (since SPAS12 was using old rig animations, thus is why units with SPAS12 often got 'stuck' being unable to turn)
Adding Pumpkin headshot effect
Updated the Winter-spawning logic to better deal with 'duplicate' cases by also clearing their weapon (should help deal with some situations, such as Horde Mode, where a Winter duplicate may end up leaving behind a floating gun)
Updated Grenades to have options to ignore Allies, Enemies, corpses, and/or Main Target while in motion
SMAW Drastically reduced spread
SMAW rocket will now hit its main target while in motion (still ignore allies and other enemies, and now ignores corpses too)
SMAW rocket now has a new collision type to make it more reliable in the world (such as being able to go through static fences already in the world that have the SeeThruBlockAll collision type)
Explosives in general will now also always ignore the actor throwing/launching them, while in motion
if said actor is in a Garrison, that GarrisonActor will also be ignored (this doesn't mean the explosion itself cannot dam
Updated a truck's simple collision to make it easier to 'shoot around it' (for more reliable SMAW shots, etc.)
Made 'Right click to set target' logic skip over units who fail the CanDamage check (i.e. if you have units who *can* damage something and units who cannot - example, some units with guns, others with flamethrowers, and your target is an Infected Wall - only the units who *can* damage target will accept the right-click to attack order)
Improved doctrine popup padding to make close button+borders look nicer
Quick commit of a door update for Efrain for customizing door auto-open box location and extents
Improvement to devirtualization to catch some 'devirtualization' cases that were not correctly adjusting the spawn height based on unit capsule size ('pure' virtuals didn't get the safeties that 'regular' virtuals did, which may be the reason why some reports of 'infected stuck in ground' have been popping up)
Updated Male Sniper to use Assault's 'right click on target' voiceline for now, instead of playing Assault 'out of ammo' line (there's currently no Male Sniper 'Right click on target' voiceline to use, so subbing in the Assault's for now)
Fixed up the old Command Post Truck ammo+med truck buttons (for the factions beta)
Fixed up Police Shotgunner to only reference SPAS-12 via soft-ref
Also made melee attacks always try to 'hit' our attach target, if we're attached to something, so Chelsey/LT should no longer be able to 'attach to a helicopter' then fail to hit it
Intensified accuracy penalties when in a moving vehicle:
Initial layer of accuracy penalty now starts when the vehicle is moving at least 150uu horizontally (down from 200uu), and applies a 50% penalty (instead of 30%)
Higher tier penalty (From above 800uu) still 60%, and aerial penalty same as before too
Added new 'construction interaction points' to the CERC Building and Barracks to make units less likely to 'ignore' them in favor of constructing everything else first. Ex: Units were getting construction points close enough to these buildings that the path thought it had to go through an 'obstacle,' making the pathfinding assume the path to the barracks/CERC building was really far, and thus less desirable to build first. Should be mostly resolved now for these buildings
Updated BuildingSkeletal to be able to debug construction interaction points properly
Added 'double-click selection' support: Double-clicking on a unit will now select all other units of the same class that are currently onscreen (i.e. double clicking an assault will select all onscreen assaults)
Fixed Horde map 1&2 nav bugs and added extra entry points for horde map 2 infected to increase difficulty.
Updated walls that are under construction to no longer block infected units (or Operators) They also no longer will be seen by infected until construction is complete. Made sure they still block other construction checks, though, with the above updates!
Walls that are under construction now should save/load, and no longer 'instant-complete' if you save/load before they're done building
Improved save/load logic of units to enable units who are building things to remember that they were constructing things (They don't yet remember the exact actor they were building, but they remember the order as a whole and will resume on the point nearest to them after the load)
Further improved save/load of construction orders. Should better prioritize the construction order that units were originally moving towards. More of the references are centralized to the Manager rather relying as much on copied values, making this more robust and safe
CERC Units will now target enemies based on distance Under 1000 UU will target the head and above 1000 UU will target Spine_03
Improved unit turning sync with aim node
Updated Chelsey start zones to allow her to start in Presidio (instead of only starting on Treasure Island)
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type=details]
[/expand]
New Versioning Number system
[expand type=showmore ] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type=details] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Increased the green monster's starting health to 100 HP from 10 HP. Increased the blue monster's starting health to 300 HP from 30 HP. Increased the starting turret damage from 100 to 500. Reduced the starting heal amount of the health pillar from 50 HP to 25 HP. Reduced the heal amount increment per purchase from 50 HP to 25 HP.
Valkyrie of Phantasm, the high-speed aerial versus battle game based on the Touhou series, is now in Early Access on Steam!
Check out our new trailer!
To celebrate the occasion, we're holding a Twitter giveaway campaign, where you can win a special t-shirt by following us and retweeting the campaign tweet! Check the PLAYISM Twitter account for details!
Awesome news! Z-Levels are now UNLOCKED!🥳We can't wait to start working on it!😎 The next one is vehicle driving mechanics, which will help your colonists navigate and fight on land or in space! You can also take a peek at the new uncovered Stretch Goal! We introduced three brand new Tiers with a settlers theme. Become a galactic Settler, a Faction Ambassador or a Settlement Leader, among other cool rewards! We also have new Add-On bundles at a 20% discount! Check them out on our project page!