Astrid is Elite monsters' most horrid nightmare. This Spellbook wields the mighty Energy Cleave. First, she sends energy sparks at nearby enemies, then she deals the deadly slash.
Astrid can harness powers from Astral Flowers
What do you think her passives and stat bonus are?
Add Spellbook Demonslayers to your Wishlist to be notified when the game is released:
I wish you a good All Hallows Eve, I've made some fitting additions!
Find a jack o'lantern in late October around Pine Island and unlock them for your own safe house!
New candy to be acquired through YeBay or trick or treating! You gotta need a good costume though! Along with these new sweets come some nice effects!
St. Andrey has received a revamp! Now you can enjoy the dingy skyline of this mega city!
The game has a range of new acquirable binoculars! With night goggles (Get it via YeBay) you will be able to see everything more clearly!
There have been sightings of strange buildings around the ape head cluster, apparently some buildings have unlockable items or safe house objects!
For instance this star map, charting all your visited star locations!
Or this star scope, every star in the ape head galaxy is a potential gate address!
Skate boards are now a thing! TOTALLY RAD! Wear some protective gear though.
There is so much It would break the frame of this announcement, so I will have you check it all out via the change log! Enjoy the update! God bless and wish you a good All Hallows Eve.
October 28th 0.79
Added a star chart to map your journey through the ape head cluster
Added scopes and binoculars
Added the fisher man at honey wood pond
Added new space gate exit buildings (now it is 8 in total)
Added a stats section for the car in third person
Added instances of lying trees (dead wood) around the nature reserve
Added falling leafs during the summer and autumn on the broad leaf-trees
Added jack o'lanterns as unlockable safe house objects
Added lollipops and chewing gum
Added chewing gum effect
Added skate boards
Added skating gear
Revamped the Viking Village
Reset the procedural generator to allow for more variety in each address
Increased AI Cars speed a tad
In free look while hovering brakes will reorient the car
Lowered the amount of vintage radios to one radio to craft the Components II blueprint
Lowered the interaction cooldown from a second to .3
Fixed the Ranger Towers walking sound to be wood
Fixed the "3nd" to say "3rd" during day outputs like the game intro
Fixed the missing heat effect from the wires
Fixed Edward in the Back to the Past Quest where he would hold a cup of coffee instead of the letter
Fixed the quest update notification
Fixed the car from reappearing on the road once remote time traveling and before destination time
Fixed the Training Bots laser from taking too long
Fixed the bug, where in the steering of the car would mess up after using the car flipper
Fixed the ENV Spawn
Fixed dying once getting onto the horse whilst holding it
Fixed a bug where loading a save which has the car in hover mode would break the car controls
Fixed the delete button for the safe house from breaking all other items in your safe house
Fixed npc's from getting stuck at the town square
Fixed missing epa at the start of act 2 if carried before hand
Fixed the explosion from seeing your other self not killing you
There was a bug related to unpacking and we decided to tackle that and finish out the last “Anti-Griefing” mechanic for unpacking. That’s the patch for today. In addition, we’ll be disabling base decaying while packed until we’re sure you can unpack in all cases. After that, we'll also start burning some of the tiles to condense the World Map for the current population.
We added what we’re calling the Clearance Phase. For the first 30s of unpacking, the structure checks to see if the area is valid. After 30s, all collisions are enabled at once and packing won’t be canceled by attempting to make the area invalid afterwards. This means that on a PvE map, after 30s a player cannot disable/pause your unpacking simply by standing in the area.
Changelog this time is not so big, as most of the changes we're working on are for the unreleased maps and updates, but they should have a pretty big impact nonetheless (at least the first two):
Added Clearance Phase to Unpacking, which prevents most griefing with unpacking.
Fixed a bug, which prevented unpacking bases in some cases.
Fixed collisions on the Rupu Throne buildable structure.
As we stated in the last post, each week we’ll do updates on the state of our various lines of effort. Since we’re just starting now, this isn’t a list of everything that’s been done, but, rather, a selection of the most important and needed things we’ve worked on this week.
It's a new format we're trying out to keep you in the loop on everything important that's happening. Therefore, treat it more as a progress report than a full devblog for each part of the post and expect a larger post sometime soon.
Sleeping Giants Improvement Plan
One of the major efforts here has been working on a system that will allow us to more easily edit rigs. Editing existing rigs can currently cause a lot of issues, and there are quite a few problems with the existing rigs on some walkers, so this is, unfortunately, one of those “transparent” things which is happening in the background for us to work easier, rather than a change you'll immediately see. What it will allow, though, is an easy way to update any rig on any walker for us to put in an update.
Next week, we’ll also introduce some more quest changes - adding back some of the old quests that have been redesigned and rebalancing the existing ones to fit the current economy better.
Quality of Life Update
The promised Quality of Life update is coming along.
Right now, we're actively working on fixing the issue with clan permissions not persisting (i.e. they get reset during server restarts, updates, etc), which is a more complex issue than might seem, since it requires both the work on our game code, the backend, and the database.
It's been a common complaint for some time now, so the fix should be coming in one of the next patches, instead of waiting for the full QoL Update to bring it in.
PvP Update
PvP Update is also on its way.
We finalized the detailed design for the "King of the Hill" feature and Schematic Learning/Crafting that we've discussed in one of the previous devblogs. They should provide a balanced experience, encourage active PvP for map control, and make Schematics more of a tool that requires less attention the more you progress, similar to Water or Torque.
We also concepted the KoTH POI model, which will be the main arena for those PvP battles, so it will take a few iterations to get to a good gameplay feeling. Our goal with it is to make it a mixed melee/walker fight. Meaning, that you will be able to impact the success using walkers, but to actually capture the point you’ll need people with their feet on the ground, so while it will be possible to capture solo if the competition is not too strong, but larger clans should be able to have proper fights for control and bonuses that it provides on the map.
Ancient City
The next map is one of our main priorities at the moment, so there's quite a bit about it.
As expected, tons of work here, but we don’t want to spoil the surprise too much, so this will probably be more vague than you’d want.
We've finished the overhaul of the map design, which will be entirely different from what it was before, except the main part that it's still an Ancient City, so you can expect completely new gameplay, new features introduced with the map, and much more.
When it comes to details, we've finished creating new Rupu variants, finished setting all of their weapons and projectiles. all of the Rupu camp encounters are set, including bosses that weren't present in the game at all before, finished all of the loot tables, and much more boring details.
Now, we're starting work on creating Rupu melee behavior variations, so that each new Rupu type feels unique when fighting, especially putting the focus on the new bosses.
One of the new features - Relic Hunter Reputation, which we won't spoil yet, has also been finalized, including a detailed design, all the models, and so on. That's what will make Ancient City an event map that won't stop being relevant as it was before and will provide almost limitless gameplay in that regard.
You might’ve spotted him in our sitcom trailer. Bluntie is our new mascot, friend, and partner in crime. He’s a character everyone in the DDS universe reads about in comics. Now, let’s meet him in person!
What are Bluntie’s origins? There are many legends. Some say he used to be a boy who fell into a crate of weed. Others, that he is the result of an experiment with the mysterious Element 420.
WHO KNOWS?!?!
All that matters is, for us Bluntie is a very real and very cool guy! He went on to hide himself in a few places in one photo. How many hidden Blunties can you find below?
We are happy to announce that Inkulinati is part of the Day of the Devs!
This fantastical in-person celebration will take place at The Midway, in San Francisco on Saturday, November the 5th. If you are there or close by, please come down, say hello, and play the infamous Inkulinati demo yourself! Can’t wait to see you there!
What is happening with us? We are still working on further improvements to our game, however before we show them to you, we would like to thank our native community of gamers who were with us at the Poznań Game Arena (PGA). The expo was held at the beginning of October and it is the largest gaming event of this type in Poland.
We have a few photos and a lot of good memories from this event, most of all we also got so much energy from the fair visitors that we almost forgot to write about it. 🤗
Summing up:
Were we tired? Yep, totally. Are we surprised how many people wanted to try Rooms of Realities? Yes, the queues for our game were a brilliant sight.
Did the visitors have a good time at our booth? We were very concerned about how the puzzle-solving VR game would work in the conditions of a consumer fair (we presented it mainly in cooperation mode). But it turned out that everything worked out well, everyone was laughing and having a good time trying to solve the first puzzles in Rooms of Realities. It is a great relief for us and a sign that we are going in the right direction.
Do we plan to show Rooms of Realities also at other fairs in other countries? Nothing is settled yet and anything is possible. We will keep you informed about it!
When will we show the next new content and what will it be?
Currently, there are still a lot of things going on around the project and we are closing many of its important elements at once.
The next month may be related to the announcement of new details about the game, as well as a change in visual identification, or the disclosure of materials from our submarine location… Or maybe something else will happen. 😏
We are at such a moment in the work on the game that its most important elements are put together and we will definitely show them to you when we are completely sure of them. You know there is nothing worse than showing something and then withdrawing from it. We want to avoid such a situation at all costs.
So there is actually a lot going on, and we will dose it properly when we are satisfied with the results. However, we hope that when you have a chance to see more Rooms of Realities, you will be pleased and surprised.
Thank you for playing together & stay tuned for more information!
■ Temporary server maintenance Start maintenance time: 19:00 on October 28, 2022 (CST) Servers Maintained: All Regions Estimated maintenance time: 2-4hours
■ temporary maintenance contents 1.Fix the problem that "suspicious pumpkin hat" cannot be upgraded
We apologize for the inconvenience caused, and thank you for your understanding and support. Thank you for your understanding and support, if there is any problem in the game, please feel free to contact us. Regards
Event reinforcements! The Warmaster, seeing a final spearthrust attack is required, takes to the field himself to lead the traitors in this new assault. Seeing the apex of the battle approaching, a small team of Agents of the Sigillite follow Iacton Qruze and infiltrate the Vengeful Spirit in an attempt to halt their former brothers once and for all.
The war for House Devine and Molech continues. Choose your side and decide which new Knight House Warlord will join the game!