The first weekend of the Knockout Stage has concluded!
After an intense fight among some of the most skilled and dedicated KARDS players in the world, the top 2 in each of the 16 groups have moved on to the second weekend of the Knockout Stage. For these top 32 players, the fight continues tomorrow where they will face off against one another in a double elimination bracket with the hopes of making it to the KARDS 2022 World Championship Grand Finals!
On November 6th, we will be LIVE with the final matches, as the top 4 players who make it into the Grand Finals are determined!
The Grand Finals will be played online on the weekend of the 3rd and 4th of December. We will be LIVE both days to bring you all the action in an EPIC show where we will find out who will become the KARDS 2022 World Champion!
We are extremely excited for what’s ahead for the World Championship - follow us on Twitch, Facebook, Twitter and join us on Discord to make sure you don’t miss out on any of the action!
Some players would not notice if they were starving or dehydrated. Nutrition and hydration icon now turns red when value falls to zero. Also some items now require an anvil in range to be crafted.
ADDED - metal rod (crafting cost: 2 iron ingots) ADDED - anvil (construction cost: 1 log, 2 iron ingots) ADDED - metal fence (construction cost: 2 logs, 2 metal rods) ADDED - metal rod holder (construction cost: 5 stick, holds 15 metal rods)
CHANGE - nutrition and hydration icon turns red when value falls to zero, also there is now an internal timer until the player dies if they starve or become dehydrated CHANGE - iron axe, iron pickaxe, iron spear and repair hammer now require an anvil in range to craft CHANGE - foundations now snap in blueprint mode, previously this was only possible when the foundation was finished CHANGE - iron ore respawn time decrease from 60 to 45 minutes, iron ore drops increased from 2 to 3 CHANGE - decreased smelting time from 180 to 160 seconds CHANGE - decreased max creature count by 1
The past few weeks have been very encouraging for our entire team. During previous playtests, feedback has been very motivating for the whole team.
We want to thank you all for your interest, the previous playtest was a great success. Don’t forget! If you want to test Reign of Dwarf, you can join the Discord here to become a playtester you can also add the game to your wishlist on Steam here!
NEW MAP
The map is changing!
We have integrated into the game and the playtest server a new map offering an atmosphere and a more explicit overview of the universe that we want to bring to life. The Reign of Dwarf is a world populated exclusively by dwarves. The old human civilizations are gone and magic with it. There are only ruins left for you to explore and become the strongest dwarf. However, we plan to add enemies roaming the map or having their camps. You will be able to face orcs or goblins patrols still living in this world.
Discover towers that can be used as dangerous dungeons. The ruins will be able to keep treasures and precious metals. Farm wood and create your first base.
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[img]{STEAM_CLAN_IMAGE}/42555123/49769f4ef7a54d04058ce5ac3a34af79e079696c.png[/img]
[h3]BUILDING BOOK ASSET[/h3]
Did you know you can now build in Reign of Dwarf? Select your Building Book to erect your base and build as fast as your dwarven arms can. All you have to do is collect the needed resources and find the perfect place to begin your reign.
[img]{STEAM_CLAN_IMAGE}/42555123/08db7093aa0d21a77ab704b02ce957a64be95ee8.png[/img]
Our straw modules are now complete and playable! You can now build your straw bases while gathering wood with our building system with elements like foundations, walls, windows, roofs, stairs, etc. As you can see, many testers have already been able to build gigantic walls and test many possibilities.
[img]{STEAM_CLAN_IMAGE}/42555123/a8c897969fec598b61d450abfbe8c1cdd8dc7ce2.png[/img]
We finally implemented the upgrade system for our buildings! So the next step for us is to create the first upgrade material which is wood. We started to create texture iterations on Substance Designer to see which one will fit the best with the artistic direction, and having in mind the fact that each module must have a stronger and weaker side depending on their health points.
[img]{STEAM_CLAN_IMAGE}/42555123/a573e6968253b2cc53080b1334c3d4987f47b70e.png[/img]
[img]{STEAM_CLAN_IMAGE}/42555123/7b2def2b5478e6f1b77b649a0aef1232ce410a38.png[/img]
[h3]BARE FIST FIGHTING
[/h3]
We’ve been working on a new way of fighting for unequipped dwarves: raise your bare fist and beat up your opponent!
[previewyoutube=H9uM9Qb_HwI;full][/previewyoutube]
[h3]
HARVESTABLE ROCKS[/h3]
Here come the finished harvestable rocks! You can now find them across the map and extract precious resources from them. Each kind of rock drop stone, metal, sulfur, or even mithril, if you are really lucky. They are destroyable in three-step, all you have to do is draw out your pickaxe and get to work! These resources will be useful to craft your superior weapons with a magnificent blacksmith’s bench.
[img]{STEAM_CLAN_IMAGE}/42555123/b453b3a916a2d808acc9b278c839cd213a771110.png[/img]
[h3]BLACKSMITH'S BENCH[/h3]
Who says survival game, also says crafting! Create the weapons of your dreams with this magnificent Blacnksmith’s bench. Here are the three tiers of this crafting table. To speed up the crafting time of an item, you can call on your teammates to hit the anvil together and get your weapon faster.
[img]{STEAM_CLAN_IMAGE}/42555123/cabb46d7133c16a474f5578fc3105b22f76d447b.png[/img]
[img]{STEAM_CLAN_IMAGE}/42555123/81eb0cfbc5ce803e195f83461d28e2798435a2f0.png[/img]
[img]{STEAM_CLAN_IMAGE}/42555123/9f457b541c8883575cb61b95bf22dfd9d37c53a9.png[/img]
[h3]ICONS & TORCH[/h3]
We added some new icons for the inventory such as the torch, the building book, and sulfur resources! We also reworked our radial menu for the building system and the health/starve/thirst bars for the player.
[img]{STEAM_CLAN_IMAGE}/42555123/8ab8258ca10b5537504d9fd972cecc354a17fbf8.png[/img]
This torchwall is a craftable item. You can hang it in your base to provide light, but take care to not attract unwanted attention!
[img]{STEAM_CLAN_IMAGE}/42555123/c854c68bdee7409611ba8d3cd3140653b65c5ef0.png[/img]
[h3]HOW TO PREPARE EARLY ACCESS[/h3]
During few days, the whole team met to work on the organization and all the elements we want to see in early access. For now, be patient, a bigger step is coming soon, crowdfunding.
We continue to implement many features as possible in the current version of the game to achieve a full gameplay loop and allow you to take your first steps in Reign of Dwarf. Spawn, Farm, Build, Craft, Fight and Loot!
[img]{STEAM_CLAN_IMAGE}/42555123/a1d64d51ef61309ff1f8789ddfa62d042b9d1cc1.jpg[/img]
[b]Well that's it for today.[/b]
Again, thanks for all the support, you guys. Join the discord here and take your playtester role!
[b]Thanks all for reading, see you soon![/b]
[img]{STEAM_CLAN_
BUILDING BOOK ASSET
Did you know you can now build in Reign of Dwarf? Select your Building Book to erect your base and build as fast as your dwarven arms can. All you have to do is collect the needed resources and find the perfect place to begin your reign.
Our straw modules are now complete and playable! You can now build your straw bases while gathering wood with our building system with elements like foundations, walls, windows, roofs, stairs, etc. As you can see, many testers have already been able to build gigantic walls and test many possibilities.
We finally implemented the upgrade system for our buildings! So the next step for us is to create the first upgrade material which is wood. We started to create texture iterations on Substance Designer to see which one will fit the best with the artistic direction, and having in mind the fact that each module must have a stronger and weaker side depending on their health points.
BARE FIST FIGHTING
We’ve been working on a new way of fighting for unequipped dwarves: raise your bare fist and beat up your opponent!
HARVESTABLE ROCKS
Here come the finished harvestable rocks! You can now find them across the map and extract precious resources from them. Each kind of rock drop stone, metal, sulfur, or even mithril, if you are really lucky. They are destroyable in three-step, all you have to do is draw out your pickaxe and get to work! These resources will be useful to craft your superior weapons with a magnificent blacksmith’s bench.
BLACKSMITH'S BENCH
Who says survival game, also says crafting! Create the weapons of your dreams with this magnificent Blacnksmith’s bench. Here are the three tiers of this crafting table. To speed up the crafting time of an item, you can call on your teammates to hit the anvil together and get your weapon faster.
ICONS & TORCH
We added some new icons for the inventory such as the torch, the building book, and sulfur resources! We also reworked our radial menu for the building system and the health/starve/thirst bars for the player.
This torchwall is a craftable item. You can hang it in your base to provide light, but take care to not attract unwanted attention!
HOW TO PREPARE EARLY ACCESS
During few days, the whole team met to work on the organization and all the elements we want to see in early access. For now, be patient, a bigger step is coming soon, crowdfunding.
We continue to implement many features as possible in the current version of the game to achieve a full gameplay loop and allow you to take your first steps in Reign of Dwarf. Spawn, Farm, Build, Craft, Fight and Loot!
Well that's it for today.
Again, thanks for all the support, you guys. Join the discord here and take your playtester role!
-Dialog and text corrections -Ability balancing -Weapon and armor balancing -Enemy balancing -Level progression balancing -Additional side quest and non-main story line content added
It's Friday once again and the Astride team has spent the last two weeks crunching away. There has been a lot of work behind the scenes regarding the early access and information on that, as you could probably tell from our earlier update around this. But we do of course have more exciting things to show you this time around.
Turning on the forehand
Continuing from last time We made it possible to turn the other way around while standing still. EXCITING! In the GIF you will see that the back hooves have the wrong foot forward. This has since been fixed and you can see the updated version on Instagram, as it should be posted at this very moment.
Long jump
Another new animation this time! The long jump is; as you guessed, for those obstacles that require fast speeds and long air time. This iteration was mostly made by mixing gallop and the high jump animations with some guidance from references. It is meant to be the framework for the animation it will become, as the solely mixing of those animations does not sell the movement well. We also asked our Discord community if they had or knew of good references that could help lift the animation forwards.
The start of white patterns
We have been doing more research around patterns and we just released a new Patreon post with all Mathildes thoughts and progress around horse genetics and colors. Here is the first test of different tobiano patterns where we mix multiple patterns together to create new ones! Since we don't want the standard repeating tobiano patterns that we see too many places. So far it's been working nicely. These patterns aren't polished, so the hard edges will be worked on later.
Striding system
The first feature to be properly implemented in early acess is the striding mechanics. This will function as the base on which we will have animations synchronized with the striding frequency and length, and an interesting show jumping mechanic where you have to match the speed and striding frequency the gate expects you to have in order to jump over it.
One challenge is to extract data from real world horse movement and make some sort of a rhythmic movement system independent of visual animations. Luckily we have this very detailed blog post as a reference.
Horse controller
We are not going to pretend that we are inventing a new horse controller from scratch. Rockstar set the industry standard for horse controllers and just like how Quake set the standard for first person shooter games, we are just going to declare this as the new standard for which quadrupedal movement is done in games. You can learn about how horses behave in RDR2 here.
We’re making our controller behave similar to this one but with our own touch to make it play well with our striding mechanics.
Cross country jumps
The past two weeks have been mostly spent planning the next six to seven months. However we have been able to make a few 3D models for cross country. Some of you might have seen these jumps already in our Discord server or Instagram. Some of these obstacles will be integrated into the ground, and your horse should be able to jump up and down.
Jin
Meet Rini's husband, Jin! Jin is a 28 year old man and he is the saddler of Eldheim. He is a calm guy who enjoys trail rides in the forest with his horse. He cares highly about his skin routine and enjoys a healthy meal. He got his interest for saddle making at a young age through his family. He was taught by his father and grandfather back in Japan. He got an education as a saddle maker as well which he finished at the age of 20. He spent his early twenties working in Japan as a saddler and that is where he met Rini.
Rini is a show jumper and was competing on a high level. She was in need for a new saddle for her horse. The two of them fell and love and married a few years later. Jin and Rini wanted to explore the world and spent a lot of time traveling. And that is when they discovered Eldheim for the first time and fell in love with the place. They loved the nature and the people so much that they decided to move there. They built their own house with a small stable fit for their horses and a home area for their rabbits.
Holiday splash art
Since winter is almost here and the holiday season is around the corner, a new splash art is on it's way. There is nothing that screams more "julestemning" than a cold winters day with the sun shining, a fluffy fjord horse and a "julenek" (sheaf) filled with bullfinches that are enjoying a free meal.
Pangare and dun
We are currently working on the combination of the genes pangaré and dun. Since it's not as simple as adding the pangaré on top of the dun. Pangaré and dun affect each other, so we've made a whole new set of overlays based on these two genes combined. Here is a showcase of all the accepted Fjord horse colors. The Ulsblakk still needs more work and lightening, but the rest are feeling more or less complete. We haven't added the mealy/pangaré naming to the black bases or the double dilutes as they won't show either way.
Please note that everything shown in these devlogs is mostly just work in progress and is not finished. Changes may happen and the things showcased here will have further work put into them! To see work in progress daily, join our Discord server community here!
This minor update includes a very basic saving system (credits saving might not work yet as well as year saving) and also text for the buildings in the Buildings menu UI.
we are currently experiencing a few unexpected problems due to architectural changes in order to increase performance. all bug or crash reports will be adressed asap, thanks for your help!
Fixes: - render opt surface stack crash - reported rare scr_attack() crash - missing 'reset map' text in editor - 4 other crashes fixed that were reported by users - AI can no longer use traps on behalf of ally positions - AI can now place traps on allies just like regular players - AI no longer places traps on mountains or water
Changes: - Replaces x86 execute extensions with x64 compatible - added logging to some issues. please make sure to send bug reports! - adjusted wanderer click-box
What a feeling it is to say that the game we’ve been working on for the past 4 years will be in your hands in just a couple of months. We’ve had quite the rocky road, with a pandemic and switching the game from a DLC for Figment 1 to a fully fledged standalone sequel. But this announcement is for real. Our musical and surreal adventure into the human mind is coming to your eyes and ears very soon. So let’s do a quick run down of Figment 2: Creed Valley.
Musical Showdowns
Face nightmares in theatrical boss fights. Each fight has unique mechanics, the bosses sing verses shining light on why they’ve appeared. Dodge and weave as the nightmares taunt you with attacks timed to the beat.
A Journey Across the Subconcious
Conviction Lane is based on the amygdala. Dedicated to our set of morals and memories, and the emotional responses to them. As you dive deeper you’ll make your way into the Ethics maze where the ideas of The Mind face trials. Passing the trial means being cemented into the person’s set of morals.
A Shifting Narrative
The game features a multi-layered narrative, where not everything is told directly to you, the player. During your adventures, interacting with the world unveils what caused the mind to plunge into darkness. So listen closely to the songs’ lyrics, talk to the opinions (residents of The Mind), and collect remembranes (snippets of memories passed). Switching between Open-minded and Closed-minded shift the music, environments, dialogue, and NPC behaviour in the world. Use both brawn and brain to move forward and clear the obstacles blocking your path.
Local co-op
We should never have to face our fears alone. Piper is now a controllable character for local co-op! Many of you asked for it in Figment 1, it was about time we added this feature.
We can't thank you enough for your enduring support over the years. Now, we get back to work to get this thing out to the world. See you soon! - The Bedtime Team
With the "Supercharged" update, the game UI has been changed in many ways:
Updated the appearance of the garage screen.
Now incoming damage is additionally displayed as markers around the vehicle, showing the direction the projectile came from. You may enable, disable or make these markers visible only in the aiming mode.
Now, during the capture of the base, the time remaining until the capture is completed is displayed.
Now, when destroying explosive modules, the damage from their explosion will be displayed separately with the corresponding icon.
Updated notifications about events during the battle (destruction of the enemy, assistance in the destruction, etc.).
Updated the in-game font.
The colour palette of item rarities and their display in various interface tabs has been updated.
Native support for DUALSHOCK®4 and DualSense™ controllers.
Updated the starting screen of the game.
Updated the structure and appearance of windows with information about parts.
Updated a number of in-game icons (raiders, mines, traps, etc.).
Changed the item sorting in the “Badge exchange” section.
Improved the scrolling of items in the in-game store
What do you think of these changes? Write in the comments.
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