As noticed, there was DEV Talks Livestream on Nov 16! For those who might have missed the Livestream, we prepared a summary!
Preparing this update, we focused on making our game faster-paced so that you can enjoy our SUPER PEOPLE much more.
Moreover, we plan to simplify SUPER PEOPLE's complex and inconvenient elements to make it easier to adapt to the game.
Please check below for more details.
[December Major updates Preview]
Class & Level
◼ Earlier Battle Players will be able to acquire the core and Ultimate skills earlier, and it will lead to an earlier battle. ◽ Changes in the maximum class level (Lv.27 → Lv.12) ◽ Changes in the number of Class Skills (10 → 4) ◽ Unique traits for each Class ◽ Changes in some of the Class skill effects. ◽ All players start the game as Level 3, and they will be able to acquire Ultimate skill at level 4. ◽ Simplified Super capsule system
Crafting System Removal
◼ By removing the crafting system, you will be able to focus more on the battle. ◽ The crafting system and crafting materials will be removed. ◽ Simplified Weapon Tier (7 → 5) ◽ Simplified Armor Tier (5 → 3) ◽ Balance adjustment on Damage gap between weapon tiers and armor
UI changes
◼ The overall UI is changed according to the class overhaul ◽ Changes in Skill UI ◽ The damage log will be removed. ◽ HP Bar will be displayed when you hit the target.
Gold
◼ You can spend lesser Gold during the gameplay. ◽ Class Selection will no longer require Gold. ◽ The Gold required for the Personal Supply and revival will be rearranged.
Other changes
◼ There will be various changes to provide you faster and more comfortable gameplay experience. ◽ 20% increased basic movement speed ◽ All players will get Maximum movement speed from Lv.1. ◽ Increased Parkour speed is faster. ◽ Decreased delay when landing after a jump. ◽ All classes will be able to use the sliding skill while moving.
Changes in the play zone
◼ To stir up the battle, we will put more people in the game. ◽ We will expand the maximum player capacity per game.
New content
◼ New content will be added, including Battle Pass, Emote System, and new play zone. ◽ New Battle pass that contains new outfits, gold exploration tickets, and emotes ◽ An emote system that allows players to use various emotes.
◽ New play zones in ORB Island: Bamboo Forest, Mine
[Future Plans beyond the December update]
We are planning to show you a new class with unique movement skills. In addition, we will keep up our balancing on Titan and Demolisher.
You can check more details by replaying 'Dev Talks Stream #2' through the following link.
Pilots! The “Star Conflict: Irbis” and “Star Conflict: Irbis. Deluxe edition” packs are now available in the official project store. The Deluxe edition pack will be available for a limited time until December 19. The ship will be available to pilots with no time limit.
Star Conflict: Irbis. Deluxe edition
This pack includes:
Federation tackler Irbis. Rank 17
Blaster weapon “Barred owl”
Modifier “Active repairs system”
Unique portrait “Leo Ardente”
Additionally, the pilot receives:
Pattern “Punch card”
Decor “Bushido beacon”
Additionally, the pilot receives the modules:
Gravi-beamer
Inhibitor beam
Engine suppressor
Target painter
Hull restoration system
Vernier engines
Inertial stabilizer
Emergency barrier
Adaptive shield
EM-diffuser
Crystal plates
“Horizon” module
Special bonus for everyone who buys the bundle — Premium license for 90 days!
Star Conflict: Irbis
This pack includes:
Federation tackler Irbis. Rank 17
Blaster weapon “Barred owl”
Modifier “Active repairs system”
Unique portrait “Leo Ardente”
Special bonus for everyone who buys the bundle — Premium license for 30 days!
Irbis is the latest fighter of the “Fortress” shipyard, designed for the security needs of the Armada’s corporate security and police forces. The development process was based on the experience of the previous generation of ships in this role, allowing the engineers to create a tackler without any apparent flaws.
The ObEC-7A onboard equipment system allows Irbis to effectively track small enemy interceptors. A new special ODG “Tarantula” module provides the pilot with the ability to severely weaken the enemy, facilitating their subsequent elimination.
Currently, a contract has been signed between the Fortress Shipyard and UMC for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.
https://youtu.be/nnaB3-Tppog Hello everyone! This is my latest development progress, and I would like to share my results with you. My progress is slow, but steady! :D
We’d like to start off with some fresh stuff to share, things we mentioned in the last post! As we said, It has a long journey ahead of us before Sands of Salzaar becomes the game we dream it can be. Thus we’ve been hard at work on our plans for future content.
And since we got some progress…there are no secrets under the hats! We wanted to give you lots to look forward to and to have discussions with us between now and when the content goes live! These contents are not simply decided by our own imagination - We’ve reviewed past community feedback and had deep discussions with MODs authors. It’s not surprising that most of the interest is about more elements filled in the current open-world system. Truly, this is also what we were aiming for.
Considering all the in-game aspects are closely linked and most of them would touch upon some game’s general logic. Therefore, we are proceeding with full caution and planning to prepare a [Content Package Update] to meet you in the future. We can safely say that it will be something you haven’t seen in the game before! Although it’s still in the progress, we’ve got something.
Hope to share with you in the early stage and sooner gather your valuable feedback ;)
Skill Trees, More branches!
⠀⠀⠀⠀⠀⠀⠀⠀⠀ (The original skill tree; More skill types/Settings will be designed/added)
In this post, we will pick the NPC part as an example, It's currently considering adding a new set of [skill trees] for all heroes. Compared with the previous skill tree, besides the brand-new active skills, the idea is to put more passive skills with attributes and functionalities, which will be deeply binding with the character's background and personality.
For example, if I want to train a hero from [Nasir] to become a [Blacksmith], he will be given a new set of passive skills, which are unique to the [Blacksmith] role, such as [Sand Mining] and [Strength] - the former will help the team to gain some "iron stone" for a regular period, and the latter will increase the NPC "stamina" attribute. In addition, he can provide services for the team to repair equipment during the long march in the desert.
We hope in the future version NPCs can carry more characteristics and roles in this world. Roles like [Chef] will be related to "food", [Alchemist] will increase their skills in "Pharmacy", and [Merchants] will have a natural advantage in the "Trade" part... Although the skills of NPCs are still being designed, we believe that all of you in the community will have more interesting and fun new ideas. If you have better ideas, be sure to leave your feedback in the comments!
More connections with [Favorability]
——Let's continue with this blacksmith NPC From Nasir——
If the travelers invite him to the team, due to the hostile relationship between the two tribes of the Nasir and Dakn, Travelers will encounter some new troubles, they will be assassinated or ordered by the scorpion army
Faced with this situation, would you remove him from the team in order to avoid the calamity of death? Or fight back bravely? Kick out the blacksmith from the team seems to be a once and for all thing, but it also will erase the team ability of [Gathering Resources]. And if you defeat the incoming enemy, it may have some new triggers [Special Events] from the blacksmith, provide special weapons/armor, or perhaps his friend's FAV also will be improved due to your brave choice.
Or, the long-term plan, to maintain a good relationship with Amanda is the primer choice. However, if this NPC is still in the team, the relationship increases with Amanda now will be affected, which will probably cause you to involve more time with tribal diplomacy.
We hope that everyone will feel that there will be more “butterfly effect” happening in the open world in than before; Besides, as you said, the investment in NPC relationships should be more attractive and encouraging. So there is a function, temporarily called [Secret Taught], that is under development. After reaching a certain [Favorability], players will be allowed to copy the skill page of NPCs for their own use.
[Future Plans]
The above are some ideas for the NPC part as an example. We’d love to get your feedback on some proposed changes above. And we’re always keen to hear about it. Also, we strive to bring u more progress on other content news! It would be sooner than you think! Such as new active skill designs, witchcraft reactions, etc. Look forward to seeing you in the comments.
Feedback or encounter any issues when playing the game, just click into our Discord channels or fill in this bug report form for submission. We will quickly look into them and try fixing them in future updates!
Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!
As many of you know, Hunt the Night is scheduled to release next year in 2023!
We are pleased to announce that Hunt the Night showcase a short video in PC Gamer's PC Gaming Show: 2023 live stream! We are thrilled to be shown among so many other great titles coming next year.
The live stream is scheduled to air on November 17th at 10:00 AM PT.
The Hunt the Night short video will appear about 40 minutes into the show. Check the link below for viewing details.