Thank you all for jumping in and playing Warhammer 40,000: Darktide during the Pre-Launch Beta. During the past two weeks of battle testing the experience, many of you were a big part of the process in helping identify and help fix many issues.
As a way of showing our gratitude, we would like to give all players that played the beta a bespoke set of headgear. This will include the following:
A Beta Company Flak helm (Size: XXXXXL).
A Recon Company Beta Helm and Psykana Collar
A Recon Company Beta Vanguard Helm
The Helm of the Devoted, bearing a Seal of Intolerance
We are excited to fully release the game tomorrow at 18:00 UTC. In preparation for the launch and to ensure progression is carried over, we will have downtime scheduled today, starting at 13:00 UTC. You can find your specific regional timing here:
Hello everyone! Just a quick message here to say that Defend from Candyland! is currently 30% off until 5th December!
Soo much has been added to this game since its release in January from player suggestions including, New Towers, Health Bars, New controls, speed up ability, new icons, towers/candy balances, new and improved Endless Mode and soo much more! Come check it out!
Still not sure whether to buy it? Check out these reviews/videos from different players/curators!
DaRevieweD: "The addictive texture of Candy Crush but as a lane diverting, tower defense! It lacks eye candy yet gives off sweet and sour aftertastes that you'll want to go again... AND AGAIN. Watch out DIE-betes~"
Since the playtest opened in April, many players have participated in the trial play, given feedback, and put forward suggestions. This DEMO is officially modified and polished on the basis of your feedback and suggestions. Here, I want to say thank you to every player who has paid attention to the Three Kingdom Benevolence and Mercy, thank you!
Now let's talk about the most significant update this month. What are the improvements in DEMO and Playtest?
Performance
Enemy frame optimization, Because before the game development experience, so the use of violence invoked a lot of data, resulting in a decline in performance, in the months before the enemy significantly optimize the overall framework, namely enemy framework version 2.0, this version of the framework, AI logic more unobstructed, later period maintenance more convenient also.
Scene collision optimization, In the same way that the previous scenario used violent calls to the collision result to handle the collision, it now uses fewer calls to achieve the same effect.
Control Increased the jumping power of the main character, now players can jump higher, easier to board the platform. The hook system is optimized. Increased the movement speed of the main character. Added the ability to use gamepads to control the UI.
Visual The biggest change is the unification of the fonts. Last time playtest used simplified Chinese and traditional Chinese. Later, some friends reported that it looked very confusing. Shadow effects have removed the overlap of wrong lighting. The tone has also been retuned. Improved the gallery system. As one of the more important functions of the game, the gallery system has completed the v1 version and will continue to improve and expand.
In terms of scene construction, character animation has been completed this month with two large BOSS characters and two BOSS station scene mechanisms, so I won't go into details here.
Generally speaking, there are a lot of updates this month, and the most important thing is that the DEMO that can be downloaded is finally finished in half a year. Meanwhile, if you have any feedback or suggestions, please contact me in the steam community or Weibo for feedback.
Added teleporters in the back and front of the map
Added ladders on the pipes in the central areas
Added staircase in the bottom of the fan chamber's outer portion
Coast10
Filled some holes on map
Replaced teleporter prop with a trampoline
Added a button so the lighthouse hidden door can be opened from the outside
Cold Science
Fixed shadows showing through world geometry
Changed generator buttons to timed buttons
Enabled teleports on instagib
Fixed Tank hall light effects not turning off with the lights
Increased most doors move speed (from 100 to 180)
Added clips around lamp posts to prevent getting stuck between it and terrain
Bunker doors start closed on SvT and can be opened by keypads near them (one time use)
Deep Sea
Renamed the BSP file
Fixed starting elevator getting stuck with lots of Sneaks
Fixed players getting stuck on power levers
Added spawn points for other gamemodes
Vaious optimizations
Flagrun
Fixed flag capture zones being visible for all teams
Island17
Removed some of the ancient optimization features
Fixed a ton of tiny prop errors
Overhauled KOTH zones
Updated support for various gamemodes
Various minor tweaks
Mesa Race, Chapter 1
Added more arrows
VR Blue
Removed team checks from the elevator buttons
Game Modes
Removed Brittle Bones and Reverse Speed mutators from DM and TDM, disabled Text Adventure mutator by default
Fixed missing map timer on maps with setup timers in Team Mission
Added separate jb_sv_svt_terrorists_equip_radios convar defining if terrorists should spawn with walkie-talkies in SvT
User Interface
Fixed dot crosshair being too small
Tweaked status command output
Renamed "Player List" menu option to "Manage Players", where you can manage total player mutes for others in the server with you
Updated localisation files
Miscellaneous
Fixed jb_admin_* commands unable to target players by their Steam ID v2 and v3
Fixed players' scores not updating on Steam's server browser
Fixed servers picking random maps from the current game mode's map cycle instead of the one players had voted for when jb_sv_voting_fallback is set to 0
Fixed server crash on attempt to transmit a server-only entity
Fixed server crash on attempt to crush a pickup with a func_rotating entity attached to a func_vehicle
Fixed rare server crashes on level change
Fixed some cases where custom files couldn't be downloaded from the servers
Tweaked all-talk and dead-talk checks
SDK tools
Fixed 'Browse' buttons not working at the Hammer's Options dialog window
Fixed missing model from the jb_obj_frog FGD entry
We Greet All the Obedient Servants of the Cat-folk!
We are organizing a Give Away Campaign that would require some creativity on your side because frankly, we are tired of being creative for you all the time and wanted to be the judges for once :)
We’ll be giving away the physical gifts you see below:
An Artbook, a deck of Mason Family Cards and the mysterious Aaru Pamphlet.
All you need to do is:
Turn yourself into a cultist! (Hoodies, bathrobes, scarves, anything would work!)
And take a pic with your cat in this glorious outfit. (Can be horror themed, comedic, anything in between!)
Tag us on Instagram: @catsandtheotherlives
Enter the hashtag: #KittiesandHoodies
Share it as a post on Instagram!
Here are some examples:
You have one week to serve your goddess Bastet with pictures of indescribable cuteness.
This is not just an update or fix. This new version will leave you shocked! Designed to allow aviation fans, enthusiasts, ATC students and anyone interested in air traffic control to play and practice controlling from their living room.
This new version could showcase some of the cutting-edge technology we’ve been working on, including ultra high-res imagery, completely rewritten weather system. We’ll be offering this version as a training tool for Universities, students and air traffic control centers. By continuously receiving feedback from professionals, such as our partner the Department of Aviation of Hampton University, will ensure a very high level of simulation.
We will be sharing with you some behind the scenes info on graphics and design. Showing you how we work on the terrain to make everything look even more realistic.
Tower! Simulator 3 is using OSM (Open street map) data to place houses, roads and even trees where they are in the real life. This gives the simulator a very realistic look, and the controller such an experience, like you’re right there.
Houses are replaced by typical buildings particular to that area, around the airport. This allows us to provide a great detail in design.
The terrain inside the simulation doesn’t use satellite images anymore. This means basically any airport in the world can be built and implemented in the base simulator. The ground and the terrain use 16x more details than before.
This helps to keep every detail sharp and enjoyable even at a close range. So content creators and streamers, make sure to have your streams ready to show off!
We will regularly post updates during the development and beta, showcasing new images and features, so keep checking back here, or sign up to FeelThere’s newsletter / wishlist.
The recent 1.3 introduced Challenge modes for players that have reached the summit in a normal game. This small update adds on Steam achievements for each of those Challenges - Daily Wither, Bomb Rocks Everywhere, and No Village Bonus. Additionally, there is a fourth achievement for reaching Day 30 on the farm.