STAR WARS™: The Old Republic™ - SWTOR Community Team
You read that correctly, the Public Test Server is now open for players to experience Star Wars: The Old Republic in 64-bit! This is yet another of our modernization initiatives that we are bringing to the game.
Why make the move to 64-bit? Star Wars: The Old Republic was initially released in 32-bit on the game client in order to run on the widest variety of PCs available at the time. A decade later, 32-bit PCs are much less common. The last 32-bit PC processor was released in 2010.
The first advantage of moving to 64-bit code is memory. With 64-bits players can use more memory and aren't limited to 4 GB per process. This limit applies to the game client itself, and restricts things like how much content we can be placed in each area.
That ties into the limits that our tools have because they’re based on the same code. SWTOR has ten years of content in it: planets, characters, conversations, missions, systems, NPCs, etc... The migration over to 64-bit removes that limit and will help us streamline the process of building compelling content for years to come.
Additionally, we are future-proofing. With each new generation of Windows PCs, 32-bit support is slowly disappearing. Moving to 64-bit will help keep the game running smoothly by making sure it is running in the preferred mode for the hardware.
What should players expect to see differently on PTS? We’re releasing the content that was included in Game Update 7.2 for testing. Ideally, there should be no difference in the player experience in terms of playability. We want to verify that the game still works the same as it did previously.
What feedback are we looking for? Please be on the lookout for crashes or anything that seems different. There are thousands of permutations of processor, memory, graphics card, etc. We're especially on the hunt for issues that show up with specific configurations.
We are aware of a known issue currently with trees and foliage as they will look broken or be completely invisible. Upgrades are being made with the modeling software that builds these environment assets which is why they will not appear as functional during this phase of testing.
This is a huge stride forward in our modernization efforts, and we cannot wait to begin this new journey with all of our players.
Please note that PTS is provided in English only.
Steam PTS When PTS is available, there will be a new prompt on our storefront page. Clicking the link there will start the process to getting the PTS installed!
Welcome and Merry Juletide to you all. A lot has happened in the time since last winter sale and it is time we share a bit of information about the progress on DOOMBRINGER Episode 2.
We had hoped to be closer to a final release window by now. But alas real life has taken up a lot of focus for our main developer what with them changing their dayjob from a School teacher in Sweden to a game developer in Denmark. This has taken a lot of time from working on Doombringer and as a result, we are making up for lost time.
A Troglodyte pushing forth followed by a pack of Gorgers. An enemy that will have a surprise for the unwary traveler.
The Team
But before we get in to the progress we have done let us present the current team working on Doombringer's game directly. Not to take away anything from all the great people helping us wherever they can. We couldn't do it without their support. But this is the people who currently make the game for you.
Episode 2 developers:
Kristian Kjäll (Kristus) - Level design, Art, Modeling, Animation, Programming. Sam Piper (Reki) - Lead Programmer. Jeremy Sneep (RennyC) - AI and Entity programmer. Matt Tropiano (Mtrop) - Sound effects, Linguist. John S Weekley (Primeval) - Music.
On top of that Blaze Lightcap graciously helped us blocking out one of the maps for Episode 2.
Two Dreadnaughts standing guard. This new enemys Gotlung gun will not spare the hot lead they got racked up for you.
The Progress
We're going to go through this in three general blocks. General map progress, Monster progress and Boss progress. This so we can have a good idea of where each map is and where the finale of the episode is currently.
Maps
E2M1 : 80% - Gameplay is being refined and has for most of the map been through an art pass. E2M2 : 50% - Gameplay is being refined and is still mostly only in the blockout stage. E2M3 : 75% - Gameplay is being balanced to be less unforgiving and most of the map has been through an art pass. E2M4 : 50% - Gameplay is being refined and is still mostly only in the blockout stage. E2M5 : 90% - Gameplay is being polished and the map has been through it's art pass. E2M6 : 50% - Gameplay is being mostly done and the map is still mostly only in the blockout stage. E2M7 : 40% - Map has been blocked out but game play is still pending. E2M9 : 40% - Map has been blocked out but game play is still pending.
We left out the boss map in this roundup since that is a special case map. But as you can see all the maps are blocked out. Though game play is missing for a couple of them, and the art passes are missing for the majority. This may sound bad, but game play and blockout is what generally takes us the longest to do while the art pass can be done faster once we got the ball rolling and feel confident about the game play.
E2M2 - Example of a map in it's blockout stage.
Monsters
What would new maps be without new monsters to fight. While you get a lot of new tools in the new maps like the Rocket launcher and Super Shotgun those weapons were already available to play around with in the multiplayer portion of the game or if you used weapon cheats in the campaign maps.
We're adding as many as 8 new enemies to this episode. These enemies range from variations based on the original episode enemies like the Aswang Matriarc, to completely new characters like the Vizier. The good news is that these are all more or less done and playable in game only requiring some polishing with their animations and presentation for the most part. Apart from the last enemy you will come upon in the episode the aformentioned Vizier, which still have some animation work to be done.
E2M5 - Example of area where recent art pass has been applied. The red square is a place holder switch waiting for it's decorate model representation.
Tesla Commanders are one of the new squishy types of enemies you will face. While their tesla coils pack quite a punch, just remember to keep moving so they don't get a lock on you.
The Boss
This section is going to be a bit less exciting at the moment. The boss is treated differently since it is pretty much all original materials going into making it. This is also why it's been pushed to the back burner. While we have discussed it and got a basic idea what we want to do with it. Currently we don't have any resources produced for it. What we are planning is to put it last in the pipeline, so that once the general episode is done and we are doing final playtesting of the maps. Then we can put all our attention to making the boss rather than working on both at the same time.
We are getting ready to set a release date for Ira, but due to all the new features and improvements that are being added to the game, it has been decided that the original announcement of a “Q4 2022” release was premature. Please expect the full, finished game in the first quarter of 2023. We apologize for the change, but we are very proud of the additional work being done to make Ira a better game and we know that you will enjoy playing it.
What are the new features and improvements? We don’t want to spoil all of the new content, but we can tell you that the finished game will include new weapons and items, additional music and new sound effects. Many adjustments have been made to balance the gameplay, and the bullet patterns of certain bosses have been improved.
The game story has been revamped, with shorter cutscenes, improved English localization and new content provided by novelist Peter Tieryas, author of the Mecha Samurai Empire series.
The result of all this activity is expected to be a more immersive, more entertaining game with more long-term appeal and replayability. Please add Ira to your Steam wishlist and look forward to the completed game!
Hello Atari Maniacs, we just released a Patch for Atari Mania addressing a number of gameplay issues and player requests.
Most importantly, this update implements analog controls for all microgames, which should make for a much more precise and satisfying play experience. Our original decision to make our controls “digital” worked well for certain microgames, but overall made for less precise controls that caused some frustration for players - especially with games that initially had analog controls, like Pong. We’re happy with the result of the control change, and hope you are too!
Silky Smooth
We’ve also made a number of gameplay modifications based on player feedback, improved performance and framerate, and updated the descriptions of a number of microgames to make their objectives clearer.
Lastly, we are adding Steam Trading Cards! There are 6 in total to collect, along with badges, emoticons, and profile backgrounds!
Read on for our full patch notes, and thank you for playing Atari Mania.
Modifications
Improved Controls! Analog movement implemented for all microgames.
Microgame instructions edited for clarity
FPS optimizations for Vault Hub and microgames
Gameplay Modifications:
Adjusted movement of paddles in Pong microgames
Added one additional life to later microgame sequences
Added one additional life for mouse hole microgame sequences
Gloomdoom sequence adjusted during Bentley fight
Scaled up Gloomdoom during Boss Fight so he can be shot more easily
Swordquest/Combat Plane microgame adjusted based on player feedback
Removed timer in Dark Chambers "Three Heroes" microgame
Fine-tuned Gravitar controls to match Asteroids controls
Removed timer from Waterfall tutorial + polished for better experience
VSYNC on by default
Added loading screen between end of microgame sequence and returning to Hub, and between main menu and Floors
Characters can be seen in multiple locations after completing the game
Added loading bar during load screens
Added a pop-up when all posters and manuals are picked up
Updated default icon
Bug Fixes
Input issues with analog controls
Display arrow back instead of "B" to quit menu
Adjusted Torr with lamp collision that was slightly offset
Fixed the Default language
Canyon Bomber "Guide Bomb" Fix: Lose microgame if the bomb hit the ground
Warlords movement speed normalized
Archer kills count towards the kill counter in DarkChambers_DragonRampage micro game
SFX for Warren steps in the Adventure_Inputo is missing
Animation of walking James is missing after turning on the light in certain Haunted Houses games
The game can fail when Yars is touched by the red projectile while being in the green zone in the Yars_Survive
Millipede in the SwordQuest_ProtectMilli does not have a walking animation
Player is clipping with the Millipede statue on the secret floor
Infinite loading screen occurs at the start of microgame sequence under certain conditions
Arcade machines flicker in the room on the first floor
Bug where the "footsteps" noise the caretaker makes in between each microgame got louder over time
The Rogue Legacy 2 Winter Holiday event is now live, and everyone has come out to celebrate. Come join in the festivities, as friends and foes alike revel in boisterous merrymaking. The yuletide celebrations will last from December 20th to January 7th, and all you need to do is load up the game to participate, so be sure to check out this wintry event while it lasts.
Thank you all for your support as we officially launched Rogue Legacy 2 this year, and for making the experience an incredible one for us. Now's the time to sit back, relax, and enjoy a soothing hot mug of pizza to the face.
Added: Lana Osgold NPC Added: Throwing Knife Hilt craft profile Added: Light Throwing Knife craft profile Added: Light Throwing Axe craft profile Added: Shuriken craft profile Changed: Increased the amount of arrows that are crafted to 10 Changed: Increased the amount of bolts that are crafted to 10 Changed: Increased the amount of projectiles and throwing weapons that you can find in chests
With the Infected Guards now having bright laser beams giving away their approach, their attack range and movement speed have been increased slightly to compensate (they were far too easy to avoid).
Improvements
When attempting to Shift, but the target is blocked, a red exclamation icon will now be shown at the blocking location.
Fixes
Fixed an issue where the default laser pistol would hit the player instead of shooting ahead.
Now correctly hiding the Power Core quantity info in the HUD while not in active gameplay (for example, a message box is showing).
The new year is coming! As the holiday season approaches, we want to wish our fellow hentai lovers a Happy New Year!
Following established tradition, we are releasing a new, free update for our oldest game - Femdom Waifu. Enjoy the slutty officer outfit for free while being dominated with 100 fresh, new text lines. Censored mode received extra love with this update, so we think you should give it a(nother) try.
Speaking of our efforts during this last year, you could say that we are continuing our experiments for the sake of delivering the best kinky experiences possible.
We have several ideas we hope to bring to fruition next year, so don't forget to check our socials for the upcoming games and announcements. Stay tuned!
Year draws to a close, and it means that the Steam Winter Sale is coming soon - add the game to your wishlist so you don't forget about the discount!
And one more reason to save Wanted Raccoon to your list - we have prepared an update of the game for the New Year, here's what it has now:
- added more sounds! - new animations for characters; - fixed bugs with coins and quest items falling underground, as well as a bug with snow; - fixed a bug with the replacement of control keys and other minor bugs; - some tasks were not counted as completed by the player - now everything is OK with it; - added snowfall!