The kylin wields a sharp blade, and both rain and mountains are painted with ink. The kylin has always been regarded as a sign of auspiciousness, as most royal objects have kylin images on them. According to legend, this weapon was made by the emperor, who possessed excellent fighting and painting skills. Despite becoming very proficient with this weapon, he kept on improving to become a worthy guardian of his country.
Skill Display:
After the update on Jan 17, you can log in to the game to obtain a total of 51 Secret Treatises. And we wish you a happy Lunar New Year!
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir], second server [Mjolnir] and third server [Gram] will perform routine maintenance on January 12 16:00-18:00 Pacific Time (8:00-10:00, January 13 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 20:00 on January 12 to 20:00 on January 15, Pacific Time (from 12:00 on January 13 to 12:00 on January 16 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!
What's new: 1. Changed the snow texture and snow material. It looks much better, during the day and especially during the night. 2. Rewrote yeti AI to allow more changes in the future. It no longer simply spawns and chase the player until it gets stuck; it will now spawn, see the player (via sight), and chase the player until it loses sight or hearing of them (it can still get stuck, however, it's still WIP) 3. Removed speedometer. 4. Small lightning changes. 4, Added a bit of film grain.
Fixes 1. Tweaked light cycle transition, its smoother now (but I dont consider it finished) 2. Changes on the map to make it harder to get stuck.
Fixed the problem that the additional effects of the upgraded cards were not displayed properly. Adjust the experience value required for the power of the temple to speed up the player's upgrade.
We want to keep you updated with some of the changes that have been implemented in the last couple of months in Ninja or Die.
One of the main things we want to share with you is that we're testing Steam Deck functionality. We can't confirm anything right now but as soon as we know what's possible, we'll make sure to update you.
Work on the cave area is progressing. This is a dark space so most of the fighting will take place in confined areas and your dodging skills will prove to be valuable here.
Some areas are a bit unstable, so floors will collapse. Be careful that you don't fall through!
Additional traps have been added - you can see here the oil trap which creates a lot of resistance for jumps, the poison mists which continuously deal damage to you and the confusion smoke which disorientates you.
Some additional weapons, armour, scrolls have been added as well as some quality of life improvements have been made such as re-balancing some of the enemies and the ability to move the camera independently of your position.
We want to celebrate your achievements - some Steam Achievements are now in-game with more to come.
We leave you with the news that a demo will be available for you to try out soon so make sure to wishlist and follow us on here to find out when it's live!
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.
0.9.7.61 Changelog
Game
Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
Fixed: AI should no longer spawn inside a tent
Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
Fixed: Input: filter preset from/to combo user binding
Combat Ops
Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
Added: Task Kill
Added: ScenarioFramework - Waypoints for Task Kill
Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
Added: Kill hvt task, with hvt soldier classname placeholder
Added: Music when extractions starts, some compositions into tents
Added: CombatOps - Task Kill to all viable areas
Added: Finished Tasks list
Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
Tweaked: SCR_PopupNotification refactor
Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
Tweaked: ScenarioFramework - End screen formatting improvements
Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
Fixed: SCR_PopupNotification progress bar timer setup
Fixed: SCR_PopupNotification filter reset
Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
Fixed: The turning animation keeps playing after turning right
Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
Fixed: Debug spheres in combat ops
Removed: ScenarioFramework - Obsolete extraction counter that is not utilized
Game Master
Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu
Multiplayer
Fixed: Excessive preload requests could lock the player on respawn loading screen
Fixed: Updating addons on the Linux server could fail due to the wrong path
Workshop
Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
Fixed: Backend - Server Crash when player disappears during auth.
Stability
Added: Crash Reporter - Crash unique GUID being logged
Fixed: Crash when reading specific JSON files
Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
Fixed: Crash on Game cleanup due to a missing null check.
Enfusion Blender Tools
Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
Added: New properties to EBT -> Export -> FBX window
Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.