Dungeons of Aether is a turn-based dungeon crawler designed by Nikita ‘ampersandbear’ Belorusov from the Aether Studios team. Rivals of Aether is known for its intense competition and twitch skills, while Dungeons of Aether allows you to take things at your own pace - but it’s still just as challenging! Every choice you make can lead you deeper into the dungeons or to an early demise. Will you carry out a treasure chest, or be carried out in a pine box?
Welcome to a very special Devlog! Today we will talk about some changes we made in the previous weeks, but we also have great news to share with you, but first things first: We made multiple changes to the tutorial following the addition of new mechanics. All possible jobs are now talked about, and the pacing has been hugely improved.
Progress has been made towards improving and adding new songs and sounds to the game, mixing things so that everything works better and in harmony (and the jump scares are more plentiful and impactful!). We also tweaked the lightning in the game to make everything more atmospheric and moody.
Also, there are some neat usability and polish changes. These come with new models for the systems that the player can install in all contracts (CCTVs, motion sensors, alarms and remote doors) beside small fixes like making every object that is stackable fit on the cart automatically when dropped.
Last but not least we also would like to announce that we will be doing an open beta! We want to invite everybody on March 31 to participate in the playtesting and get a taste of everything in the game! So, stay tuned in the following weeks for more news on how things will be scheduled.
Hello defenders! Once again, we meet with news of a new update, version 0.7.2 has just been released with some more fixes and improvements.
Changelog
Features
- Added support for DX 11 - Added more graphics options in Options -> Video, so you can make the game look as terrible (or good) as you want. - When first running the game, we start a benchmark to determine if you’re running the game on a toaster, and we set the initial graphics options suited for your hardware.
Fixes
- Wrong reward was shown in the campaign if the level you just finished had no reward. - Worker reward at level 9 was missing from the rewards bar; he is now there, waving at you. - Level 9 had a path where ground monsters were flying over the gate…their wings had been cut off. - Animation on the map, which unlocks a new level, was painfully slow, we changed its batteries, and now it's three times faster. - In level 8, sometimes the prince would materialize at the start of the level into a fence, incapable of moving. He now knows better. - Tutorial was asking you to load a rune but was pointing to another; it’s like he wanted you to fail. - Redesigned path highlights before a wave starts. The direction of the wave should be much more clear now. No Joke! - The stairs in level 10 were too high for the prince to get on them, or he needed to workout more, but in any case, we made them smaller for our highness.
Starting now until March 6 at 2PM ET, you can save up to 40% on select TennoGen pieces to customize the look of your Warframe, Weapons, Operators and more!
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- Update to the end game reward screen. It will now show the tokens players have gained for that game. - New end-game reporting. This can be found in the i in the upper corner of the lobby.
HUMANITY is an action-puzzle game that combines traffic flow puzzles with 3D platforming. The demo we just released (you have downloaded it, right?) features 10 stages—a sample of what can be found in the full game. Here are some tips to get you through!
Tell the humans to walk faster Hold down Shift on the keyboard or R2/right trigger on a controller and make the horde of humans go faster. A must for testing out routes in either the Demo's levels or user-made stages.
Simplify simplify simplify A lifehack if ever there was one but it also applies in-game to HUMANITY! If you suddenly have a lot of commands littered all over the ground, you're probably making the situation just a little bit more complicated than it needs to be. Try deleting the directions that you know definitely are not the simplest/shortest route and go from there.
Retry to clear your head Sometimes, we all need a reset button. There is no penalty in retrying stages, and sometimes getting a clear view of the goal can help you create a practical action plan. There we go giving life advice again, but it's worth remembering in the game!
Soul-surfing can be a lifesaver Some of the jumps in HUMANITY are maybe just a little too far. Remember that the Shiba can soul-surf within the people. Just hit jump, then jump again to join with the stream of people, then navigate amongst them freely. Use that to get to ledges when a standard jump can't quite get you there. Press jump once to exit the people.
A better way to judge jumps As you frolic and hop around each stage as the Shiba, note the little dot of light shown on the ground below you. This will help you judge long jumps or jumps from high surfaces. If you jump and don't see the marker on a surface, you're not going to make it! Ahhhhhhh!
You can't command the Others In the demo, you'll meet the Others, a rival group to the humans you're currently leading. Try as you might, you won't be able to influence the Others' path. When your humans wade into a path of Others they can lose their way a bit, and if you're escorting Goldy, they'll run off! Try to clear a path instead.
Now go forth and clear the stages in the demo, hopefully with these tips fresh in your mind! Having trouble? Join our Discord (https://discord.gg/enhance) and follow us on Twitter (twitter.com/HumanityGame) for more on HUMANITY.
[Balance] Multiple adjustment and other things to make it a bit more fair for players [FIX] Camera completly lock when under ceiling. [FIX] Another attempt to remove render pipeline on server. [CLEAN] Remove stuff and more clean up (objective 0 error in Odin, still have 200+). [PERF] Try to remove the Renderpipeline when building the server, it'll probably don't work but meh let's try. [FEAT] MainScene : Disable GPUInstancerDetailManager by default on server [FEAT] MapOptimizerManager : Enable GPUInstancerDetailManager on start client [FIX] HarvestableController : Attempt to fix no harvestable on the map [FEAT] MapObjectController : Destroy eventual GPUInstancer & DynamicCulling on server [CLEAN] a lot of stuff cleaned and removed. [CLEAN] Try to destroy all gpu instancer stuff when running on server. [CLEAN] Try to remove gena log that spam the console when starting a server. [FIX] BuildingParts: implemented Strongside damage factor per building part and per damageFactor items in the lists, for a finer granularity, thus allowing explosives to get rid of Strong/soft sides detection (WARNING: ALL STRONG SIDE VALUES UNITIALIZED FOR NOW, SO BEHAVING LIKE SOFT) [FEAT] Blacksmith: now displaying a message on Blacksmith when starting craft/repair, inviting to use upgrade tool and displaying completion percent [FIX] InfluenceChest: attempt to solve Tax area message not appearing (due to observer) [FEAT] Upgrade ABLogger to be able to directly use .log to write log only in editor. [FEAT] Make ABLogger don't write extended stacktrace for simple Log. [FIX] Temp fix to don't destroy asset in Editor (fix error). Wait for refacto of map biome data. [FIX] Force reset player camera if player try to look through [FIX] Workbench Window, craftable doesn't show up on the first inspection : fixed [FEAT] BlackSmith window : Disable RepairResearch buttons when slot is empty [FIX] Weapon/Tools : FIX LOD [FIX] Server not init, infinite waiting for isLocallyReady : Windows disabled by default, register events in a init method (DisableOnStart removed) [FIX] PlayerPhysicsManager : ExcludeOwner on SyncVar_IsRunning to avoid Server not active issues [FIX] PlayerPhysicsManager : Put a tag Client above C_OnRequestBlockPlayerInput to run this code on client only [FIX] HarvestableController : Remove set syncVarActiveOnNetwork in the method SyncIsActive to fix Server not active issue [FIX] PlaceableRespawnController : Init Sync_CurrentInteractionState in OnStartServer to fix Server not active issue [FIX] Override issue : some class doesn't override start or OnDestroy etc... [FIX] GetHashCode issue : ItemSlotAndNotId, SerializableSystemType have Equals override but no HashCode [FIX] PickupController : Attempt to fix flying pickups [FIX] ContainerManager, could equipment multiple item of the same category : MoveToContainers was adding a trades even when it failed [FIX] Metal Buildings: modified collision type to metal, for grabbing correct sounds [FIX] DoubleDoorWoodReinforced: bad texture in material [FIX] InteractionRayCast: attempt to stengten interface GetComponent calls [FIX] UIWindow, Benches won't works well on first inspection : - windows are active by default, register events on start then disable themself [FEAT] Benches : persistence for level [FEAT] Blacksmith: fully persisted, container content [FEAT] PlayerKnowledge: modified behviour to set the percentage from console for instance [FEAT] Blacksmith Window : - More informations displayed - Can Research - Display globally enchanced [FEAT/REFACTO] Code, ton of interfaces for UI, used on new features [CLEAN] Add crush compression to a lot of texture and fix import setting missing on fews textures. [FEAT] SpawnablePrefabs : Add Digging Tool Pickup [Fix] Rework, the size of Digging tool being ridiculously small [Nerf] Bandage Healing went from 40 -> 15 [Nerf] Healing things gone from 1.5 sec of usage to 3
GHPC Early Access has been updated to version 20230228.
In this regular update, we introduce several new features, adjustments, and bug fixes.
This month's work was largely devoted to several upcoming major roadmap items, which are still under development at the moment. As usual, our small team is giving it our full effort, and we'll release these features when they're ready. We appreciate your patience!
Changelog
Added several new missions to Eastern Hills map
Rearranged missions to provide a smoother new player experience
Added day/night selection to compatible Instant Action missions
Added new kinetic impact effects
Reworked T-72 engine audio
Updated model for T-55A, including wobbly antenna and East German style fender modifications
Did minor model updates on all T-72s
Revised fire and smoke effects
Removed instant damage log during missions (you can still see the full list of hits and penetrations in AAR mode afterward)
Significantly reduced performance overhead of vehicle driving effects
Added a new aircraft type to flyovers
Added smoke grenades to launchers of M1 tanks (these cannot be deployed ... yet)
Revised Eastern Hills terrain geometry
Increased burn time on various flammable items in most vehicles
Renamed vehicle change keybind for clarity
Missed shots in AAR now show vehicles in their positions when the shot landed, rather than when it was fired, in order to reduce player confusion and erroneous bug reports over what appeared to be "ghost shells" passing through posed vehicles
Removed permanent FPS counter from HUD
Improved commander's binocular zoom and reduced aim sensitivity in that view
Slightly buffed some HE frag effects
Fixed a bug that caused fire not to emit from open turret rings on destroyed tanks
Fixed a bug that caused ammo cookoff explosions not to show up
Fixed a longstanding issue where ATGMs that had not yet armed after launch would still penetrate at full power
Fixed moving targets in Grafenwoehr range moving at incredibly low speeds
Fixed several mission related issues
Fixed an issue that caused BTR-60 to be hard for AI crews to detect in some situations
Fixed missing heat signatures on several vehicles
Fixed a lighting issue on hay bales
Fixed explosion debris getting stuck on vehicle
Fixed a bug that caused Malyutka ATGM to be steerable while using the BMP-1 turret to aim a different weapon
Fixed several sources of error spam in player log
Fixed an issue that could cause a contained engine bay fire in a BMP-1 to scorch the vehicle and melt the suspension
Fixed some incorrectly tagged voice lines
Fixed an issue that caused Bradley commander to order ATGM when shooting at trucks, and to never order coax or HE
Fixed a bug that could lead to commander override continuing to focus on a dead target
Fixed a bug that could cause a funny rock to be viewable from close range