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Welcome to twenty-fifth DevLog for Alaska Gold Fever!
Hello travelers!
In today's devlog: - 3D environment!
Yeah, just that JUST. But it's important!
Challenge!
Working on the 3D terrain in Alaska Gold Fever is an exciting and challenging aspect of the game development process. The terrain is a crucial element of the game (i think every game), as it provide the backdrop for players to explore and mine for gold.
References are important!
One of the books used for references
The first step in creating the 3D terrain was to gather reference materials. We spent a lot of time researching the Alaskan landscape, looking at photos and videos of the rugged terrain, mountains, and rivers. This helped us to get a better understanding of the terrain and the features we wanted to incorporate into the game.
Know your tools!
Next, we began creating the 3D models of the terrain using software like Unity3D and Blender. We started by creating a base mesh of the terrain, which included the mountains, rivers, and other geographic features. Once the base mesh was complete, we added textures to give the terrain more depth and realism.
Real or realistic?!
Creating the textures is a time-consuming process. We spent a lot of time creating custom textures for the different elements of the terrain, such as rocks, snow, and trees (and also some things in town like wood, buildings etc). The textures needed to be high-quality and realistic to give the players an immersive experience.
Hills have eyes?
Once the 3D terrain was complete, we began to incorporate it into the game. We added features like hills and valleys to create a more realistic environment for players to explore.
We also added dynamic lighting to create a more immersive experience, with the terrain changing in appearance based on the time of day. (you can see that in some of the previous devlogs)
Nightmare for every game dev!
One of the challenges of working on the 3D terrain was optimizing it for performance. The terrain needed to be visually stunning while also running smoothly on a variety of hardware. This required balancing the level of detail with the performance of the game. It's a hard quest and a lot of developers struggle with it , especially if a game is coming to PC and multiple consoles at the same time.
it's still fun!
Overall, working on the 3D terrain in Alaska Gold Fever is an exciting but challenging experience. It require a lot of research, creativity, and technical expertise to create a realistic and immersive environment for players to explore!
----- Making a game is such a journey and you can be a part of it! Join our playtests on Steam Store Page! You can also use our Discord server to send some feedback!
- Grand Librarian topic added : The Watcher - Grand Librarian topic added : Screw Sentinel - Grand Librarian topic added : Rogue Armadillo - Grand Librarian topic added : Elemental Lords - Grand Librarian topic added : Goblins - Dialogue added to Rogue Armadillo - Dialogue added to Goblin Chieftain - Fixed some visual bugs on the map - Fixed a bug where some sounds would not abide to sound/music volume controls - Fixed Barry shooting when paused, reworked how his shooting works a bit (it should fix him not shooting at some enemies sometimes) - Fixed Living Projectile not flying towards some bosses
Thank you for your continued reports on Warhammer 40,000: Chaos Gate - Daemonhunters and the new Duty Eternal DLC. Our development team have been working closely with the servitors and analysing your feedback.
We are pleased to report the following changes have been introduced with this update:
Feature Changes
Main Menu (Standard game)
Added a new setting that allows you to toggle the new Technophage Enemies for the standard campaign. They will still appear in DLC missions but won’t appear in regular missions if turned off.
Added a new setting that allows you to turn off the free items/Twitch Drops equipment if you wish to play with a clean equipment inventory.
Added a new 30 FPS graphics lock option to the Settings Menu.
(Duty Eternal) Updated the popup which appears when you load a save from before owning Duty Eternal after having purchased the DLC. This popup makes it clearer how to load the save with Duty Eternal content or how to continue loading without adding Duty Eternal content.
Tutorials
Added a new tutorial to explain that Action Points are replenished at the beginning of combat and that ammo is replenished at the end of the combat..
Added a new tutorial that informs you that you won’t be able to climb back up again if you fall off the map during the Morgellus battle.
New Units
A new enemy enters the fray! The Lord of Virulence is a new debuffing unit capable of making plagued affliction significantly more dangerous for your Grey Knights.
Misc.
We have adjusted how damage previews are shown on enemies with more than 10 armour,
When returning from missions, Grey Knights that were critically wounded will be on one knee in the Teleportarium.
Updated the game credits to include new team members.
Balance Changes:
Missions
On the Merciful difficulty we have reduced the point budget for spawn groups across the board, so fewer enemies are expected on this difficulty.
Reduced the likelihood of Flowering missions appearing before the Nexus mission.
If you have no available Grey Knights for the Kadex Attacks mission you will now be supplied with level 1 Justicars each turn.
(Duty Eternal) You can now add the Venerable Dreadnought to the Rear Guard team during the Final Battle.
(Duty Eternal) Techmarine and Combat Servitors
Combat Servitors now provide Willpower and Experience to their Techmarine when they kill enemies.
Techmarine’s First Strike ability will now deal 4 damage (was 3).
Techmarine Flamer ability will now deal 4 damage (was 3).
Techmarine Flamer Warp Charge will now deal 4 armour break (was 3).
Techmarine Return Fire will now deal 4 damage (was 3).
Repair now heals 6 damage (was 4) to a mechanical unit.
The Techmarine Servitor HP Ability Increase now increases Servitor HP by 4 (was 2).
Support Fire will no longer apply the effects of the weapon that is equipped.
Servitors can no longer trigger Rear Strikes but will still trigger Overwatches and other autos when moving.
The first Techmarine you gain after Allies Under Siege will now be promotable to Rank 3. This will only affect new campaigns or campaigns that have not yet reached Allies Under Siege.
All Tier 2 Combat Servitors now have an additional 2 HP.
All Tier 3 Combat Servitors now have an additional 4 HP.
(Duty Eternal) Techmarine Equipment
For the Ironheart Servo-Harness the base Resistance has been increased to 15% (was 0%).
The Vortimer’s Mantle Servo-Harness has a new Purity Seal Upgrade +2WP for 4 Mortus Seeds.
The Omnissiah’s Vengeance Servo-Harness HP bonus is now +4 (was 2).
The Psalm of Devotion Servo-Harness has a new Purity Seal Upgrade +4HP for 3 Tentarus Seeds.
Three new Servo-Harnesses have been added as options for the Techmarine.
A new Boltgun and a new Power Axe have been added as options for the Techmarine.
Stratagems
Stratagems will no longer be disabled while completing the Purgation Ritual project.
Gate of Infinity will no longer teleport Servitor corpses.
Baleful Edict
We have increased the number of Exterminatus that you can use before Grandmaster Kai becomes angry and cuts you off. Players who have saves where they were cut off before will now be able to once again bring down the holy cleansing fire.
New Wound Risk levels have been added for more granularity and include 'None' and 'Extreme'.
Medium Wound Risk can no longer critically wound your Grey Knights.
(Duty Eternal) We have reduced the randomness of the Gladius Frigate mission results.
(Duty Eternal) Gladius Frigate squads that contain fewer than four Grey Knights will now have a penalty applied to their Squad Power to incentivize full groups being sent.
Interactables
Damage from the throwable lid interactable will no longer drop off further from the centre of the area. All enemies hit by the area will take the maximum damage now.
Enemies
Poxwalkers are now Daemonic body type.
Enemies can no longer break the stun of other enemies by dealing damage to them before the player can.
Performance Improvements:
Reduced performance spikes when mousing over abilities in the ability grids.
Increased performance while in the Strategium on the Baleful Edict as well as during all cinematics set in the Strategium especially on low graphics settings.
Improved optimization of various environment textures.
ervo-Skulls that are flying back from very far away will now teleport back to their Grey Knight to save wait times.
The zones and effects when critically striking Munificus have received some performance optimizations to help increase FPS if he has been critically struck several times in the same turn.
(Duty Eternal) Optimized the way that movement lines are drawn for the Venerable Dreadnought to ensure that they better display hazards on the route and don’t draw too much on performance.
(Duty Eternal) Servitors that are very far away from their Techmarine when trying to move back to him will now teleport back to him to avoid long wait times.
Fixes:
Missions
Feculent Gnarlmaws will no longer move around on Spreading missions after the Spreader has been activated.
Repaired a few areas where the camera could get caught outside the map bounds.
Fixed a rare issue that could softlock the game if a player destroyed some types of light fixtures on some maps.
Adjusted a few patrols to reduce some situations where enemies could be activated from extreme distances.
Destroying the large corruption blob environment asset with a tongue will now also destroy the tongue.
Fixed a few visual oddities on some maps.
Fixed an issue that could cause a Glorious Deed to disappear if saved and loaded during combat.
Fixed an issue with the Final Battle where the Final boss could attune to two bloom strains if the Rear Guard had no Grey Knights left.
Fixed an issue that could cause the voice over in seeding missions to replay after loading a save.
(Duty Eternal) Servitors killed during a mission will no longer count against the “win mission with no critical injuries” deed.
(Duty Eternal) Fixed an issue that could allow you to move your Grey Knight inside the Venerable Dreadnought in Allies Under Siege.
(Duty Eternal) Fixed an issue that could cause a softlock if using Gate of Infinity to reveal the Venerable Dreadnought on Allies Under Siege.
(Duty Eternal) Fixed an issue that could cause the enemies guarding the Venerable Dreadnought in the Honour the Ancients map to not scatter correctly when revealed.
(Duty Eternal) Revealing Brother Krask on Allies Under Siege using Gate of Infinity will no longer cause issues with his portrait.
(Duty Eternal) Updated the layout of a few maps and the destructibility/indestructibility of some objects to ensure the Venerable Dreadnought and Terminator Grey Knights can always reach the objective(s) of maps and prevent them from becoming stranded.
Events
Event buttons will no longer appear available if you mouse over them even if that option is not available.
Events that offer to let you use an Exterminatus will not allow you to if you have been cut-off by Grandmaster Kai for using too many.
Passing through a Reaper mission will no longer make you appear to have stopped in the Warp after the Reaper intro event.
Fixed an issue with The Tournament event that could cause it to give the reward talents to the wrong Grey Knights.
If the Warp Storm Disturbance event expires it will now properly add corruption to the system.
Fixed an issue that could cause skipped voice over for the Grandmaster’s report to play after loading a different save.
Fixed an issue with the Time For A Tournament event that would cause it not to pick lightly wounded Knights if all the Knights in your Barracks were wounded or lightly wounded. It will now properly pick Knights that are lightly wounded to wound and will provide those Knights the promotions or talents provided by the event.
Fixed a bug that would not make a 9th ranked Knight chosen for A Paladin’s Quest properly convert to a Paladin.
(Duty Eternal) Fixed an issue that could break the flow of the Duty Eternal content if you closed the game mid conversation after the Allies Under Siege mission.
Ship
Updated the text on the button on the 5th unit slot in the teleportarium. It will no longer refer to Vakir or Lunete as a Grey Knight.
Players will no longer be able to set a Prognosticar on the Duty Eternal systems that eventually disappear.
The travel line for the Baleful Edict will now properly disappear as your ship travels along it.
Reduced the movement blur around the cursor on the Star Map.
Critically Wounded Knights will no longer be added to the Vanguard team for the final battle. This could happen in some cases if a Knight was Critically Wounded right before the Final Battle.
The Baleful Edict will no longer disappear on the star map just as the Purgation Ritual completes.
Fixed some visual issues on the mission timer bars.
(Duty Eternal) Gladius Frigate
Researching the Bloom Seed Purifications will no longer lower the Squad Strength of equipment with purity seals of that colour.
The Gladius Frigate will no longer obscure the amount of archeotech at sites it flies through.
The return time of the Gladius Frigate will no longer desynchronize from the Baleful Edict so that it seems to display an incorrect amount of time to return on the calendar.
General
Improved compatibility with different keyboard layout.
Switching between keyboard and gamepad while saving the game will no longer cause issues when naming the saved game.
Some tooltips, breakdown info and localizations have been updated to be more clear.
The Fog of War will now properly update when you destroy objects blocking vision with the Precision Bombardment Stratagem.
Updated the movement code to help reduce orphaned squares in the movement range display.
Moving a Grey Knight underneath a reinforcement portal will no longer cause enemies to fail to spawn from it.
Fixed visual oddities with some animations.
Fixed an issue that could cause Grey Knights to end up standing inside a door rather than breaking it.
Fixed a few bugs that were causing some barks and SFXs to not properly play.
Fixed an issue that could cause the damage preview to improperly stay on an enemy healthbar after exiting Precision Targeting mode while using a gamepad.
Fixed an issue that could cause two cursors to appear on the screen at the same time if you switched from Keyboard to Gamepad during specific situations.
Interactable Objects
Resurrection Emblems will no longer appear in places where they cannot be reached.
We have updated the melee and ranged interactable icon to ensure it is clear when an interactable can be ranged attacked or interacted in melee.
Fixed a small VFX and SFX oddities on the pillar push animations and cinematic.
Fixed a bug that could cause some enemies in a fire bowl or Promethean Spray template to not properly take damage when they should.
Enemies can no longer get stuck and become untargetable inside of large exploding barrels if they charge inside them.
The interactable icon to show that an object is usable has been moved to be more central on the Eldar Turret and Vengeance Turret.
Fixed an issue that could get a Grey Knight stuck standing on a box if an enemy caused an explosive interactable to destroy that box.
Fixed an issue that could cause Structures of Decay and Bloomspawn Prisons lose the ability to interact with them after the first turn.
(Duty Eternal) Techmarines will no longer excessively run in place when interacting with bunker lids.
(Duty Eternal) A Venerable Dreadnought walking through a fire bowl will properly cause it to spill rather than sometimes just disappearing.
Achievements
The achievement icon for Inquisitor Vakir killing 10 enemies now displays Inquisitor Vakir’s portrait.
(Duty Eternal) Fixed an issue that could cause the Not a Mote of Corruption achievement to not trigger.
Knights and Story Characters
Fixed a few animation oddities for all Grey Knights and Story Character Units
Justicar
Justicars that use Crushing Charge no longer get caught inside half cover or interactables that happen to be at the end of the charge.
Fixed an issue that was causing the upgraded version of Honour the Chapter to appear to cost 3 Willpower when it was supposed to cost 2 Willpower while selecting the upgrade in the Ability Grid. This was not affecting the ability in combat. In combat it was always properly costing 2 Willpower when used.
The Crushing Charge template will now use the same sensitivity settings for placing it as other line attacks while using a gamepad.
Interceptor
The Support Fire Icon will not appear when targeting ranged interactables any longer since it won’t be triggered.
Fixed an issue with Teleport that could cause enemies to not properly be engaged if discovered.
Purgator
The Support Fire Icon will not appear when targeting ranged interactables any longer since it won’t be triggered.
Librarian
Fixed an issue that would cause Gate of Infinity to no longer work if you have a dead Servitor.
Fixed an issue with Teleport that could cause enemies to not properly be engaged if discovered.
(Duty Eternal) Techmarine
Sacrificial Discharge will now trigger The Motive Force as intended.
Servitors will no longer be able to end their movements on top of Bloomspawn Vents and Resurrection Emblems.
Fixed a few issues that could cause a Servitor to not follow the Techmarine when it should.
After ordering a Servitor to move to a location it will now more reliably stay at that location, even if the Techmarine moves, until the end of turn.
The Techmarine and his Servitors will no longer run on the spot when encountering enemies.
Reduced the excessive screen shake when the Techmarine attacks with the Power Axe. It will now be a similar amount of shake to the Daemonhammer.
Plasma Cannon Servitor had the incorrect movement speed, was 6 now is 4.
Tools of Conviction will now display the correct auto icon when triggered.
Fixed a bug that could cause Multimelta Servitors to do double damage if an enemy’s health was below a certain threshold.
Fixed an issue that could cause the Techmarine to equip a Plague Marine’s boltgun instead of their proper boltgun. This would cause the Techmarine to T-pose on the ship and in combat and gain Overwatch. Players with a Techmarine in this state will find that the Techmarine is now properly equipped and will no longer be able to Overwatch.
Castellan Crowe
Fixed an issue that could cause the book on Castellan Crowe’s hip to become unhinged from his belt and float while he was on the ship.
Inquisitor Vakir
Inquisitor Vakir will no longer appear to be wearing Power Armour in the Nexus mission when inspected in Unit Info View.
(Duty Eternal) Venerable Dreadnought
Fixed an issue that could cause the Support Fire ability for the Venerable Dreadnought to not appear on its action bar if the Venerable Dreadnought was equipped with both a Missile Launcher and Twin-Linked Lascannon.
Fixed an issue that could cause Helbrutes to charge inside of Venerable Dreadnoughts in some situations.
Fixed a bug that wouldn’t allow the Venerable Dreadnought to properly transition to his idle after using Ancient Charge.
We have increased the size of Venerable Dreadnought’s selection circle so it is easier to see.
If a Chaos Spawn jumps on a Venerable Dreadnought it will no longer end up inside the Venerable Dreadnought.
Fixed a bug that could cause some enemies in a fire bowl or Promethean Spray template to not properly take damage when they should.
The Venerable Dreadnought can no longer charge to the top of armoured containers and become stuck.
Updated the order of the Venerable Dreadnoughts ability icons to better match the convention of other units.
The damage preview for rear strikes when a Venerable Dreadnought moves will be more accurate now and take into account enemies being knocked back by the movement.
Changing pilots will no longer cause issues with gaining experience.
Main Menu
(Duty Eternal) The hologram for the Duty Eternal detected pop up window has been changed.
Enemies
Adjusted Suppressive Fire so that it does not start affecting a Grey Knight until all reinforcement portals have finished spawning enemies at the end of the enemy turn.
Fixed some minor animation issues for a few enemies.
Fixed an issue that would sometimes cause 1x1 units to be knocked back and destructible terrain to be destroyed when previewing a melee attack on large enemies and bosses.
Foetid Bloat Drones
Fixed a bug that would allow Fleshmowers to use their charge attacks while immobilized.
Destabilizing a Fleshmower will now properly interrupt their Foetid Charge.
Foetid Bloat Drones and Fleshmowers will no longer fly really really high in the sky when flying over an obstacle.
Foetid Bloat Drone’s Paralytic Reprisal visual effect will no longer disappear if it is inside a blast AOE effect.
Reapers
Fixed a bug that made it appear your melee attacks would be affected by Aeger’s Defend our Father.
Fixed a bug that could skip Malathian’s Effigy cutscenes.
Fixed a bug that caused Malathian’s Effigies to not activate if they were spawned in the fog so they would not apply their effects until revealed.
Plague Marines
Fixed a bug that was making it unlikely that Bolt Gun Plague Marines would Overwatch after scattering since the DLC update.
Belcher Plague Marine’s Toxic Spray and Hazard Spray will no longer affect Grey Knights behind full cover as intended.
Loading a combat save with a Noxious Blightbringer on the map will no longer possibly stun enemies that were not stunned when the save was made.
Fixed a small issue with the Plague Belcher VFX.
Stratagems
Fixed an issue that could sometimes cause enemies to not scatter correctly after using the Gate of Infinity Stratagem.
Equipment
Updated the Tier II and III Frag Grenades so that the model for the grenade better matches the item icon.
Fixed an issue that could cause healing or damaging previews for Servo-Skulls to be incorrect if multiple Grey Knights were equipped with the same type of Servo-Skulls. This was also affecting other damage previews in some cases.
Fixed a bug that could cause Disruptor Servo-Skulls to fail to work on most bosses.
Servo-Skulls will no longer show two range rings since the first ring means nothing.
Tutorials
Fixed an issue that could cause a player to become stuck in the Prognosticar Tutorial.
Cinematics
Fixed an issue that could cause the music from cinematics to continue to play when the cinematic is skipped.
Fixed an issue that could cause the ship to disappear during the teleport up cinematic.
Fixed a few small visual issues on some of the cinematics.
Thank you for continuing to share your reports and feedback on Warhammer 40,000: Chaos Gate - Daemonhunters. If you encounter further issues please be sure to report them on our Issue Tracker so we can investigate as soon as possible.
Hello everyone! This is our final update prior to our 1.0 launch in late April. I wanted to have a better thematic title to put for this update but can't come up with any since the update has a little bit of everything: some performance improvements, new power, QoL, balance tweaks, etc.
I just want to emphasize that this is the final update before 1.0 but we still intend to provide more updates even after we exit Early Access, just in a slower pace as we give more focus to our next game.
Performance
This is one of the biggest player concerns that we have to address. Due to the underlying simulation, character pathfinding and constant logging of events occurring per tick, the game suffers slowdown that becomes noticeable especially on larger maps and on longer playthroughs. Some of the performance improvement work we've done have been included in this update but more significant fixes are still in progress. We still expect some lag spikes and memory leaks but we intend to have most issues fully resolved when we launch 1.0.
Critical Break
Villagers in Critical Mood used to randomly trigger a Mental Break. This will no longer happen. Instead, a new Critical Break has been added so that it is up to the player to trigger it whenever they want to. Once activated, the player gets to choose from 3 Critical Break options.
The following are available: - Break up with a lover - Abandon faction - Kill an enemy or rival - Become a cannibal - Trigger a lightning storm (magic users only) - Expel an enemy or rival (faction leader only) - Commit suicide - Become a bandit - Become evil - Set building on fire (must not be pyrophobic)
This is intended to further reinforce the game's premise of giving the player more control over the miserable things that can happen to the Villagers.
Monster Spawner Actions
In order to make Monster Spawners more useful, landmarks with Monster Spawners now have special actions that the player can activate. The action available depends on the landmark. The following are available: - Kill Villager - Snatch Villager - Harass Villagers - Destroy Structures - Destroy Defenses - Destroy Supplies
Base Building QoL
Players can now more quickly build demonic structures without first building the required corrupted tiles. It will still require the same amount of corrupted tiles but the game will place it automatically for the player.
It's also no longer necessary to have space between demonic structures. This should allow players to build more within the same corrupted tile limit.
Lastly, some of the bigger demonic structures have been resized smaller: Spire, Meddler and Maraud
Various Status Effect Changes
- Non-combatant villagers harassed by demons or monsters will become Traumatized when they get knocked unconscious. - Unconscious villagers will gain Injured once they wake up from Unconsciousness. This won't occur if someone else helps them out of unconsciousness. - Damage dealt by an Injured character should be reduced by 50%. - Frozen status may now add a new status effect: Frostbite - Frostbite can cause death by Hypothermia - An external tile on a Blizzard should have a 25% chance per tick to remove Burning on the tile and its objects - Bad Weather status effect now only has 1 stack limit and can be gained from Blizzard, Heat Wave and Rain - Ice Block should remove Burning on the tile - An Ice Block should apply Wet to the tile - All Ice Blocks have 25% to melt on adjacent tiles of a Burning tile or Burning object.
Chaos Orb Spawn Caps
All player Powers that spawn Chaos Orbs now have limits to the total amount they can spawn. The caps are mostly lenient as the intention here is just to prevent players from exploiting some of the easier options too much. This probably requires further tweaking and we'll actively watch player feedback regarding this.
Autosave
New autosaving feature has been added. The game will autosave at the start of each day.
Tweaks
- Village behavior has been tweaked to make them build important structures faster. - When a Villager attempts to strangle self, they will now only choose nearby wilderness area to do it rather than any distant spot in the entire map. - Players can now demolish unoccupied landmarks. - Villagers attempting to steal because of Kleptomaniac Trigger Flaw will still proceed even if there are witnesses to the act. - Removed Blizzard's separate additional Freezing chance. It should now simply apply Freezing through its Ice damage. - Removed Drain Spirit from Kennels since Sacrifice already serves similar purpose. - Criminals fleeing from their faction will now avoid combat. This should increase the likelihood of them escaping. Villagers attempting to apprehend them will drop it once they are far enough from the Village. - Villagers will now more often place Fisheries closer to the Village Center. - Cultist Dark Ritual will now only produce 3 Chaos Orbs instead of 4. - Chaotic Energy gained from Chaos Orbs has been increased to 6. - The Chaotic Energy costs of Portal's Release Power has been significantly reduced. - Cultists can no longer change class to Stalker. - Improved night lighting of some structures. - Added a new log whenever a Ward Light detects hostiles. - Updated world generation so landmarks will not spawn adjacent to each other. - Work Structure can now be clickable from the Character Info UI. - Log limit setting has now been turned into a slider that can be set between 1000 to 5000. - Updated popup message when Trigger Flaw of Unfaithful did not work because the target has no lover.
Bug Fixes
- [FIXED] Laziness does not produce a Chaos Orb when the Villager refuses to do work. - [FIXED] Building of Bandit Camp may sometimes fail and cause a loop. - [FIXED] Game may get stuck if all three randomized Wildcard Powers chosen was already unlocked from previous Portal upgrades. - [FIXED] Game cannot be saved while an object or villager is currently seized. - [FIXED] Error when Villagers attempt to restrain an intruding Ent that already reverted back to a tree. - [FIXED] In Polish, Portal UI button text does not fit in the button. - [FIXED] Fixed Empowered tooltip.
[STABILITY] - Fixed SSE and SSE2 are required and Game shader trying to override a base shader errors on startup for players that have other Source Engine games in their PATH; - Fixed a server crash when a player who did the first kill of the round left the server before the end of the round;
[GAMEPLAY] - Added a team kill punisher: if a player is at or below t_teamkill_karma_threshold karma (default: 50), killing t_teamkill_limit teammates (default: 3) in a single round will result in a kick and a temporary ban, team kill counter will go down by 1 each round until it reaches 0; - Updated existing voice lines and added new voice commands:
I'm walking here.
Deliver the clue.
Hold fire!
They're innocent.
Follow me.
Get out of here!
Sorry.
Stick together.
- Added Player Mute option in the main menu, that allows you to mute voice chat from specific players; - Fixed incorrect name of t_rating_round_win_traitors console variable (previously shared name with t_rating_round_win_innocents); - Added a soft limit of traitors: t_traitors_max (default: 4); - Softcoded the number of traitors to be chosen: total number of players divided by t_traitors_prevalence (default: 4); - Changed default values of some console variables:
t_revive_cooldown to 50;
t_dev_immunity_time to 10.0;
t_dev_immunity_damage to 0.25;
t_karma_round_win_alive to 15;
t_karma_kill_enemy to 5;
t_karma_kill_teammate to -12;
t_dev_clue_glow_time to 6.0;
- Creating a kick vote now requires specifying a reason for kick; - Changed Detective selection algorithm, now it's much less likely that the same person will be a Detective more than once in a row; - Added a brand new Don model, that will also be used for players during Annihilation rounds; - C.P.U. now has an arrow icon, showing it's location, when you hold a clue (can be toggled client-side using t_disable_cpu_icon); - Zombie Traitors will now have flies particle flying around them; - Picking up a clue after round end will no longer preserve it for next round; - Proximity voice chat is now automatically disabled at the end of the round; - Bomb damage will now count as coming from the player who planted the bomb, so damaging someone with a bomb will now show up in your damage counter; - Added a console variable to toggle in-game hints: cl_hudhint_enable; - Hints, that require you to approach a certain entity (such as C.P.U. hints or Clue hints) will no longer trigger when you are spectating; - Fixed incorrect Hat model skins for Mafia (when the hat is shot off); - Don's body glow will now produce a sound;
[UI] - Round end screen will no longer show irrelevant stats in Annihilation; - Changed font of HUD menus (such as voice commands menu); - Made voice status panel wider; - Removed rounded corners from hint box, making it look consistent with the rest of the design; - When spectating a player, you will now see their Steam name next to their Pseudo name; - Voting music will no longer be stopped when casting a vote; - Round end screen will now show player of the match and final kill of the match if it was the last round; - Round end screen will now show Zombie Traitors separately, at the end of traitors list; - When you are a Traitor and have been revealed, player card will now have a target icon over your role icon; - Made background of Play or Spectate menu darker; - Main menu music will now restart when leaving the server through main menu button; - Spectator UI will now fade out when round end panel is fading in; - Game icon has been slightly updated;
[MAPS] - New map: Villa;
Classic - Added balcony at Bombsite B, that connects Mid and Bombsite A; - Added an extra route between Bombsite B and Bombsite D; - Added various cover spots; - General optimizations;
Hotel - Removed walls at Bombsite D; - Added a peek spot near Bombsite B; - Extended room with window, that leads outside; - Extended garage in basement; - Removed some doors near C.P.U. table; - Made main corridor wider; - Added various cover spots; - General optimizations;
Temple - Expanded area between Bombsite Green, Bombsite Red and Bombsite Blue; - Changed area around Blue Bombsite; - Expanded several corridors throughout the map; - Added C.P.U. signs; - Increased delay before fire appears at spawnpoint; - Added various cover spots; - General optimizations;
Voorgoud - Added a room behind Bombsite A, with a secret route to the gym; - Added windows to the garage door of the gym; - Changed beach; - Removed glass doors at Bombsite B; - Extended room behind C.P.U.; - Added various cover spots; - General optimizations;
Dust 2 Ode - Added stairs from Mid to the C.P.U.; - Changed textures; - Added 3D skybox; - Added various cover spots; - General optimizations;
Tower - Extended corridors behind Bombsite A and Bombsite C; - Added C.P.U. signs; - Added various cover spots; - General optimizations;
Simple - Added Bombsite C and Bombsite D; - Added various cover spots; - General optimizations;
Clues - Moved C.P.U. to another location on the second floor; - Expanded various corridors and rooms; - Added various cover spots; - General optimizations;
We hope you have had a blast experiencing the Affogato demo over the past month! It has been exciting for us to see so many players immersing themselves in this magical journey. We hope you enjoyed the dynamic blend of reverse tower defense and coffee-making! We've received a lot of your feedback and suggestions, it has been invaluable to us and we can't thank you enough for it!
As we look ahead, we're thrilled to announce that Affogato is just around the corner! Our team has been reviewing each of your feedback and suggestions, working tirelessly to optimize and improve the game, and we can't wait to show you what we've come up with. Get ready for a world of magic that will take your breath away!
We appreciate your patience and support as we work hard to make Affogato the best it can be. Stay tuned for more updates and be sure to follow us on our social media channels for the latest news. Thank you for playing and for being a part of the Affogato journey!
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