Greetings, our dearest fishing community! This March, you will witness (and some of you even directly participate in) a truly historical event. Fishing Planet will hold its first bottom fishing tournament, World Cats Cup! Remember to register for this unique opportunity and take part in the new competitive event.
Have fun competing with other players and trying to catch the biggest fish! You will go on an exciting journey starting in North America, traveling through Europe, and finally reaching the waters of South America!
Fight for fame, recognition, and a prize pool of many Credits, BaitCoins, and unique fishing tackle, and most importantly — for the title of the first bottom fishing Champion!
The tournament will last from March 7 through 12, with registration starting on March 6, one day before the first qualifying game. Here’s the tournament schedule:
March 7: Qualifier 1 at Saint Croix Lake in Michigan.
March 8: Qualifier 2 on the beautiful Sander Baggersee Lake in Germany.
March 9: Qualifier 3 on the swampy shores of Quanchkin Lake in Louisiana.
March 11: Semifinal on the tropical banks of the Marron River in Bolivia.
March 12: Tournament Final in the winding streams of the Amazonian Maze in Brazil.
Rewards will include unique x-series items:
X-Series Frogman™ 310
X-Series Ballisto Groundbait Catapult
Rivertex™ WCC Champion’s Cap
X-Series Slider
X-Series Cap'n Hook #12/0
X-Series Sinker 150 g
The World Cats Cup Pack will be your reliable support in achieving this goal! This bundle contains everything you need for a bottom fishing tournament!
This is a small patch for some changes I was working on last night after work. In general, this should make the dice ability feel better to use, looks cooler, and be more performant.
Dice Change:
New explosion animation that looks SOOO much better (IMO). Under the hood I also made a new system where I can create explosions like this easy for other event, which means there will be some new relics with this in the next patch.
Updated the abilities UI art as the only one looked like cheese
Dice will now blow up after 1 turn, previous it was after 2 turns. The delay just felt clumsy and now the player should be able to make the next turn faster if they want the dice to blow up before it fully comes to rest.
Tweaked the damage numbers, but I can't remember exactly what the old number were
Dice damage now increases with the dice roll, goal here is to make rolling a 6 feel really good since it deal more damage and is way larger than rolling a 1
Dice explosion now scaled based on player AOE multiplier, previously it was unaffected
Dice explosions now scale at only 1/3 the dice roll, but have a larger base scale about. This means that rolling a 1 still effects nearby tiles, but rolling a 6 doesn't blow up the half the screen. If you want to blow up the entire screen you will need to find relics grant AOE multiplier.
Fixed a bug where the first time a dice was spawned it lagged out the game
Fixed a bug where the dice spawning would sometimes cause the screen to tear or show random white particles. You'll be happy to know this was user error and I had the wrong setting checked for the dice in the Godot game engine.
To celebrate Warlander’s recent PC release and the phenomenal community that helped get us here, we are kicking off the debut of our Community Spotlight series where we recognize standout community members who have become true ambassadors of Warlander in and outside of the game.
What better way to launch this spotlight series, than with one of our OG Content Partners that has not only been holding it down since Open Beta but has in a very short time amassed a viewership that has everyone taking notice.
Looking for top-tier supportive content with a touch of razzle-dazzle and love? Hangy Henry is your guy!
Hangry Henry Community Spotlight
Hangry Henry the Entertainer
How did you come up with the name Hangry Henry?
When I don’t eat, I become Hangry Henry. It’s real, you can see it live. If I don’t eat, I get Hangry.
When did you start making content?
October 2022
What inspired you to make content?
I spent time building a career in a field that made me unhappy. I decided to stop and do something that I love.
What are your goals as a content creator?
To have as much fun as possible and to have as many people play Warlander as possible- it’s really fun to play with friends.
My brother asked me what games I was playing over dinner. I said, “Escape from Tarkov and other things.” He told me to check out Warlander, “I shit you not, one of the spells is finger guns.” I said, “I’ll have to try that.” The rest is history.
Why should people watch you make Warlander content?
You’ll learn techniques for the game and find the best community in our chat
What is your favorite piece of Warlander content that you’ve created?
Start with 0-Star of each class first, play around with the class and find which one you like. From there, decide which you want to grind to 5-Star.
Hangry Henry IRL
Who inspires you?
Benjamin Franklin, the dude said, “write something worth reading, or do something worth writing about.” I try to do that every day.
What is your special talent?
I can whistle through my nose.
What is something that no one knows about you?
I have a five-octave vocal range, like Beyoncé mutha *****.
The future of Hangry Henry
What do you enjoy most about Warlander and what do you look forward to the most in the future?
I love all of the cosmetic and otherwise customizations. It’s so fun to change things up to Min Max the game. I look forward to new subclasses in the future.
It's time to talk about how we are improving the game and what you will see in the upcoming update. We focused on the following vectors for the new update - these are banks, increasing the CEO’s role in the game world and new agents as well
So let's get started.
1. Banks and the new credit system.
As it was announced earlier, banks will appear in game, and in the upcoming update they will enrich the gaming capabilities. It’s rather difficult to imagine a financial empire without the participation of banks.
The main difficulty in developing a banking system for us was to preserve the continuity of the economic model of companies development, but at the same time, to distinguish the bank from the general background of manufacturing companies, because it is a rather unique structure and is very different from factories and resource companies.
What is the purpose of a bank?
First of all, for lending to your manufacturing companies that require cash investments to expand and quickly capture the market. Having your own bank, you will be able to credit companies easily, without worrying about the defaults and the interest rate - it will be significantly lower than in other banks!
As you know, cheap and “long money” is a huge boost for development. And now, instead of ephemeral loans “out of nowhere”, loans will need to be taken from banks in the state where the borrower company is located.
The structure of the banking system.
The banking system itself in the Plutocracy is built in a following way: The Central Bank lends to all private banks at a rate influenced by the economy, and they already possess these money, giving it to the population and companies at a higher rate, which is influenced by the level of development of a particular bank. Also, banks attract money from the population in the form of deposits. The number of bank employees and their productivity affect the amount of funds raised.
The higher the bank's goodwill and the quality of services, the higher the rate at which it can lend and earn more. Certain technologies can reduce the loan rate from the population. Therefore, if you follow the key parameters, including the productivity of bank clerks, your bank will be able to attract more money from the population and give more loans, turning the bank into a stable profit stream.
2. Increasing the role of CEOs in companies.
We have fundamentally revamped the role of company managers in Plutocracy. First of all, we have given more freedom to hired managers. Taking into account your feedback and wishes, microcontrol in the field of decision-making during strikes and accidents has been reduced.
More independence means less microcontrol.
Now CEOs will independently deal with the emergency in the managed company, without distracting the members of the board of directors to resolve these issues. The chance of a successful solution depends on the CEO's Economics skill.
Thus, if a strike starts in the company, the director will try to stop it, but he will have to increase the workers wages. If an accident occurs, he will try to hide the incident so that the company avoids a fine for violating safety regulations.
Thanks to greater independence of hired CEOs, the owners of companies will be able to be less distracted by emergencies. When the owner himself is the CEO of a company, the decisions will be needed, and it won’t be possible to shift responsibility to managers. Events in the managed company have been reworked and improved, so there are more ways to resolve the problem and probable consequences.
Specialization.
An important addition will be the fact that each CEO will receive his specialization by default, which will make it possible to improve the relevant technologies twice faster than others. After all, there are no managers who are equally well versed in all areas of the company. In the upcoming update, we have settled this injustice.
3. New agents - new opportunities.
Recruiting managers with the help of Headhunter.
Previously, it was possible to hire only an unemployed CEO. But by strengthening the role of managers, we also added such an agent as the Headhunter. With his help, you can lure away any experienced CEO of any company, thereby killing two birds with one stone: weaken a competitor, and strengthen your corporation.
Despite his gift of persuasion, the Headhunter won’t be able to lure away a CEO that is hostile to you. After all, loyalty has not been canceled.
Provocation of strikes.
Another tool against competitors in the upcoming update will be an agent that is called Provoker who can organize a strike and ignite the righteous anger of all workers against their employers, no matter how good a company they work in is. After all, there is always something that irritates ordinary hard workers - for example, low wages or awful working conditions.
Of course, the use of agents, in case of failure, as before, will entail unpleasant consequences. Therefore, whether to use them or not is always at your discretion.
4. The vector of development.
After the release of the upcoming update, we want to focus on improving the mechanics of agents, and also add such an important thing as selling shares to other characters using negotiations, which we have been asked about more than once in our active community. We will tell you more about this in the next diary.
In addition to that, in the next diary, we will publish a roadmap for the development of the project before its full release, which, we hope, is not far off. This will help to better understand where we are going and what to expect from the Plutocracy.
Thank you for reading and believing in us! You will find out the info about the upcoming update with the announced changes in the news in the coming days. You can also receive information and share your thoughts on our Discord server: https://discord.com/invite/tsy8juk .
Hi everyone! We've spent this Patch covering a range of bug fixes, as well as this we have added the ability to lock/unlock crew slots using right click, and added the ability to destroy stockpiles. As always please continue to submit bugs and feedback here & Discord.
Quality of Life:
Added right click to lock/unlock crew slots.
Added ability to delete stockpiles. Starting stockpile is removed and central hub now acts as the starting stockpile.
Fauna Capture Rate and Power Efficiency Research Module Attachments can no longer be attacked by the Threat.
Updated the Submarine crew assignment screen to be the same as the building crew assignment.
Bug Fixes:
Prevent overlapping of modules when one is deleted.
Can now snap modules to destroyed lab.
Trench Snap Points only highlight if the Trench has been discovered.
Newly constructed submarines will now move to docks, mining subs idling due to full stockpiles can now be reassigned.
Fix for a bug that could prevent mining submarines being deleted.
Unpausing time using spacebar will now set the game to the previous time speed.
Prevent objectives from firing more than once in rare circumstances.
Build Outpost near POI tasks now complete correctly if the Outpost was already built.
During your research and experiments in your laboratory, surely many of you’ve wondered: how exactly are alchemical maps created for various bases? In today's devlog, we'll show you exactly how!
But first, let's talk a little about the "Zone Drawer" - a custom tool that allows us to draw and erase the relief of the map, as if we used a brush. It makes working with maps faster and more convenient. Here are the settings for this tool:
The first setting allows us to select one of the zone types that will be drawn with a brush.
The second setting defines the current radius (size) of the brush, and the third one is the step for adjusting the brush radius when it is changed via hotkeys, so that we can adjust the brush size on the fly, like in the gif below.
Now that we’ve familiarised ourselves with the main tool used for creating alchemical maps, let's try to create a small custom map with it!
To begin with, we need to set the limits of the map by drawing some impassable walls.
Having decided on the size of the map, we can then place the desired potion effects on it.
Next, let's add some danger zones to the map and surround the effect icons with them.
After that, we pave a path to the effect icons by erasing some of the skulls.
Also, let's throw in some swamp zones for good measure.
Let's not forget about everyone's favourite whirlpools. For each whirlpool, a location where it teleports the potion indicator to should be set, as well as a dotted line that leads to that location and shows up after the first teleportation.
Alright, the main terrain is ready, all we need to do now is to adjust it a little bit, as well as fill the map up with experience books. And so, our custom map is ready!
That’s how it looks in-game.
Now you know how new maps are made for Potion Craft. We hope this entry was interesting. Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss the next devlog!
Golden goblin, a creature passionated with gold, lives around MIR world.
Golden goblin, wandering and searching for treasures nearby Bicheon area and Secret Peak, is now here to take a business!
Check out Golden goblin's surprising packages on [Goblin Market].
Remember that Golden goblin will only be on Saturday, we recommend you not to miss out this great opportunity!
※ Please be aware that all products on sale will be available for the day (~ 23:59) and they will not be purchasable after this period. ※ Golden goblin packages can be found on [Goblin Market] in [Shop] menu.
After last month's balance update, we’ve added 3 new tank type units to bolster your ranks with, each bringing new utility and abilities to the battlefield. Speaking of which, you can hone your command skills on a new 1v1 map. Furthermore, we have implemented some balance changes and a host of general fixes and improvements.
Now is an excellent time to enter the fray and to celebrate it we’re offering -50% off until March 9th.
Yeoman (Global Risk, slot 4):
Light vehicle with ground to air missile system designed for anti-air superiority. Can be upgraded with the ability to increase attack range at the cost of becoming immobile.
Rhino (Black List, slot 8):
Heavy tank that is able to enter stealth to ambush prey. With a little patience and preplanning, the Rhino can lie in wait, gaining power that significantly increases the 1st attack dealing that delivers a devastating blow to unsuspecting enemies.
Arachne (New Horizon, slot 5):
Heavy hybrid artillery tank that functions as an anti-air unit. It can be upgraded with the ability to designate a target AoE from long range that will fire at any ground enemy that foolishly enters.
Fight over a critical sector that is divided by the Cheong-Lim Canal. Use the ample high ground to your advantage and secure the numerous choke points as you advance across the map towards your foe.
And now you can enjoy all this for 50% less until March 9th
Black List
Crocodile: Visual fix to Scorch ability
Global Risk
Gladiator: Updated material cost to 150
New horizon
New Horizon units will no longer pick up med kits if they are at max health
Siren: Singularity ability duration changed back to 5 from 8 seconds
Icarus: Updated unit speed to 9 from 8.5
Lycan: Jump ability will no longer freeze when using the jump ability
Hyperion: Saturation bombing will no longer be interrupted when issuing a movement order
General Fixes
Improvements to key bindings
Improved Localization text and fixed issues
Fixed the kick player functionality in lobby
Improvements made to rendering of teams with uneven player counts
Fixed unit info rendering issue
Max efficiency of workers is now working as communicated by the U.I.
Maps
Labyrinth: Fixed some of the various art, invisible obstacles and collisions
Predator: Fixed some of the various art issues
Blacksite: Various art fixes
Campaign
Mission 3: Freefall hacking ability behavior fixed on enemy turrets
Mission 4: Players will no longer get blocked after restarting at the second checkpoint
Mission 7: Fixed mouse issues occurring after post screen
Mission 8: Various art fixes
Mission 9: Behemoth's mass teleport ability will now always unlock when intended
Mission 13: The scepter properly unloads the units on this mission
Game modes
Battlelines: Issues with unit spawning have been addressed
Battlelines: Players can now choose commanders properly after completing a game of Battlelines
For those who love a deep dive and want to completely customize their battlefield experience, here is a guide to the game’s built-in level editor: https://static.kochmedia.com/yac_sites/crossfire/CFL_MapMaker_UserGuide_v3.pdf Be sure to give it a try and share your creations with others on the Steam Workshop! It's a powerful yet accessible tool that goes beyond just level editing.
Right, time to warm up those RTS fingers. We can't wait to see you take to the battlefields anew and of course, we'll be monitoring your feedback closely as we prepare for future updates. Thanks again and happy gaming, - The Crossfire: Legion team