We've just released a new patch to fix bugs and optimize the game. We are preparing to release a new expansion for Animal Simulator. You can expect several new maps + new content.
An overview of the news you can look forward to in the near future:
1) another new patch and game optimization 2) several new maps for the base game 3) New DLC set in the Middle Ages 4) New fantasy animals - dragon, pegasus, forest golem
We are also preparing more content with forest animals - bear, deer etc...
After 3 intensive months of work, I am happy to share with you version 0.8 of Rogue:Genesia. Version 0.8 Is very different from other major updates, as the main focus was the addition on major features and an important rework of the internal workings of the game instead of purely adding new content/world-ranks.
Major Features
Avatar system
Rogue:Genesia now welcomes multiple playable characters, each with their own gimmicks and stats There is a total of 6 avatars for now, among them there are 2 secret avatars
Talent System
You can now equip powerful active and multiple passive talents before you start your runs Each non-evolution weapon has an active talent linked to them, allowing you to start your run with them, after they reach level 1, they each have a different and unique active ability. There is for now a total of 15 passive talents.
D-rank survivors mode
Survivors mode also has a D-rank world, you'll be plunged into the darkness of the caves, so be careful of your surroundings Also Survivors Challenges There is also a Secret ending added to any Survivors mode rank, if you can survive long enough...
Event Rework
Events got a total rework, Question-marks can now give you some situations with multiple choices.
Defence Piercing rework
Many enemies got buffed with armor, Defence Piercing also now permanently reduces enemy defence by 10% of it's value.
New Soul-Cards
Weapons
Explosive Vial - Throw Vials full of explosive substances in the aimed direction
Thunder Vial - Evolution of Explosive Vial and Thunder Staff
Staff of Storms - Evolution of Thunder Staff and Thunder Spirit
Jaäld's Amulet - Evolution of Death Aura and Fire Ring
as well as 10 new weapons exclusive to the Gun-Slinger
Attack Modifier
Thunder Spirit - Chance to create an Arc Lighting from your weapons which hit nearby enemies
Passives
Rust - Increases Defence Piercing
Reactive trigger - Procs an attack from your weapons on taking damage
12 new passives exclusive to the Gun-Slinger
New Artifact
Portal Shard - Projectiles loop back to the other side of the screen
Broken Statuette - Triple Soul-Coin gain, but you gain corruption for each stage you had previously passed, you also take +50% damage
Quality of Life
Game History - You can now see previous runs you have done in a listed history
Card Details - You can now click on a card in the card list to display advanced details about the card (there is also a bind to display details of a card when in card selection)
Camera Lock Option - Option to lock camera on your character
Card Tag - Cards now have small icon to indicate which tag they belong to
Auto Level-up option - You can now choose if the level-up is automatic or manual (so you can choose your cards when you want) (defaults to enabled)
Auto Aim improvement - Now automatically targets the closest enemy (instead of the direction you are moving)
Mouse Control - Option to control the character with the mouse, it also automatically activates auto-aim
Delay Card-Selection - Option to set a safe duration during which you cannot select a card to prevent mis-clicks (defaults to 0.3sec)
Number Formating - Option to change how numbers are formated Standard for the normal way (using K/M/B/T....), Scientific or Engineering
Improved HealthBar visuals - Elite, Champion, Boss and Player's healthbar has been reworked to have better visuals, there is also an option to make the "useless" part of the healthbar invisible so you only have healthbars.
Pick-Up range visualisation - you can now see the pick-up range of your character (option to change opacity is in the settings)
Music Effect - Option to change how much gameplay impacts the music (slowing-down & reverb on level-up)
Descriptions added to gamemodes
Improvement to challenge panel navigation
Ton of other minors changes I simply forgot and lots of fixes I also forgot
Within nine days, the world is numerous, and there is an unnamed boundary with a very wide range. Unfortunately, it has not been favored by the heaven, and the spirit is thin, and the people who can achieve it are slim. One day, there was a surge of dragon poison above the nameless boundary, and the five colors were crisscrossed, which lasted for three years. After that, the snow of crystal jade fell one after another, and the gathered ones included ten thousand feet of strange mountains, a thousand feet of still lake, a stretch of sand sea and an endless ice field. Among them, the spirit was permeated, and the most precious treasure appeared at every moment. The people who practiced it were thousands of miles in a day, and many people who built the spiritual foundation, formed the golden pill, and condensed the baby, and even had the talent of heaven's indulgence, and turned the spirit into the Tao, which was almost immortal. Because it is said that the snow of crystal jade is the crystal dust of the ninth heaven, all living beings in this world are named after the boundary of crystal dust.
There are three continents in the world of crystal dust, called fairy dust, ice field and wilderness. The fairy dust and the ice land are both inhabited by the human race, and the wild land inhabited by the demon race is a corner of each other. Because the human race is powerful, the demon race dare not act recklessly. One day, an island appeared in the sea in the northern part of the barbaric mainland, and the evil spirit was filled. Later, there was a source of Demon troops, killing people regardless of people and demons, with the intention of occupying the world of immortality, so the two groups of people and demons joined hands in real time to fight against the Demons.
There is a mountain called Jiutian Mountain on the Xianchen Continent, and there is a peak in the mountain called Hongyun Peak. There is a view of burning the moon on the peak. It is said that all the people in the view are powerful people who can control objects and fly, control various kinds of sky fires, and gather to burn the moon, so it is called the view of burning the moon (fire).
There is a large market town in the southwest of the Burning Moon Temple. There are four main roads leading to the Piaohua Valley (wood), Wanyuan Gate (earth), Hongguang Valley (alchemy) and the Burning Moon Temple, which is named Sifang Ji. There are people of all kinds of practices who stay in the center all the year round, and trade with fairies. There are many commercial pavilions. Among them, the largest one is the Sifang Branch of the Wanshang League, which contains magic spells, array flags, magic elixirs, and so on.
There is a village thirty miles southeast of Sifangji, called Qingshui Village, which is named after Qingshui River near the village. This is the story of cultivating immortals
Firstly, we'd just like to thank you for all the support and love you have shown for Bravery & Greed! Your feedback is what keeps us going 💪
Our next PC update is coming up soon, and we wanted to share a teaser of the new boss...
We can't wait for you to face him in battle! 🏇
Also, if you're enjoying the game and the updates, please consider leaving a review on Steam to show your appreciation, this goes a long way towards helping us and can make a huge difference! ❤️
Additional new story content starring Waltaquin Redditch
[/b]Follow the events from Waltaquin joining the Blue Fox up to Chapter 5 and see the story unfolding from her perspective.
New gameplay mechanics, maps, missions and boss
[/b]Featuring new events that present Waltaquin’s thoughts and deliberations as options for the player. Explore new maps, take on new missions and fight the fearsome new boss “Behemoth”.
New equipment and skills
[/b]The new “Magic Tome” equipment type and the “Necrotiem” skill that can be used with it open up new tactical possibilities, not seen in the original game.
New difficulty level and play mode unlocked after completing the game
[/b]This update introduces the new “Very Hard” difficulty level that offers players an even more satisfying challenge, as well as an extra mode where the difficulty level is pitched at players who have completed the main story.
The War Thunder development team reacts on the hottest topics of discussion of the upcoming Sky Guardians update.
Pantsir-S1 and other SAM vehicles
We noticed the concerns of the players about a possible imbalance due to the introduction of the Pantsir-S1 surface-to-air missile system into the game and will try to answer some questions about its operational modes details.
The introduction of the Pantsir-S1 was planned due to the fact that the 2S6/2S6M1 Tunguska SPAAG is significantly inferior to the competition in terms of the combination of missile plus radar efficiency and has some of the worst statistics among all top tier SPAAGs in the game.
Some players also believe that instead of introducing Pantsir-S1, it was worth introducing the TOR-M1 or TOR-M2 systems. However, according to the game statistics, TOR-M1 is also one of the efficiency outsiders in terms of efficiency and simply can’t help to solve the issue of the late Soviet anti-aircraft lineup. The TOR-M2, both in terms of the number of missiles and, according to our research, in terms of the manoeuvrability of missiles, outmatches the Pantsir-S1 at most distances. Its missiles equipped with dual-mode solid-propellant rocket engines maintain cruising speed for a long period of time and provide an overload tolerance of up to 35G. At the same time, the Pantsir’s 95Ya6 missile moves by inertia for most of its trajectory. At a distance of 8 km the missile is inferior to the 9M331 missile of the TOR-M1 in terms of G-tolerance, and at extreme distances the 95Ya6 overload drops to a poor 5G, which may provide sure kill of only non-maneuvering targets such as UAVs.
The speed characteristics and flight time at distances up to 10 km of the 95Ya6 missile are generally identical to the VT-1 missile, with significantly less available overload tolerance.
Players are also concerned about the possibility of the azimuth radar to operate in some radar modes at high elevation angles which certainly is an undeniable advantage. But the TOR-M1 radar, which is already present in the game, has an elevation coverage up to 64 degrees! In addition, we are conducting additional research on the capabilities of the radars of other anti-aircraft systems presented in the game, and if additional information is found, we will specify their capabilities in the game.
We were puzzled by players' concerns about the Pantsir’s tracking radar, operating in the microwave range, which is currently unable to be detected by the radiation warning systems. However, as practice shows, the telethermal search and track devices are the most effective tracking system in the top ranks, and the majority of SAM vehicles in the game are already capable of stealthy locking on target. In addition, the microwave target tracking radar of the TOR-M1 does not statistically provide any superiority over competitors in the game.
Also, we are monitoring concerns about the possibility of countering SAM SPAAG with such long-range missiles, but we believe that the transfer of missiles to the adjusted SACLOS physics will solve the problem, limiting the ability to hit high-speed targets at a high heading parameter or altitude. In addition, anti-aircraft guided missiles with semi-automatic command to line of sight are very sensitive to manoeuvre, and a minor trajectory change at high speed may be enough for any aircraft for an anti-missile manoeuvre.
Pantsir-S1 kill zones:
vertical horizontal (target altitude 100 m)
F-16AJ: outfit and armament
The F-16AJ project was designed for export to Japan after the completion of the F-16 testing program. The prototypes of the aircraft did not have a complete set of radio equipment, such as radar, and had to have AIM-7 missiles not only on underwing pylons, but also on landing gear doors and wingtips that is illustrated by photographs of aircraft during testing. However, in subsequent series of the F-16, including production modifications, it was decided to abandon the hardpoints on the landing gear doors. Obviously, designers had reasons for this, that is why we limit the F-16AJ to have 2x AIM-7 missiles on standard underwing pylons. The game also has technical limitations for the implementation of such hardpoints, for example, in the case of a landing gear breakdown, the detachment of the doors with the AIM-7 missiles installed would cause the loss of weapons. Or the reverse situation, when it would be impossible to destroy the landing gear with the missiles installed.
As for radar, radar warning system and AGM-65 missiles, this equipment corresponds to the program described in the project's promo papers. The export versions of the F-16 were standardly equipped with these systems and weapons, so we see no reason not to equip the Japanese project accordingly. In addition, we assume that without the necessary equipment, especially such as radar, the fighter would not meet the requirements of its time and would not have sufficient combat characteristics. Thus, the F-16AJ in the game looks like the Japanese F-16 would most likely have looked if it had been put into service - the aircraft would most likely have minimal differences from other export modifications of this series.
Yak-141: outfit and armament
Despite the fact that the Yak-141 did not reach mass production and was not put into service, flight prototypes already achieved high performance characteristics during tests - the aircraft even set several records. However, the available flight models did not carry military weapons, but only their mock-ups. Some of the sensors, including the radar, according to our information, were replaced during testing with such mock-ups, IRST was also not installed on the prototypes. The game, however, requires a combat aircraft with a complete set of on-board equipment and weapons, so we implemented them in the form in which the aircraft would most likely be put into service. For the game model, we installed a radar that was planned and existed at that time, as well as the IRST, standard for Soviet fighters. The Yak-141 is also equipped with countermeasures containers that are installed similar to other Soviet aircraft layout. We understand that in some ways this is a “paper” aircraft, however, all of its avionics actually existed and worked, as well as weapons. Regarding the R-73 missiles, their software implementation is still in progress, so it’s too early to talk about its introduction to the game, but in the future it may well appear in the Yak-141, same as the R-77 missiles, which were also designed as the main armament of this aircraft.
Ariete AMV and WAR and PSO armour kits
In the Sky Guardians update, the Ariete AMV main battle tank will appear in the game in the PT1 modification, featuring improved mobility and chassis durability. The tank has a more powerful engine compared to the basic versions. Based on player feedback, the model will be improved by the addition of smoke grenades. Also, the CL3142 APFSDS, which will replace the DM33, will be retained as the ammunition option, along with the DM53 round. The Ariete AMV version with PSO and WAR armour kits will be implemented later as a separate vehicle in order to form an effective top tier vehicle setup.
Anti-radiation missiles (ARM) as a countermeasure against SAM
We have already commented on the ARM issue in the recent Q&A. This is a rather complex type of weapon and, in our opinion, rather overrated in the eyes of our players. Given the high level of weapon realism in the game, these weapons may not give the desired balance effect with in-game SAMs for several reasons. Firstly, the vast majority of ARMs are designed to destroy "big” anti-aircraft missile systems, such as the Soviet S-75 and S-300, or American Patriot and Hawk - these are considered as the main threat to tactical aviation due to their long range. Actually, therefore, the frequency ranges of the ARM seekers coincide with the frequency ranges of such anti-air systems, while the game short-range SAMs may operate in the frequency ranges out of the ARM radar coverage abilities. Secondly, the guidance accuracy of the anti-radiation missiles might be sufficient to destroy larger air defence systems with tall antennas, but it is completely insufficient to destroy mobile SAM, especially considering that the warhead of many ARMs is equipped with a proximity fuse, and target destruction is achieved due to the fragmentation killzone.
However, we still consider the ARM systems interesting as the gameplay and balancing option, so the further research of this type of weapon is still in our plans. If we discover new data on the ARM operating modes, they might be added to the game, same as other radio warfare means, such as the ESM pods and jammers.
Global increase of the respawn points cost of the SAM SPAAGs
Indeed, we consider such a rise for long-range SAM systems, but the decision to be made after receiving first data of their efficiency analysis.
Feature: [🔼] Cross Platform - Cloud Save (Experimental Phase) [🔼] Recipe list area now shows desserts that can unlock and dependency/ level required. [🔼] Stats area now shows coins/s of the entire store with breakdown for each dessert type. [🔼] 5 new Desserts added for next event and prep for next event
Adjustment: [🔼] Better trainer coloured indicator to reflect mixed percentages. [🔼] Store coin converter now has larger gems to coin ranges via a dropdown
Bugs: [🔨] Trainer indicator colours didn't correctly update when changed. [🔨] Delete all button partly hidden on landscape and not working 100%.