Better game performance (+ upscaling technologies for more FPS)
Update project to Unreal Engine 4.27 & a lot of core source code refactoring
A new gamemode
Unreal Engine 4.27
Enable Oodle Compression (ratio about 60%, 50GB => 20GB game size; while also providing faster loading times, however even small updates will be a lot bigger in the future)
Nvidia Reflex Low latency
Nvidia DLAA
Support new upscaling technologies for better performance with only some minor visual artifacts on balanced / quality preset
AMD FSR 2 (works also on older Nvidia cards without DLSS support)
Nvidia DLSS 2
Recommendation for good performance:
Nvidia Platform: DLSS > TAA, Always use Reflex (Reflex Low Latency boost mode trades additional GPU load for even less latency if you have the resources)
General: TAA even on high / epic offers great performance (seems to have issues on older GPUs, known fix is to set AA to Low / Medium or use FXAA), FSR improves performance a lot and even works on older Nvidia / AMD GPUs
Other changes
General source code refactoring & cleaning (needed before even thinking about adding bots; more lines of code deleted than added :))
Rework weapon hit / miss fx replication (affects especially shotgun fx replication)
Reactivate low pass filter automation when flashed
Hide minimap setting
Usage of async trace interface for continuous tracing: third person weapon laser, "aim-at" ui features (player name, tooltips), might improve performance
Fix TAA artifacts on first person meshes
Removed overlap workaround for collision events of physics actors (onCollide events caused random physx crashes when using them in earlier engine versions; might improve performance)
Fix "random" fps hitches caused by garbage collector due to unnececary rebuilding of ui maplist (yes that happened :D)
Fix nade clipping through window without breaking it
New Gamemode: Sabotage (WIP)
A variation of the classic bomb defuse gamemode with auto respawn, which allows both teams to plant the bomb on their given target spots. This gamemode is still in development and just a prototype, maps might be removed / edited in the future. More maps are still in development. Feel free to give feedback & pls report bugs :)
SBT-Abstract
SBT-Terminal
SBT-Underground
Coming up todos (some already wip)
Migration from OSS Steam to EOS Plus (with Steam)
Freebie Easy Anticheat (EOS Game Services)
New replicated projectile actor (for nades & at some time knives / nade launchers)
Gamemode overrides for Maps; run game modes without the need to package extra maps for them (Classic / TDM / CTF / SBT)
New / Reworked distributed builder framework (distributed compiling the game / gameservers on multiple servers at once)
TO4ST features: Gamemode specific game config overrides, maplist presets (map + gamemode override)
Gameserver distribution via SteamCMD
First person animations rework + new weapons (long term)
Bots (long term)
UE5 (very long term :D)
Maps
MAP-2on2-Lock
Enlarged both T-base and SF-base. No longer there is a direct sightline into base for both teams
Hostages are slightly more spread
Made it possible to access both T-base and Hostage area without it being a one-way street
Changed all glowsticks into decent models
Redid some rain parts (let heavy on performance)
Added some more surrounding buildings and landscape
Slightly increase overall lighting
Added a few extra strategic cover points on both connecting sides
Fixed new minimap
Fixed collision on stairs new SF base
Removed some foliage due to sight lines
MAP-Fueled
Moved the palm on sniper alley on T-side (was an overpowered spot)
Replaced some meshes since they were broken (due to engine migration?)
MAP-Thunderball
Enlarged and replaced the SWAT buyzone (was a strangely placed and small zone)
MAP-Torii
Replaced most blocking volumes (for pawn) around the cliffs on the edge of the world. We need these for smoother movement, but it also prevents from picking up weapons/bomb laying behind the volume
MAP-Drought
Fixed the one strange blocking volumes (and bullet impact effects) on walls
Fixed foilage
MAP-Scope
Fixed the strange blocking volumes on some windows (especially middle house)
Changed the look and feel of RedHouse to actually match the map more
Removed breakable bottles that looked bad
MAP-Trainyard
Fixed misaligned meshes on the ground
Fixed some materials that were broken
Fixed strange collision / wall in the air near the bombspot A (inside warehouse)
Fixed the bug where you could shoot through the train (especially the glass)
Fixed the strange opening in the container on the backside of bombspot B (near the train)
Redid the mesh painting on the big walls near SF-base; they had strange lines to it which seemed unnatural
MAP-Smuggler
Replaced the T-base. It's seconds closer to the middle of the map now
Added some extra cover for T-base routes towards points in the map
Redid all glowsticks
Fixed some misplaced / overlapping actors in the map
Closed the breakable windows in the lower middle building (cant see through anymore, gives cover)
Added some extra lights in the map to get rid of too much darkness
Fixed missing ceiling in the house next to SF-base (you could look through the entire building)
Added a snipers nest on the high route, only accessible from the Terrorist side. This point overviews the high route Escape but also part of the middle roof
MAP-FollowTheMoney
Fixed the one-sides mesh on the stairwell (you could look through, but not shoot)
Fixed the strange collision on plants
Fixed the one-sided panel
MAP-Arena-PreAIM
Added extra ramp for T-base to get up more quickly (Balancing)
Adjusted containers completly to the floor to prevent damage being done from underneath
Today we are glad to announce our post-release update #2 which includes some bug fixes and other minor but still important improvements based on your feedback. Hope you’ll enjoy the game even more!
Changelog
🔴 Added
Resource consumption statistics to Storage menu
🟡 Fixed
Various small bugs
🟢 Reworked
More performance optimization done for lategame
Thank you for playing Masterplan Tycoon and sharing your feedback, we appreciate that a lot! Besides, we'd like you to be informed of our plans for the game so that you could realize the scale of what is already done and what’s going to be implemented and improved in the near future.
Don't forget to purchase a copy of the game at 10% off until March 23, 10am PT!
Greeting! It's time to regular update. (v1.5.7) Also, based on the update contents during the early access period, the price of this product has been revised from 6.99 USD to 8.99 USD from today. We plan to continue to offer the above price even after the official release scheduled for March 29th.
The contents of today's update are as follows. ========================================================= * Removed uncomfortable sound effects on strategy part * Added a new section "Sanctuary" to the section politics - Building a "sanctuary" will change the number of garrisons in the territory to 12, and you will immediately get one of the following effects.
1) "Long range artillery position" One of your Normal Unique Units in combat gains an infinite range artillery skill. Change relations with countries with less than "good" relations, excluding nemesis, to "bad".
2) "Collecting the Doll Crysis wreckage" Immediately acquire 12 Golem Troops. All remaining Doll Crysis become active and greatly enhanced.
3) "Front line arsenal" Fixed the number of troops in the territory to 4. Replenishes 【Sanctuary】 with Gatling guns, field artillery, heavy artillery, and supply units each turn as long as there is space available.
4. "Declaration of exclusive investigation" Every time you occupy a new skyladder, all units Lv5 and economic point +1000. Relations with all powers except for some will be reduced by 70.
You can access the stable version of the game by following the steps below, so please use it if you want to avoid the influence of regular updates on the save data, or if you want to play with the past game balance.
We will update the game during our maintenance on March 23rd, which will last for 3 hours and run between 12:30-15:30 (UTC+8). After the maintenance we will give all players 8,000 Bronze Coins, 300 Honor, and 15 Unit Medals as compensation for any inconvenience caused. Be sure to arrange your time accordingly.
Check out the full Patch Notes and join in the discussion on our Discord.
Thank you for playing the demo of Arcana of Paradise -The Tower-. Based on feedback we received from the community, we have made several changes to improve the play experience.
1) Additional Language Support Up until now the demo as only available in English and Japanese, but we have added the ability to select from the below languages:
German
French
Spanish
Brazilian Portuguese
Simplified Chinese
Traditional Chinese
Korean.
Additionally, the game's language can also now be changed at any time from the title screen.
2) Improved Mouse and Keyboard Support We are aware that a number of players would prefer to play with mouse and keyboard, so we have made various improvements to the feel of input with these devices. However, there are still a few improvements that aren’t yet implemented, but will be in the launch build of the game. If you have any feedback or requests for further improvements, please let us know on the Steam forum!
3)The Escape Key No Longer Closes the Game Previously, the escape key was set to close the game, but no more! The escape key will now open the options menu instead. To close the game, please return to the title screen via the option menu, and close from there.
4) Various Additional Changes and Improvements. We’ve added loading tips, hotkey icon display, and other various additions to the demo in this update, so please check them out while we get read to launch the full game next month!
Get ready for spring, as Core Keeper’s Cherry Blossom Event is now live! This mini-event sees the addition of trees inspired by the Shidarezakura Weeping Cherry and Yoshino Cherry to the game, along with pink and white Cherry Flowers, and a brand-new achievement for you to uncover.
The Cherry Blossom mini-event will run from today until the 31st of March. Will you try your hand at creating a minimalist base? Maybe you’re working on a beautiful garden? No matter what biome you’re building in, it’ll look a whole lot nicer with a Cherry Tree or two. Don’t believe us? Here’s something we whipped up right by The Core!
We hope you enjoy decorating your world with Cherry Trees and that you’re also looking forward to our upcoming Easter Seasonal Event! We’ll be sharing more information on the dates for that in a Steam post tomorrow, so keep an eye out!
We’re always keen to see your screenshots and videos, and you’re welcome to share them with us over on the official Core Keeper Discord server. Make sure you’re keeping up with us on Twitter and over in the Steam Discussions too for more news, information, and announcements.