//misc changes - New Game Forever - Removed the separate extra speed boost enemies get in NGF2. - Greatly improved the performance if there's a lot of mud pools (eg from Pots and Dysentery). - Improved the performance if there's a lot of offscreen pickups (eg Bones). - Pumpkin/Boo Haunt enemies: They now have a good chance of dropping blue gems upon death (Big Pumpkin/Boo can drop multiple). - Chesty Mimic enemy: Slightly increased their Health. - Magnifying Glass relic: Reduced it's chance of finding a Relic/Spell to 15%->20%->25% (from 33%->50%->66%). - Magical Chest spell: Slightly reduced the amount of Chests it can spawn at high power levels. Increased the chance of them being a Mimic. - Regrowth Returnal spell: Slightly reduced how much it regrows contraptions at high power levels. - Stars Alignment spell: Slightly reduced how many you re-rolls you get at high power levels. - Spellious Tome contraption: The book will now change colour depending how close it is to generating a spell.
//bug fixes - The Save Auto-Backup could still create a save-load loop on game start. - Some minion attacks weren't conforming with the Ghostly Minions setting. - Creative Plaything: If you started the game but quickly pressed Escape then the Quit Menu wouldn't have the 'Quit To Creative Hub' option. - Beggars: When Blessed one of their colour was wrong.
Progress & save data information has been copied from the Live game to our PTB servers on March 20. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
Release Schedule
PTB goes live: 11AM ET
Content
Map Rework: Autohaven Wreckers - Blood Lodge and Gas Heaven
Updated the layout to reduce the concentration of low line-of-sight tiles.
Updated the placement of the main buildings.
Updated the Maps' layouts.
Updated the Car Piles tiles to be able to navigate through them.
Added a variation of the Bus tile.
Updated the maze tiles that had unsafe loops.
Updated empty fence tiles with blockers and gameplay.
Updated the Gas Station tiles to have a door open in the garage section.
Updated loops inside the Gas Station.
Light-Killer Interactions
We are removing Killer-specific light interactions.
The Nurse can no longer be lightburned out of her Blinks.
The Hag's Phantasm Traps are no longer removed by lights.
Survivors can now remove them by approaching them carefully and wiping them away.
The Wraith can no longer be lightburned when cloaked.
The Artist's crows are no longer affected by light.
Crow swarms cannot be removed by light.
Dire Crows cannot be removed by light.
The Spirit
Can no longer burn The Spirits Husk
Features
Killer Tweaks
The Hillbilly Power
Less heat added on starting to rev the Chainsaw
Less heat added while revving the Chainsaw
More heat added during Chainsaw Sprint
Addons Death Engravings
Sprint speed +10% (was +15%)
Chainsaw charge time +15% (was +12%)
Heat generated while charging the Chainsaw -10% (was -14%)
Doom Engravings
Sprint speed +15% (was +20%)
Chainsaw charge time +15% (was +12%)
Heat generated while charging the Chainsaw -10% (was -14%)
The Pig John's Medical File Addon
Increase crouched move speed by 10% (was 6%)
The Oni Addons
Blackened Toenail: Increases movement speed while absorbing Blood Orbs by 0.4 m/s (was 0.3 m/s)
Bloody Sash: Increases movement speed while absorbing Blood Orbs by 0.7 m/s (was 0.6 m/s)
The Nightmare Addons
Sheep Block: Triggering Dream Snares or Dream Pallets inflicts Blindness for 60 seconds (was 30 seconds)
Unicorn Block: Triggering Dream Snares or Dream Pallets inflicts Blindness for 90 seconds (was 60 seconds)
The Clown Redhead's Pinky Finger Addon
Start with 3 fewer bottles, and maximum bottles is decreased by 3 (was 2 and 2, respectively)
The Cenobite
The Lament Configuration will now teleport if the Cenobite stands on it for 5 seconds.
Perk Updates
Scourge Hook: Pain Resonance
You start the Trial with 4 tokens. The first time each Survivor is hooked on a scourge hook, lose 1 token and the generator with the most progress explodes, instantly losing 11/13/15% progress, and will start to regress. Once you have no tokens, Pain Resonance deactivates for the rest of the Trial.
Gearhead
After a survivor loses a health state by any means, Gearhead activates for 30 seconds. While Gearhead is active, the every time a Survivor performs a good Skill Check while repairing, their aura is revealed to you for 6/7/8 seconds.
Boon: Circle of Healing
Any Survivors within the Boon Totem’s range gain a 40/45/50% healing speed bonus to healing others. Medkits do not stack with Boon CoH. Injured Survivors have their auras revealed to all other Survivors when inside the Boon Totem’s range.
Dead Hard
Dead hard activates after you have unhooked a Survivor safely or unhooked yourself. Press the Active Ability button 1 while running to gain the Endurance status effect for the next 0.5 seconds. Causes the Exhausted Status Effect for 60/50/40 seconds. Dead Hard then deactivates.
Overzealous
After cleansing or blessing any totem, this perk activates. Your generator repair speed is increased by 8%/9%/10%. This bonus is doubled if you cleanse/bless a Hex totem. This Perk deactivates when you lose a health state by any means.
Call of Brine
After kicking a generator this perk becomes active for 60 seconds. The generator regresses at 115%/120%/125% of the normal regression speed and you can see its aura in yellow. Each time a Survivor completes a good Skill Check on a generator affected by this perk, you receive a loud noise notification.
Overcharge
Overcharge a generator by performing the Damage Generator action. The next survivor interacting with that generator is faced with a difficult Skill Check. Failing the Skill Check results in an additional 2%/3%/4% loss of progress. Succeeding the Skill Check grants no progress but prevents the generator explosion. After Overcharge is applied to a generator, its regression speed increases from 85% of normal to 130% of normal over the next 30 seconds.
General Healing
Increase Survivor heal interaction seconds to charge from 16 to 24 seconds.
Decrease the bonus on successful Healing skill checks from 5% to 3%.
Med-kit Update
Camping Aid Kit: 24 charges. (was 16) Increases the speed that you heal others by 20%. (was 25%) Unlocks the self-healing action.
First Aid Kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Emergency Med-kit: 24 charges. (was 16) Increases the speed that you heal others by 30%. (was 50%) Unlocks the self-healing action. (Self-healing buff removed)
Ranger Med-kit: 24 charges. (was 32) Increases the speed that you heal others by 35%. (was 50%) Increases Skill Check success zone size by 10%. (was 14%) Increases Great Skill Check zones size by 10%. (was 15%) Unlocks the self-healing action.
All Hallows' Eve Lunchbox: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action. Makes you considerably more visible.
Anniversary Med-kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Masquerade Med-kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Med-kit Addons
Rubber Gloves: Increases progression bonus for succeeding Great Skill Checks by 2%. (was 3%)
Butterfly Tape: Increases healing speed by 3%. (was 5%)
Sponge: Increases progression bonus for succeeding Great Skill Checks by 3%. (was 5%)
Needle & Thread: Increases the chances of triggering a Skill Check by 10%. 100% Bonus Bloodpoints granted for succeeding Great Skill Checks. Increases healing speed by 10%. (was 15%)
Medical Scissors: Increases healing speed by 12%. (was 15%)
Gauze Roll: Adds 10 charges to the Med-kit. (was 12 charges)
Surgical Suture: Increases the chances of triggering a Skill Check by 15%. 150% Bonus Bloodpoints granted for succeeding Great Skill Checks. Increases healing speed by 10%. (was 15%)
Gel Dressings: Adds 14 charges to the Med-kit. (was 16 charges)
Abdominal Dressing: Increases healing speed by 20%. (was 25%) Decreases Med-kit charges by 12. (was 8 charges)
Styptic Agent: Press the Secondary Action button while healing with the Med-kit to use the Styptic Agent. When the Styptic Agent is used on an injured Survivor, they gain Endurance for 5 seconds. (was 8 seconds) Consumes the Med-kit on use.
Anti-hemorrhagic Syringe: Press the Secondary Action button while healing with the Med-kit to use the Anti-Hemorrhagic Syringe. The affected Survivor will passively gain a health state 24 seconds after use. (was 16 seconds) The time required is modified by perks, items and add-ons that affect Healing Speeds. This effect is canceled when the affected Survivor changes health state or is picked up. Consumes the Med-kit on use.
Refined Serum: Increases your Movement speed by +5% for 15 seconds. (was 20 seconds) Creates a Blight trail behind the affected Survivor. Can be used on other Survivors or yourself. Consumes the Med-Kit on use.
Bloodweb Improvements
You asked for it for a long time, and it's finally here: using the Bloodweb has been made much simpler!
By default, nodes can now be claimed by pressing on them rather than holding. If you want to revert to the old behaviour, a setting in the Accessibility tab allows you to toggle between Press and Hold behaviour.
Hovering the cursor over any node in the Bloodweb that is not currently purchaseable shows a red outline of a path of nodes leading up to it and displays the total Bloodpoints needed to buy all those nodes.
Pressing/holding on any such node automatically purchases all the nodes one-by-one on the hovered path. This may not complete if purchasing all nodes becomes limited by your Bloodpoint total or the Entity consuming nodes on the way.
After reaching Prestige 1 with a character, the Bloodweb for that character will contain a new center node. Pressing/holding on it will automatically claim as much as possible of the whole Bloodweb level. The automation will prioritize Perks first and attempt to spend the minimum amount of Bloodpoints second. This will stop if you run out of Bloodpoints, but will continue with Entity consuming nodes.
Misc
Heartbeat Visual Support: Displays a visual indicator for Survivors being affected by a Terror Radius or a Lullaby. Can be toggled ON/OFF in the Accessibility tab of the Settings.
Cinematic video files are now stored in Bink format.
Bug Fixes
Bots
Bots in the Tutorial now have their names correctly localized.
Bots are less likely to drop a pallet while standing still on the same side as the Killer.
Bots no longer slow down while traversing the area of a Skull Merchant's Drone if inside the Terror Radius.
Bots are less likely to run into a Killer while attempting to evade them.
Gameplay
The Knight can no longer enter a broken state when ordering a guard to destroy a Pallet that is also being destroyed by the Dissolution perk.
The Huntress’ Wooden Fox Add-On now properly grants the Undetectable effect while reloading.
The Killer Instinct VFX is now properly displayed when equipped with the Mother’s Glasses or Dried Cherry Blossom Add-Ons when playing as the Spirit.
The Kinship perk no longer activates when reaching the Struggle Phase while in the Executioner’s Cage of Atonement.
The auras of Survivors standing near the Exit Gates when the Blood Warden Perk activates are now properly shown.
The Perks of the Skull Merchant, Thalita Lyra and Renato Lyra now appear in the correct order in the Character Info screen.
UI
The Chase activity indicator is now properly removed if players disconnect while in chase.
The Killer’s HUD reappears properly when survivors disconnect as they are being Moried.
The remaining time text in the Shrine of Secrets is no more cut-off in certain languages.
Fixed localization issues in some of the system error messages.
Title texts on AI Bot Loadout popup is consistent with Loadout menu.
Maps
Fixed an issue in Red Forest where The Blight slid off trees.
Fixed an issue in Raccoon City Police Station where the zombies would get stuck in a door frame.
Fixed multiple issues where the drones of The Skull Merchant would clip in the door frames.
Fixed an issue where the Bear Traps would clip into the ground on the Autohaven bus.
Modified the placement of the generators in Haddonfield.
Fixed an issue where the Bear Trap would appear under a generator in Lerys Memorial Hospital.
Misc
The Yellow Glyph Skill Checks can now be properly completed.
Equipping Cosmetics that have unique voice lines should now have the subtitles always in sync.
Known Issues
The in-game description of Overzealous is not correct.
Using the Hold interaction in the Bloodweb and pressing the center button may lead to a soft-lock with a low amount of Bloodpoints owned.
Claiming a chain node too fast after leveling a character can cause menus to break. Restarting the game will fix this issue.
This is a small patch addressing the latest reported issues. I also added expansion/mod information under event titles to distinguish between vanilla and mod content.
Patch Notes - 29/03 # 1.057.2
Fixed an issue where the next quest popup was displaying 'Vanburg Keep' as the next quest after completing 'Vanburg Keep'.
Fixed some typos in various cards and perks.
Added the expansion/mod information under event titles to differentiate between vanilla and mod content.
What is there to say, apart from WELCOME TO SEASON 3?
Actually, there’s still a few things to talk about, so how about we do just that eh?
Season 3, full speed ahead
This is it; servers are back online and filled with all the content from Season 3!
The first thing you will have noticed with the start of Season 3 is that we went through a global wipe – our last mandatory server wipe in fact. From now on, everything you do and acquire is here to stay, until that gets lost on the surface after a brutal encounter with a Howler that is. Choices matter, but in the form of “don’t get killed, my friends”.
Apart from that, we have a large array of new and updated content to offer you all: the aforementioned Howler, weapon variations, Free Loadout Runs, new campaign missions, an updated Prospect Station and a good pinch of rebalancing and bug fixing. If you want to know more, everything is available in the patch notes we’ve published earlier today. Go check’em out if you haven’t already!
But better yet, don’t hesitate to jump into the game right now and experience all these changes yourself. Fortuna III is your oyster, and there’ll be enough pearls for everyone!
48h stream, starting now
We’re having a biiiig livestream to celebrate the release of Season 3! We’ve been live for a while now, technical difficulties aside, but now the pace is picking up and we have a lot to discuss with you all!
We’ll also have a few dedicated slots for some of our partners. They’ll be running around Fortuna III causing general mayhem and having a good load of fun. You know where to go if you wanna see some surface action!
The full schedule is available right here. Don’t be shy, we’ll be waiting for you!
New arrivals in the shop
By the way, we currently have a sale going on for our packs, both old and new. Here’s a quick list of what good offers you can nab as soon as today:
New packs – Offers available until Wednesday, April 5
Lastly, we will also have a new pack available in the shop. And because we understand that you may not want to spend a dime on it and keep your money for the packs mentioned above (right?), this one will be completely free!
More information on the Fresh Fortunes Pack giveaway will be available very soon, so keep an eye out on our channels.
Over the past month, we've diligently focused on numerous aspects of Spheriums.
We're thrilled to share that the gifted freelancer "3rd Echo Sounds" has joined our team to compose music for the game, while the talented freelancer Alan Dalcastagne is revamping sound effects in Spheriums.
Here's a sneak peek at what we're currently working on:
A weather engine for controlling day/night cycles, fog, and potentially rain/storms.
A dynamic music system that responds to weather conditions and combat situations.
A brand-new spawning system to improve enemy randomness, territorial defense, and more challenging AI during battles.
Initial integration of new sound effects and music segments.
Asset updates for Korala, Meolia, and Mazir.
Intensive work on Zeros to create a new world for players to explore.
We aim to release an update in the coming weeks, provided everything proceeds smoothly.
If you like what you see, please consider adding the game to your wishlist.
Spheriums is a bold venture for our team of two: one programmer and one 3D modeler. You can also support us on Patreon.
As many of you know, in Games Operators we specialize in games played on real-world maps. A lot of players are currently waiting for Infection Free Zone, which is being developed by our internal studio Jutsu Games, but what about players who are craving for more classic gameplay akin to 112 Operator?
Delivery INC
The good news is - Delivery INC is very similar at its core to our Operator games. It's being made by the awesome folks from the DIGIFOX studio, who have previously created Transport INC. The developers are working in close cooperation with our Jutsu Games team, using our existing know-how to deliver the best possible gameplay.
In short, Delivery INC is a fast-paced time management game, where you take over a delivery company, transporting people, packages, and food in the real-world city of your choice.
Key Similarities and Differences
Key Similarities:
The map data is taken from OpenStreetMap, which means that you can play on any city in the world.
Instead of calls, the game features SMS incidents. Your employees will contact you from time to time, asking for assistance with their current problems. Sometimes scary and urgent, and sometimes funny.
The game offers a similar level of micromanagement and hectic gameplay as 112 Operator, keeping the players invested in the gameplay.
Key Differences:
Instead of dealing with different types of incidents, the player has to manage different types of orders - food, cargo, and passengers.
The game introduces a rating system, where every order is rated by the customer. Have you managed to get the customer in time and your car was super comfortable? Sounds like a five-star review. Have you delivered melted ice cream? A one-star review and a refund are very likely. The number of orders and the popularity of your company will differ, depending on your average rating.
Managing your vehicle fleet is crucial. Buying used cars, repairing defects, upgrading vehicles, and adding new interiors - all of it will have an impact on your efficiency and the customers.
You're in charge of hiring the drivers on your own. Different drivers will have different traits and salary expectations. Some of them will be extremely talkative and help you with obtaining a better rating, while others might be on a mission to ruin your business. Be careful!
Wishlist on Steam!
Are you interested in Delivery INC? We cannot recommend this game and its development team enough. We strongly believe that if you like 112 Operator, Delivery INC will also provide you with tons of fun. Wishlist and follow the game on Steam to be among the first, who will learn about the launch date!
- Implemented dynamic adjustment of random map room rules to avoid difficulty in obtaining certain achievements and scrolls.
# DLC
- When players attempt to use the Soul Keeper to convert weapons in the "Incarnation of Darkness" DLC, a confirmation prompt will now appear indicating that weapons cannot be changed in the DLC. - In the enemy relic info screen of the "Incarnation of Darkness" DLC, players can now view the detailed info of the relics through the tips. - Enemies in the "Incarnation of Darkness" DLC will no longer get the "Cursed Blood Void Clothing," "Cursed Blood Wave," "Thunder Eye," and "Abomination Sac" randomly. - Fixed a script error in the difficulty selection interface of the "Incarnation of Darkness" DLC. - Adjusted the DLC Ralciel's Parasitic Spore so that it no longer triggers BUFF effects, just like other projectiles. - Modified the text of DLC Tindra's weapon description.
# Adjustments
- The Cursed Blood Bat now has a limit of five. - Boss Rush battles now have background music. - Changed the background music in the Staff Roll screen. - Added separate mini-map icons for coins, dark golds, and relics. - Adjusted the implementation details of relics:Unstable Converter, Hongde's Letter, Spider Inner Alchemy, Windward Cape, Chipped Hound, Earthshaker, Glasses Cat's Bell, Shield of Apathy, Blood Pawnshop, Cursed Blood Coin.
# Fixes
- Fixed an issue where defeating the Shadow while holding the Eye Devourer's Pupil and Soul Jade would cause the Shadow's health bar to disappear. - Fixed an issue where the description text of the Disenchantment Bead was too long in the item selection screen. - Fixed an issue where holding the Corpse Pill would prevent the player from regaining stamina, MP, and removing negative effects after completing a level. Now players with the Corpse Pill can still regain stamina and magic, but they will not regain HP when entering a new level. - Fixed an issue where the Unstable Converter's effect would be lost when crossing rooms. - Fixed an issue where Curse effects would be lost after activating the Rampage Set and resetting the level.
In this episode, we discuss the origins of rogue sun as a development team, detailing how and why each member joined, and their first steps into the gaming industry.
In Tin Hearts, guide a troop of mischievous tin soldiers through a magical toy-filled world using a variety of whimsical and inventive contraptions to bounce, shoot and glide them to their goal. March through 40+ levels of time-bending, soldier-routing riddles, forge new paths for your toys to follow, and solve increasingly elaborate puzzles to unravel the emotional, thought-provoking story, of Albert J. Butterworth, a genius inventor of Victorian times.