This update adds a small new feature to Decorative Consoles - you can now use them as a sort of “Remote Access” for various different blocks by connecting them:
Ship Core: Enters the Ship Core.
Build Block: Enters the Build Block.
Reactor Power: Opens the Reactor menu when activated.
Shipyard Computer: Opens the Shipyard Computer menu.
Faction Module: Opens the Faction Module.
AI Module: Opens the AI Module.
Shop Module: Opens the Shop menu.
Display Module: Opens the Display Module for editing.
You can also link it to Buttons and Activation modules for logic activation.
Personal Computer Mail:
Personal Computer blocks can now be used to access user mail.
New Sounds for Doors and Forcefields:
Door and Forcefield blocks now have an activation sound.
Bug Fixes
Removed the WIP crew blocks that weren’t supposed to be included in release yet.
Hey there. It's been a while since we've given a proper update on construction, but I hope folks have been able to catch some of the teasers the team has released here and there on social media. Below, we'll share a handful of new structures on the way, and touch on some areas where our design has seen iteration since its original debut. Worth noting here is that all of the art below is still work in progress.
Lattice-Based Construction Areas
Construction outposts, like Solas Nature Annex on Amerish, Untapped Reservoir on Esamir, and Sunken Relay Station on Indar have been converted over to self-restocking silos controlled by the faction that owns the region. These silos double as capture points for that region, which will allow anyone to set up a base in the area the moment they arrive, without needing to do all of the upfront harvesting required to begin a construction base. You can still build anywhere on the map that isn't in a no-construction zone, as you do currently on Live, but we're creating more convenience for the lattice-based construction regions so that there will be bases to fight around more often. The Construction Outpost Silo at Berjess Overlook on Indar.
New Buildables
Currently, we're aiming for 10 new construction objects at minimum to foster more base variety while creating more fleshed out playspaces in and around these objects. Some of these buildables will be on the small side, meant to either help facilitate movement through and around a base, or fill gaps in cover – these are things like an Infantry Treestand, Infantry Tunnel (that does not go underground,) Anti-Air Awning, and Vehicle Bridge. Below are a handful of objects that are fairly close to completion.
Command Center - The Command Center is a large structure that houses ground and air vehicle pads, and a secure spawn room and equipment terminal. A Command Center at Untapped Reservoir on Esamir.
Rebirthing Center - More fortified than an Elysium Spawn Tube, the Rebirthing Center provides a spawn point and a secure equipment terminal for well-developed bases. New "Bulwark" Wall types can be seen in this shot as well. A Rebirthing Center and Bulwark Walls (two width variants) near Coramed Labs on Indar.
Secure Silo - While this object cannot prevent building decay like a normal Silo (thus a normal, public Silo is still necessary,) builders can use this Secure Silo to store additional Cortium for themselves or their squadmates. A Secure Silo (missing its panel FX) at Spral Oasis on Esamir.
Module Dispenser - A buildable with a small footprint that allows you to pull Modules directly from it. Useful for having quick access to modules near the defensive perimeter of your base. A Module Dispenser near Vanu Archives on Indar, also receiving FX soon.
Revisited Buildables
We've made updates to a number of the existing buildables to create more spaces for play in and around. High-impact construction objects, like the Orbital Strike Uplink will require more thoughtful placement than before, whereas lower-impact objects, like the Bunker, will become easier to place. Many construction objects have gotten a facelift as well in both visuals and function – we'll show off more of those later.
Orbital Strike Uplink - The OS Uplink now has an interior and exterior playspace, and still maintains a fairly small footprint due to the spiral staircase design and overhanging landings. A couple of shots of the new Orbital Strike Uplink near Solus Nature Annex, on Amerish.
Bunker - The Bunker's overall footprint has decreased, the roof is now easier to access, and the equipment terminal inside has been removed. The Bunker outside of Untapped Reservoir, on Esamir. The Bunker can be placed more easily now, and lines up better against Rampart Walls.
Modules
In the original announcement, we mentioned that Modules would be moving to hand-held items that are socketed into construction objects. This allows buildings to be customized according to the needs of your base, and was also meant to replace the passive cortium drain for something more active. In the previous iteration, we mentioned a 20-minute timer on standard modules. Concerns were raised about the general upkeep of construction bases becoming tedious, and we agree. All of the standard modules will now stick around until replaced, and the High Pressure modules used while you're under attack will be where we focus much of the upkeep costs. In order to place a module, you'll just need to grab one from the Silo or Module Dispenser, and head over to a module socket within a compatible structure. We're currently working on UI efforts to make it easier to know where a module can and can't be placed, and I'm sure you'll see some progress about this in a later article.
Odds and Ends
The only other notable part of our initial design that has deviated a bit is regarding cortium harvesting. Some of you mentioned that it didn't seem to add much to the experience, and many of you felt that harvesting is in a decent state as is. We've scrapped the original proposal for picking apart cortium veins with gunfire, and we'll stick with the experience you're familiar with for now. You will, however, still receive expanded cortium tanks and mineral radar by default on the ANT, and we've made some quality of life changes to make the ANT's mining HUD more readable as well. Drop shadow on the UI interface, along with text under each column.
The Wrap Up
While we don't have a testing date lined up for the update just yet, it will likely end up in late April. Though, take that with a grain of salt as there's still a lot to get done, along with continuing to maintain a balance between Construction's development, our Live content cadence, and other studio initiatives this year. Look forward to more information once we're a bit further along.
Thanks folks.
-Wrel, Lead Designer
The new Recon Array, to make the life of Stalker Infiltrators just that much more difficult.
There appears to be a bug with loading your game. It seems to be related to having a wand in your inventory. The character is loaded first but when the wand is put back into your inventory its number of charges is re-rolled, thus throwing off the RNG used for generating the level the way it was when you saved.
Expect this to be fixed and an update to be released either today or tomorrow.
Until then either try to finish your run or if you must save then use up the charges in your wand and throw it and hit an enemy with it to delete it from the level.
As a proper visual novel, we should have the option to play the game in Japanese, now we have. Thank you and special thanks to Nicolith for the translation. ありがとうございます!
Thank you for playing Flame Keeper! Such a warm welcome, this made our little coal hearts shine brighter!
You slayed pixies, slashed through hordes of spiders, and... you brought us a nice bag of bugs! Good. Keep them coming, the Eternal Flame won't be satisfied until all of them have disappeared from the face of Orbis! Our QA team (short for Qualified Arthropod-exterminators) and expert developers are examining their guts at this very moment, we're keeping you updated on the state of their "fixing", I mean, death by cremation.
The Roadmap
Now that you cleared up this hostile jungle around the village some brave Vulpis explorers have ventured far from the hearth, and caught a glimpse of exotic lands with strange beasts and many legs... But it will take some time for a proper path to be established. Check the roadmap, the works have already begun!
Showers are fun! Fun things are happening there! Things involving water! And being naked! And being wet!
Cloe and Veneza decide to drop in for a dip for only tangentially related matters, but seem to have fun on their own... At least, until things get a little too steamy and it turns out, the more, the merrier...
...and perhaps you'll get in on the fun as well, Overseer, hmm?...~
An all-new game mode and new Castle-themed minifigures have bashed their way into LEGO Brawls! Be the first Brawler to master the new "Base Race" game mode and Castle level and collect all the brand new medieval minifigures and content this update has to offer!
Here's a peak at everything you need to know:
NEW GAME MODE: BASE RACE
The Base Race game mode is a unique twist on the classic LEGO Brawls gameplay. In this mode, players must work together as a team to collect as many bricks as possible and use them to build their team's tower. One catch – players can also attack the other team's base to steal their bricks. The game mode is a solid mix of strategy and skill. Players must balance between collecting bricks and attacking the enemy base.
Royal Rumble Basics
Compete in teams of four to collect the most bricks and build youteam's medieval tower. The first team to gather (and hold onto) 200 bricks to complete their tower wins. But if both teams get over 200 bricks, a "Tie Break!" is initiated and one team must get the other team's tower below the threshold to win.
By Hook or By Crook
Mine resources to collect bricks! Trees provide 25 bricks before they disappear, but you have to wait for them to replenish before you can mine them again. The rock quarry has unlimited bricks but takes more effort to mine. Watch out for the minecarts full of gold or TNT! Gold minecarts will increase in value over time (watch the compass to see what it's worth), while TNT minecarts will deplete an enemy base of -25 bricks. But be careful! TNT minecarts become more volatile as the game progresses and could explode on you.
Storming the Castle
Players can also attack the other team's base to collect bricks. Only the completed part of an enemy base can be attacked. It is essential to maintain control of your tower's area to protect your base and prevent the other team from poaching your bricks! Bonus – players are healed while standing at their base depositing bricks, so protecting home base has its extra advantages.
Jousting for Position
With resources to gather and enemy bases to attack, the race is on to see which team will emerge victorious. The game mode introduces a new scoring system to LEGO Brawls – players earn points for depositing resources, eliminating other players, and damaging an opponent's tower. It’s essential to work together strategically as a team to come out on top.
NEW CASTLE-THEMED MINIFIGURES & CONTENT
LEGO Brawls is also introducing new LEGO Castle themed content to collect – three new chapters that contain 12 minifigures, plus melee weapons and emotes. These are a must-have for fans of the game who want to expand their collection and add some royal flair to their gameplay. Collect all the new content and become the true king or queen of the castle!
NEW POWER-UP ICONS
Players can now see icons that represent different powerup attributes. Icon attributes show up on: the customization screen, during the unlock sequence, and on the collection screen. Use them to craft the ultimate loadouts for your brawlers! A Powerup Attributes Guide can be located in Help → Hints & Tips → Powerups → Last Slide.
You’re joust in time! The new castle-themed level and game mode are AVAILABLE NOW! So rally your knights, don your armor, and get ready to medieval on some minifigs in this epic battle for glory! Go forth and BRAWL!
Lock 'n Load Tactical Digital: Core Game - Metcalf
- the Spotted counter is now shown as a hover icon instead of Fired when hovering over a stack of enemy unspotted counters. - added a hotkey to toggle the scenario briefing window on and off (default F9). - fixed turret counter graphic defaulting to a German turret on some vehicles with multiple base counters (R35/S35/etc). - fixed victory points being received for reducing squads to half-squads in scenarios where the VP are only for full elimination (example: Sabot Up!). - Yamasaki's Last Charge: fixed the casualty determinations to count units eliminated in non-DFT-result ways (should have been different than the Tsunami scenario).