- Fixed bug that causes you to fall through floor at end of Ghronto fight - Fixed some elevator UI being unreliable - Made it so you can grab AK bolt from any angle
Proof I have mercy: - Reduced number of enemy boats in great sea - Added checkpoint before phase 2 of Sintho fight
EDIT: - Fixed broken vortex control UI - Fixed AK47 ammo returning to belt even when magazine is partially empty - Fixed golden BAMM showing up without all achievements complete
Bat around the streets with a rebellious new look. Even the Ministry of Security will know to give you a wide berth.
What's in Stock
We're refreshing our seasonal selection of armor sets this Friday with a 20% discount. Some of the discounted sets include the Incarnate Light Armor Skin, Rampart Heavy Armor Skin, Strider's Medium Armor Skin, and Aetherblade armor skins. Make sure to get your favorite looks!
Returning This Week
Bank Tab Expansions, permanent lounge passes, and the Infinite Volatile Magic Gathering Tools are 20% off until April 17.
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
This will be just a quick short update on how the battle interactions between the different Mighty Knight parts will play out.
One initial idea was that each unit would have hearts representing their health and the sword icons representing how much damage they can do. It would play out like this:
As the Grunt (warrior type) makes his way through the the enemy units his health drops until when he gets to the Builder he ends up losing.
The other method and the one I'm leaning towards using now is similar to the Rock/Paper/Scissors type result where whoever is toughest will win. It plays out like this:
In this case the Grunt is tougher so he wins each battle.
I think this will work much better in the context of solving puzzles where it will be much easier to predict what is going to happen after you hit go and the contraption starts running.
Now that more complex interaction with health/hearts - that would work will in a head-to-head real time game. Hmmm.... maybe someday...
Another batch of bug fixes in this update thanks to all the great feedback!
This will be the last update for the demo, focus will shift now onto the remaining work needed for early access release later this year. The demo on Steam will shut off Monday April 17th. Really appreciate everyone's time trying the game out and providing your feedback!
The playtest/alpha build will stay up but won't be updated until close to release.
Balance:
Reduced time for distilling slime
Changed cleared blight zone regrowth to be prevented if the area was cleared within the last two ingame days
Fixes:
Fixed cooking/smelting progress being lost when loading a saved game
Fixed clicking on an ingredient in building list not switching to the search tab properly in the crafting recipe list for proper filtering
Fixed "Craft with..." while using a workbench preserving the workbench UI instead of closing it and opening normal crafting UI
Fixed very rare error when taking apart support beams causing the taking apart animation to be stuck on the character
Fixed error that happened in certain digging situations causing no dirt to be collected and the terrain not being modified
Fixed ranged attack aim triggering when attempting to use buildings like a fire pit with a stone or spear held
Fixed loose substance stockpiles like sand visually shrinking when more than 10kg is present
Fixed bellows indicator not appearing when placing hearth furnace
Fixed swamp mist effect showing up wrong in the distance and when behind transparent tree leaves
Fixed terrain digging by hand causing handheld items to take damage
Other changes:
Added speed-up ability to bergamot leaf application and also "Apply half" and "Apply all" context menu options
Changed stockpile placement to move all items of that type in your inventory to the stockpile instead of just the one that was right-clicked
Added grass flattening support to stockpiles
Changed large sandstone chunk and resulting grinding wheel to be only handheld and not placeable in inventory
Changed blighted zones to only show tall/wide cloud effects in village areas as originally intended, allowing more straightforward clearing of blighted zones in the wilderness even if they are very large
Added combustibility to more wooden items like improvised spears and various tool handles
Grass in forests and fields now also turn to dirt when run on over a long period of time
Added "Build with..." context menu action to slime oil oleander leaf
Want to give feedback on the game? Are you interested in Game Development and have some questions? Do you simply want to be able to say you took down the Community Manager?!
Put your skills to the test, against and alongside our devs and fellow players Wednesday at 4pm Pacific during our Monthly DevSession!
Whether you want to flex your in-game muscles, ask some questions or just meet a great group of folks to game with, our Discord server is the place-to-be > Discord server
Gear up. Squad Up. Join our voice channel and come play with us!
We're working on new interactions to make the world of Wind Peaks 2 even more exciting and full of unique experiences. Our team is dedicated to creating an immersive game full of surprises for you to explore and discover. Stay tuned for more updates!