Happy Easter! We are pleased to announce the release of a new mod for the original Entropy : Zero called Entropy : Zero - Uprising.
Entropy : Zero - Uprising puts players into the boots of a different Civil Protection Unit right at the beginning of the City 17 uprising from Half-Life 2, moments before the destruction of the Nova Prospekt teleporter.
As a mod of the original Entropy : Zero, Uprising requires only the original Entropy : Zero to be installed through Steam. The mod will install into your "steam/steamapps/sourcemods" directory and will appear in your Steam library as a separate game.
Entropy : Zero - Uprising won ModDB's Best Upcoming Mod of the Year 2022 award, and the recognition was well deserved. Entropy : Zero - Uprising's campaign is said to take around 3-5 hours to complete with a fully developed narrative including voice acting. While Entropy : Zero - Uprising is created by a separate team not officially affiliated with the Breadmen, several of us have playtested or otherwise assisted with the mod and can attest to its quality. Entropy : Zero - Uprising is an amazing Half-Life 2 mod that tells an ambitious story.
I just wanted to jump in with a quick progress report for the EP3 rewrite. It turned out to be bigger than I thought, but we're now in the testing phase and have about 80% of the testing done. We literally have one more scene to test, and then it'll be done. The bad news, though, is that I'm an idiot and forgot to render about 50% of that scene, so we have a lot of images missing. But fear not; I'll render those tonight, and then we'll be able to test the rest of it tomorrow.
Also, the final scene we're working on, jeez, it's something else. Let's just say you'll get a lot of replayability with it.
Once we've done with testing, we'll need to add in some achievements for Steam and some audio too.
For Easter, we’ve decided to organize a little community hunt!
Now first, your reward, what do you get for completing the hunt? For finding the clues, you'll receive a slight nudge, hinting towards the future of the Smallfolk as a reward
How do you participate? It’s simple.
The Great Owl has scattered 20 letters across all Smalland: Survive the Wilds and Merge games social media. Finding these letters will give you the answer you seek!
Though to help you on your journey, The Great Owl’s going to give you some little hints:
1. All letters will be surrounded by 🥚 and 🐤’s to clearly signpost their involvement in the little hunt.
2. There are 20 letters total.
We’ve set up a pinned thread on the steam forums as well as a channel in the Smalland discord server to help hunters collaborate.
We're just 2 days away from the release of the first episode of our true-to-life dating sim, Unscripted!
Get ready to immerse yourself in the captivating story of a group of friends chasing their dreams in Hollywood. As you play, you'll be able to build meaningful relationships, embark on exciting adventures, and make tough decisions that will shape the course of your journey.
So, mark your calendars and get ready to join us on April 11th for the release of Unscripted!
Please note that episode 1 will contain roughly 1-2 hours of playtime, with the rest of the season coming later, free of charge for early adopters.
Fixed bug: Steam Demo was not using Steam Cloud (all locally saved games are uploaded automatically upon launch)
Places where time is displayed (Research & building duration, Daily reward cooldown, Global & Town Perk reset cooldown) now displays seconds
Research displays research duration even if not active. Also is able to display 200% / 300% production speed ratio if you have more than one school assigned to it
Fixed localization bug: “Buildings” was not localized in quests
Added quests to guide player towards earning Red Coins, Blue Coins, and Purple Coins
Food Market no longer requires coins in its first few levels
Jewelry research now requires Basic Medicine before it is unlocked to ensure that Blue Coins were available for the Jeweler and Specialty Goods buildings
Added global quest to unlock Prestige Resets (requires Forest and River towns at level 10 or higher to complete). This is intended to prevent players from performing a prestige reset too soon and losing most of the benefit. Legacy maps with a town that already performed a Prestige Reset will automatically have this quest marked as completed.
Added button to Prestige Perks list on the Town Reset panel
Added 50 character limit to town names, and truncated really long names so they don’t expand past the width of the frame they are in
Fixed bug: quest requirements that needed certain building counts would not navigate to the correct prerequisite research if the building was locked
Crafting progress bars now animate when craft speed is very high, instead of displaying as a solid bar. However the maximum animation speed is capped to avoid rapid flashing
Fixed bug: Steam Demo was not using Steam Cloud (all locally saved games are uploaded automatically upon launch)
Places where time is displayed (Research & building duration, Daily reward cooldown, Global & Town Perk reset cooldown) now displays seconds
Research displays research duration even if not active. Also is able to display 200% / 300% production speed ratio if you have more than one school assigned to it
Fixed localization bug: “Buildings” was not localized in quests
Added quests to guide player towards earning Red Coins, Blue Coins, and Purple Coins
Food Market no longer requires coins in its first few levels
Jewelry research now requires Basic Medicine before it is unlocked to ensure that Blue Coins were available for the Jeweler and Specialty Goods buildings
Added global quest to unlock Prestige Resets (requires Forest and River towns at level 10 or higher to complete). This is intended to prevent players from performing a prestige reset too soon and losing most of the benefit. Legacy maps with a town that already performed a Prestige Reset will automatically have this quest marked as completed.
Added button to Prestige Perks list on the Town Reset panel
Added 50 character limit to town names, and truncated really long names so they don’t expand past the width of the frame they are in
Fixed bug: quest requirements that needed certain building counts would not navigate to the correct prerequisite research if the building was locked
Crafting progress bars now animate when craft speed is very high, instead of displaying as a solid bar. However the maximum animation speed is capped to avoid rapid flashing
Interface Updated copyright details on the menu New UI for login, server selection, character select, and character creation Enhanced various aspects of the character creation process The player's "paper doll" will now animate correctly on the equipment screen
Mechanics Slightly reduced player movement speed Player's will now lose a small amount of experience on death (Starting at level 3), also making it possible to lose levels You can no longer camp out while swimming Player's graves can now be inspected to see who died there
Client Added a new command '/time' to get the current time in Avalon Added a new command '/discord' which will open the game's discord server. New player models have been added that are more detailed. This is the first update for them, and we will continue to roll out more updates for them including armor / weapons. General improvements to lighting Added a new anti-aliasing option in the options menu Added a new 'crosshair' setting in the options menu Monsters will now add a message to the event window when they begin to flee General performance improvements for client performance Improved asset loading times
- Reduced difficulty of I License - Correction of issue with H License - Reduced price of some licenses - A higher amount of money can be loaned from the beginning so now it is possible to pass all licenses first before doing missions, then buy a car with a loan
Added a new SVC vehicle to customize in workshop, also altered the tuning upgrade for better handling. Tuning now affects the steering and brake force of the car when upgraded.