The sky is full of arrows, because Volley mode is back!
Play the featured Chivalry 2 Limited Time queue: a 40-player Archer-only (bow and crossbow) gamemode until April 24. You can find it in the Play menu! 🏹
- 1 new batch for the Seal powerup, tied to an achievement - 4 new music tracks that I won't spoil, but are very likely what you've been asking for very recently!
Tweaks
- changed sound effect of the Night Sword - optional: new engine on beta branch
As anticipated previously, this patch is minuscule because we had to slow down more than expected on standard content due to all the changes required to bring the new engine on PC, but we have new content planned to release over the next few weeks of course! In the meantime, the new engine is now available in private beta for everyone who wants to try it early. We'll only fully swap over to it once we've ironed out all the differences with the base version of the game. You can read more about the new engine, and how to enter the beta, on the Discord or here: ( https://steamcommunity.com/app/1794680/discussions/3/5769714637082190371/ )
Tides of the Foscari DLC out today
Content: - 1 new large stage, with different enemies spawning in different zones - 8 new characters - 13 new weapons and evolutions - 7 new music tracks - 21 new achievements, but some are... weird? Please follow the in-game list of Unlocks to uncover them all
How to start the DLC? The new stage, Lake Foscari, will appear right away at the bottom of the Stage Selection menu. You'll see new entries in the Unlocks menu to guide you through the rest of the content. Can't see the new stage or weird stuff happens? Check on the main menu if the main game is at least on version 1.4.100. If not, quit the game and reboot Steam to trigger the download for the game update!
What if I want everything unlocked from the start? There are Secret Spells you can use to unlock content quickly 🤫
There is no DLC when I start the game Please make sure you're on game version 1.4, as older versions won't detect the content pack. Closing and reopening Steam to trigger an update should do the trick! Make sure the DLC is installed by right-clicking the game title, choosing Properties > DLC, and checking that it is active.
Will the main game keep receiving free updates and content? Yes, DLCs will always be purely extra content in terms of Stages, Monsters, Weapons, Characters etc. Items, Power-ups, game mechanics and more will continue to be added to the base game, so if you don't pick up the DLC you don't have to fear missing out. We'll keep having free updates like the Tiny Bridge and Bat Country ones for example.
Is there an evolution for Party Popper? No, it's supposed to be a joke weapon (I mean, more of a joke than the average weapon) for a joke character. Who knows what might happen in the future though...
Will the new music tracks be available in the Soundtrack? Yes! The OST will be updated in the following days with all the new tracks. Even *those* ones.
Does the DLC have achievements? Yes, I apologise to players who cares a lot about not losing their 100% achievement completion and I can say that we're working on something, but rather complicated and for the longer term, that should help with this issue among other things. In the meantime, Achievement completion will not be prioritised over what's always been in the nature of the game: achievements tied to unlocks.
Is the DLC available on other platforms? Yes, we're trying to launch around the same time on all platforms.
Why only $1.99? Just like for the first DLC, the community is as usual very kind and we still get a lot of this type of comments, some intended just as a compliment, some are actually serious. While I'm very grateful for the sentiment, just like for the main game, the DLC has a price that "feels right" to me and that reflects the production value of it.
We've been growing as a company and have been pushing where we can, for example with having an actual orchestra to perform some pieces for the Foscari soundtrack, but poncle needs more time (and still more key people!) to be able to provide a higher production value. For this DLC I once again had to fill gaps by using asset packs for example, so a low price, and frequent discounts, simply seem fair. We'll charge more for new stuff when we'll have something even better to offer, don't worry and thank you once again! 🙏
Is VS going to turn into a DLC fest? We don't know and that is an option: what we do in terms of business decisions depends a lot on player feedback and on what we'd like to see as players ourselves. Personally, being able to pay a small fee to get more straightforward content for a game I'm really into sounds great ( ages ago I literally had dreams about spending €5 to buy a disk that would add 1 more stage to Valkyrie Profile 👀 ). If DLCs are sustainable and are welcomed, why not make them? While this kind of stuff is often associated with unfair business practices, that is often a byproduct of having games designed around monetization systems. What we're doing goes the other way around: we make things, then use the monetization tool and price tag that seems most appropriate to distribute them. Sometimes we have to charge, sometimes we can do it even for free!
As announced some time back, we'll be done with VS for real only once I - or you - get tired of it.
Hope you have fun with the DLC, and if not, please send us some feedback, we don't have time to always reply but we read and assimilate everyting, thank you! - Luca
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
S:\Sound
Added sounds for the flamethrower and small laser gun
Added sound when mousing over research tree nodes
Added sound when pressing the BATTLE start button
Added text typing sounds for the post-battle statistics screen
E:\Engineering
Test your mech builds in different environments and temperature conditions on the construction table before deployment - click the crash test dummy icon next to SEND to access it
Use the camera movement keys(WASD) and LMB in the mech test chamber to move and fire your mech, reposition the target with MMB, adjust the temperature with the slider, and switch to underwater conditions via the droplet button
Previews of the resource needed for dispatching mechs to battle are now visible in UI (weapons mod menu and mech construction menu) – resources are only spent once dispatched to battle
H:\Hangar
See how your city's stats have changed over the last ~20 days via the Calendar menu - a third stop on the dial has been added
With this new submenu you can:
Get info on recently damaged districts
See differences in resources and city stats compared to the past day
View changes in pilots, science, and engineering teams
Check how many components are in production
Find out which research projects are in progress
Mouse over each stat entry on the right side to individually highlight its production graph
C:\Combat
Switch to and from full screen during battle by pressing T on your keyboard (this can be rebound in the loading screen menu at launch), or by clicking the dotted square icon below the combat display
Reloading is now visualized via a bar above a mech's reactor temperature gauge
Cursor lines on the combat display no longer disappear from view when zoomed out
B:\Balance
///Buffs
Increased basic armor for the Triangle mech from 2 to 4
Increased basic move speed for the Triangle mech from 0.2 to 0.3
Increased impact resistance for the Triangle mech to 95%
Reduced Triangle mech cost in Munilone from 564 to 464
Engineer and science teams are no longer capped at 700 and 500 respectively
The special Bunker map now additionally gives you 100 engineers and 80 scientists upon completion
Lightning shooters' AI has been altered - they will try to escape properly after firing
Starting pilots' stats are now always the same
///Nerfs
Weapon size now doubles the cost of sending it into the battle
Giant Centipede boss now shoots rockets at strict angles to its body
Lightning shooters no longer get stuck inside each other
Mech eaters no longer get stuck inside each other
Energy shooters ("flowers") no longer get stuck inside each other
O:\Other_changes
Slight performance improvement now that swarms no longer repeatedly call a shader
Fixed the incorrect display of a mech's stress bar on the battle screen
Fixed an issue with not clearing up weather effects in some situations
Fixed the opacity for some text on the battle screen
Fixed an error where the Calendar would default to Monday when saving and loading a file
Added text to the manual stating that mountains stop your city from advancing to a cell with mountains
Hello, adventurers! We are happy to share the news that starting today the game has a 60% discount! If you have long wanted to enjoy the atmospheric and relaxed gameplay, but had some doubts, now is the time to go and explore the islands. Call your friend and go on an adventure! The discount will be valid until April 20, so don't miss your chance. Have a great time with Spirit of the Island!
The long-awaited ‘OUR PARK’ Update is finally here!
Check out the new trailer
Parkour Mode & Map Editor
Welcome to a new game mode that will make you suffer in which you will experience the full range of incredible emotions!
Master the parkour course by completing all 18 maps explicitly designed to make you feel pain and satisfaction simultaneously, with even more maps to be added in the future! Beat the creator's time and set records for your friends to take on!
You can also create your own maps and share them with the community using Steam Workshop. Experiment with different blocks, objects and even physics and gravitation to create your masterpiece maps. Or, if you are up for the challenge - check out the pool of community-created maps and try your luck!
New weapons and customization options
We've also added new weapons to the game that will allow you to annihilate your enemies even more effectively. Or fall victim to your own shots, lol.
Auto Shotgun
Gravity Saw
Gravity Grenade
Don't forget to try on the new hats you get for completing the parkour maps. Just look at these high-fashion items!
EULA Addition
Our lawyers have urged us to add a EULA to the game (especially since players can now create their own content) and tell you about it in an upcoming post. So there you have it, we told you about it.
The complete list of changes
We have, of course, made a few bug fixes and improvements to the game, so check out the complete list of changes below.
Added new Parkour island with solo parkour challenges!
Added three new customization items (Fox, Winner and Diamond) that can be unlocked by beating the parkour challenges.
Added the Parkour Map Editor with Steam Workshop integration.
Added three new weapons: Auto Shotgun, Gravity Saw and Gravity Grenade.
Hecksaw has been modified! Its effectiveness as a melee weapon has been reduced: in some circumstances, it will launch automatically if used in melee. To offset this, it has gained targeting lasers for easier use as a projectile weapon.
Death by disintegration has become more instant.
Reduced max cooldown on web usage.
Fixed a bug that caused some players to load randomly into the Tiers of Heck mode.
Fixed a bug that could cause the camera to be more zoomed out in multiplayer matches.
Today we are going to look at two biomes from our game: New Wilderwood and the Power Sector.
These two biomes represent two very contrasting settings found in our game world. New Wilderwood is lush, vibrant, and thriving with different kinds of trees and plants. It is a good representation of how the world of DOOMBLADE used to be. In contrast, the Power Sector is completely devoid of anything natural and is instead filled with machines, which represents the corrupting influence the game’s antagonists have had on the world.
In level design terms, the world of our game consists of small pieces we call “rooms”, connected together into larger cohesive sections we call “biomes”. Each biome has its own strong identity defined by distinct visuals, enemies, NPCS (non-player characters), sound design and atmosphere.
New Wilderwood
The idea of having a forest in our game was one of our earliest ideas, and the level and enemy design in New Wilderwood ended up growing as organically as the forests themselves. There was no high level plan of how the forest’s levels should be shaped. Instead the process was very iterative and the nooks and crannies of New Wilderwood were then populated by whichever enemies felt right in the moment. Wide open areas were filled with ambushes of enemies that can occupy a lot of aerial space, whereas more cramped areas became hosts to wall crawling creepers. The different areas of the forest were created independently, in different parts of the game world as the ideas came to us. Later, we needed to find ways to connect them with new forest areas. This way, New Wilderwood grew organically to fill the map of the game far and wide.
Power Sector
In contrast, while the Power Sector is also a vast area, the rooms inside it were positioned in the game world much more systematically. Most of the time, when creating rooms for the Power Sector, the rooms had a specific obligation of connecting one place to another or they needed to contain an important event.
The level and enemy design of the Power Sector was first inspired by the environmental visuals Juha, the artist, created for the biome. This is best showcased by the first enemy designed for the Power Sector: the Dread Cannon. It is a cannon moving on rails at high speed. The Power Sector level design is in many places defined by interconnected systems of rails on which these cannons are moving back and forth. These systems form an organized chaos, which might at first seem overwhelming, but work as an efficient way of moving through the levels once the player learns their way around the Power Sector.
Aesthetic Style
The visual styles for the New Wilderwood and the Power Sector were quite different types of processes when compared to each other. The concept phase of the style of the New Wilderwood was pretty straight forward to plan as we wanted to create a forest environment for the game from the very beginning of the project. The color scheme of the biome was first quite heavily based on green. During the process it has become more of a mix between green, blue and yellow. Forestry is always a great theme because it’s rather easy to imagine different types of trees and organic shapes that can easily have some believable movement as well as to make the environment feel more alive and immersive. The lighting of the biome obviously needed some light rays here and there, which gave it a more warm lushy feel.
The Power Sector took more time in the concepting phase. We gathered quite a lot of reference images to get the feel of the biome as we wanted it to be. This environment is built by the antagonists of the game. It was quite important to give the player the idea of how the antagonists see the world even before the player will meet them face to face - and build anticipation for the first meeting. The idea was to have a lot of straight lines with a dark, rusty, and somewhat gilded environment with some chaotic machines and weird petrified creatures here and there. The biggest challenge was making the biome somehow alive in a believable and immersive way. The level design included much faster gameplay than the Wilderwood biome - this helped us realize that all the different machines in this biome should just be constantly moving to give a hectic feeling for the player. We believe the Power Sector did come alive rather nicely with all the moving machines in the environment. Also, the lighting of this biome is quite heavily based on the slowly moving fog all over the place to give it a more ominous feel.
Please wishlist DOOMBLADE on Steam and give this blog a thumbs up if you liked it, and if you have any questions you would like to see answered in later blogs leave us a comment below.
This is Catfish, Darktide Community Manager, here with another comm-link update! We established these comm-links to answer some of the community’s questions and to give information about upcoming patches.
We will release a tiny impromptu patch next week which will implement a few changes to the vote kick system and some small balance changes. Here are some of the changes (full patch notes will be released shortly after the patch goes live):
Tweaked the hitzone priority for the Rashad Mk II Combat Axe.
M35 Magnacore Mk II Plasma Gun:
Venting damage now is absorbed by toughness, at a 3x rate.
M35 Magnacore Mk II Plasma Gun now ignores hitzone multipliers for anything not a monstrosity.
Dev Note:"This means that the M35 Magnacore Mk II Plasma Gun can now damage Bulwarks through their shield, and bodyshots on enemies will not be able to be blocked by their limbs."
Added lag compensation to Pox Hound pounce attack to make it easier for players with higher ping to dodge their attacks.
Reduced the pause between spawns of other enemies while Pox Hounds from the Hunting Grounds condition are active on higher difficulties.
Dev Note:“Specialists and Horde spawns are no longer paused on Heresy/Damnation difficulty, resulting in a higher possibility of a mixture of spawns when a hunting grounds event is active.The intent is to provide a wider range of challenge on higher difficulties instead of forcing the same behavior every time we spawn hunting grounds hounds.”
Reduced melee stagger resistance on Poxbursters during their lunge animations, so that melee attacks can stagger Poxbursters more reliably.
Tweaked Poxbursters so that they reset their stagger immune time when they lunge at players.
Implemented changes to the vote kick system:
This will now display as a notification instead of a pop up
Added measures to counter players ability to spam vote kick.
In the next update, which will deploy during the first week of May, we will add new penances for each class in Darktide. These penances will have targets that will be easily obtainable while encouraging more cohesive team play! Some of the new penances you can expect to see are (these numbers might be tweaked before release, but full details will be in the patch notes!):
Ogryn:
On Malice threat of higher, knock down 3 Ranged enemies using Bull Rush, 25 times.
On Heresy Threat or higher, hit 4 Elite or Specialist enemies with Big Boxes of Hurt, without missing an Elite or Specialist enemy with a Big Box of Hurt, 5 times.
Zealot:
On Malice Threat or higher, kill 1000 enemies with Melee Attacks whilst at at least 3 stacks of Martyrdom.
Psyker:
On Malice Threat or higher, kill 100 Elite or Specialist enemies with Brain Burst while at maximum Warp Charges.
Veteran:
On Malice Threat or higher, kill 100 enemies that are over 25 meters away.
On Heresy Threat or higher, kill 2 Elite or Specialist enemies during a single volley fire, 50 times
In addition, achieving penances will unlock new free cosmetics for each class. Here is a sneak peak of just 2 of the cosmetic sets you will be able to earn (to be clear, there are more than 2 cosmetic sets this is just a small tease for the upcoming release):