Yi Xian: The Cultivation Card Game is an online DBG which contains a PVE mode called Uncharted Realms and a PVP mode. Every game is a deck building from scratch. Players can have stronger decks by changing cards, and then build more powerful routines to defeat all opponents to win.
The Airborne campaign will feature enemies for the first time in the history of Trailmakers - and with enemies comes combat.
Without revealing too much about the story itself, you probably already guessed that you start out without much power and gradually grow stronger through the campaign - you know, like any other video game.
You will have few tools to fight with in the beginning but you have to make the best of them because the Robot Pirates won’t go easy on you. They’ll be using different kinds of vehicles and formations so you will have to go full Bear Grylls and IMPROVISE, ADAPT, OVERCOME.
You will be tasked with taking down enemies on the ground and in the skies so you will have to constantly expand your vehicle arsenal to deal with the vast threats of the pirate invasion.
With the new aiming system you can adjust the auto aim to be as challenging as you want it to be. A true warrior will have auto aim turned off for the entirety of the campaign but we wouldn’t blame you if you didn’t do that.
Battling it out with your friends in multiplayer is nothing new but it’s about to get a lot more interesting.
Jump into a server with your friends, divide the teams, and start blasting.
The 1.6 and Airborne update focuses heavily on parts made for building aircrafts (duh) but why not put a rocket launcher on a tank? Or one, nay, TWO miniguns on a dune buggy? We trust the community to find a way to use the new parts to build ground-based war machines the world has never seen before - or slap some wings on your humvee and have a battle of the hybrids.
“This is where the fun begins” - Anakin Skywalker. High speeds, barrel rolls, Kenny Loggins’ “Danger Zone” playing in the background. Life is good in the skies - so long as you don’t have your friends dismantling your aircraft with miniguns and missiles.
This type of combat is the mantra of Trailmakers: Airborne. We can’t wait to see what kind of agile death-birds the world’s most creative gaming community can come up with.
Airships fighting in an airborne naval battle is ridiculously fun. It’s more slow-paced combat but nonetheless intense. Inflate the balloons, load the cannons, and set sail (kind of) for a new and exciting battleground in Trailmakers.
But these are just a small sample of the possibilities. We are always surprised by what the Trailmakers Community comes up with and we have no reason to believe things will be any different when it comes to the revamped combat system.
Go out there and make us proud! (soon) The Trailmakers Team
Changed wrong icon of the South Korean 6th Division regiments when upgraded Fixed error on the US Xth Corps artillery that prevented it to fire Fixed date draw error on Kaesong Talks card
I know Flooded may seem like a simple game (looking at the art style!), but it can sometimes get tricky, especially when you hear the siren and your buildings are about to disappear in the ocean… To give you a headstart, I’ve prepared a couple of hints that I hope will help you flow (pun intended) through the levels! 🙂
Remember to build enough Quarters, as they provide you with Miners. To gather resources you need:
It’s crucial that you obtain enough Miners to fill all jobs and supply them with the right amount of Water.
Don’t forget about upgrading buildings from the Action category. A Workshop or Lumber Mill on level 3 can cover even the entire island!
Think 3 steps ahead - build Embankments, while you still have space. Later on you’ll have to rely on Artificial Ground, which is more expensive.
Avoid cutting down trees around your Miners’ Base - they can cover your base from enemy fire.
Learn about your Commander and Relict - not using their perks can make the playthrough more difficult.
When you think everything is lost, try to uncover Mystery Spots on/under the ground or on the ocean. An epic chest may end up saving your run.
When leveling and upgrading buildings, start with those farthest from the shore. The ones by the ocean will probably get flooded anyway.
When you can see that the next flood will take away some buildings, destroy them. This way you’ll at least get back half of the resources used to build them.
Use shortcut buttons, especially for leveling and destroying buildings. These can be found on the right side of the bottom menu. Once you click on one of them, you will be able to pick which buildings should be upgraded or destroyed. This way you won’t have to click on every single building and upgrade/destroy them from the building’s menu.
Today i did alot of work to the game but my hard drive fell by it self and doesn't recognize the drive. I literally Change all the boxes to Tresure chest and made a 20 player game mode and an ai chest but i can't update the game. i think the drive still works but it doesn't recognize the e drive So i Can't Update the Game i was going to update it on my birthday but my hard drive fell. But don't worry i might just have to wait until it works again so i can update the game or work on scare girl 2. I buy and ordered another hard drive this time it's going to be on the floor so it doesn't fall. When that hard drive comes i'll work on Scare Girl 2. Thanks for Everything guys im not going to give up im going to come back stronger Scare Girl 2 Needs at least 3 maps and 3 Zombie Maps and 1 horror story mode. Thank you Guys for Everything. Scare Girl 2 Will be free Aswell but i have to work on it. Well i got to buy another steam direct fee For the Second game i might have to use the same characters. U guys are the reason why i keep working on the game. my hard drive still works it just doesn't read the e drive where my files are but i need to have a recovery software to fix it. I'm not a whiner so I'm not mad this happened i just wish it didn't. But u guys Know how fast i am at making maps so Scare Girl 2 won't take that long to make. But I'm still seeing if i can fix this hard drive problem. Scare Girl still Works on steam but i just can't Update it untill My hard drive works. In the meantime ill work on a reload animation on blender to make zombies better.
Esperia ~ Uprising of the Scarlet Witch ~ - Elriandir
Hello everyone, this update aims at fixing some issues and change balancing, please read it to the end!
Balancing : -We added swords and spears effective against armor units: "rapier" and "shock lance". Generals were especially hard to kill with full hp, so this should level up the field a bit. We also added a chest containing a rapier in the Governor house in Ch4 that will help against the boss in Ch5. -The 4th character quest with Disguised Truth has been rebalanced, with a small increase in Elphin's tome durability, reinforcements have D instead of C rank weapons and the boss B instead of A. Rewards for defeating him is now a A-rank charm.
Fixes : -The "Berserk" class skill was giving a bonus of +8 in STR/SKL/SPD instead of +4! It was giving the right +4 bonus but triggered twice... How were you guys even dealing with enemy berserkers in hard mode...? -On Chapter 11(a), two villages had the same events (dialogs and items) -On Chapter 10, some units had a lv10 class skill despite not being lvl 10 and reinforcement didn't have it despite being lv10. -We extended ch2 map by 1 tile so that the mouse icon isn't covered anymore when trying to save/load. -Not really a fix, but Nina in Necromancer finally has a better personal sprite and her Occultist motion has slightly change as well to welcome Alice. I'll probably make it better in the future.
New Control : -We added a new control called "Details" in the game control option. It is by default linked to "shift" key. This allows you to read the extra content on some support magic where it's written 1/3 (for instance, Heresy or Salamander)
Mouse use on Fullscreen : -This is an issue I still didn't solve entirely, you will see no change in the default version, however, I put a "test" version in a branch of the game that has this functionality. If you do a right click on the game in your library and go to Properties, you can click on "Beta" and opt-in in a test version. This won't affect your saves, you can switch from default to beta when you want, this beta version has the mouse control in Fullscreen. It works fine on my end, but it uses hardware instead of software to call the fullscreen, so I didn't put it in the normal branch yet as it might cause conflict with some hardwares (not to mention Steam Deck, can't try it there either...). I would be glad if some of you (especially those who wanted mouse control ^^) could give it a try and report in the community tab. If there is no issue, I will probably push it in the default branch afterwards.
Thank you for reading, hope you keep enjoying the game and as always, think about leaving a review!
This update brings a number of quality of life changes to the squad system that have been requested by the community (and devs!) for a while. We've also snuck in some map fixes and some tweaks to the vehicles.
Squad System
The squad panels in the UI are now colored differently depending on whether or not you are a part of the squad.
While in a squad, you can now join another squad directly without needing to explicitly leave your existing squad, preserving any squad-only role you might have.
Squad Assistants are no longer immediately promoted to be squad leader after the squad leader leaves.
Squad Leader promotions are now prompts that must be accepted by the player being promoted (this stops malicious or careless squad leaders from bumping players off of their roles).
A "no rally points" icon (i.e. mark of shame) is now displayed on the squad menu next to the names of squads who have not had a rally point for 60 seconds. This should help unassigned players choose an appropriate squad to join.
Maps
Hedgerow Hell
Added new initial Axis main spawn.
Streamlined design of final Axis main spawn to make it easier to navigate.
Fixed a number of anomalous invisible walls.
All objectives now require 2 or 3 players to capture.
Reworked Bridge Defences capture area to include the nearby house (this should make the objective more defensible).
Reduced Allied artillery strikes from 12 to 8.
Increased Axis artillery cooldown from 15 seconds to 1 minute.
Godolloi
Increased lockdown timers on all objectives.
Slightly decreased the capture speed of all objectives.
Champs d'Agonie
Fixed a bug where capture notifications wouldn't play when objectives were secured.
Scaled back German anti-precap minefields across the board (they are still present but less oppressive than before).
Les Champs de Losque
Removed "fake" supply cache props.
Replaced weapon props with real weapon pick-ups.
Vehicles
The M93 (76mm HVAP) projectile (found on the M18 Hellcat, M4A176W Sherman and M10 Wolverine) has had it's penetration capabilities increased to match contemporary penetration tables.
APCs are now vulnerable to catching fire.
APCs now have fuel tank hit points.
Reworked Universal Carrier damage model to be consistent with other APCs (i.e., invulnerable to small arms, reduced resistance to penetrating shots)
Added "tank steering" to the Sd.Kfz. 251, allowing the vehicle to make tight turns while nearly stationary.
Added hit point for turret ammunition on the M16 Halftrack.
Increased the likelihood of the ammunition detonating on the Sd.Kfz. 251/22 (Pakwagen) & Sd.Kfz 251/9 (Stummel) when hit with a penetrating shot.
The Sd.Kfz. 234/1 now gets 2 magazines of APCR rounds. These rounds have a much higher penetration than the AP.
Increased the damage and damage radius of the 20mm high-explosive round (found on the Sd.Kfz. 234/1, Wirbelwind etc.)
Features Ambient sounds added for Canons Picking Phase and Meadawn
Improvements Additional background sprites in Meadawn Building Phase ground height increased
Fixes Fixed yumyum reappearing after being eaten Fixed player being able to rotate left and right while eating a yumyum Fixed Italian language button not working