A content update for Warlander will go live on April 19th around 12 CEST. This update will feature a new Map, new Mercenary Customization, plus a ton of Feature Improvements, and bug fixes.
NEW FEATURES
A new map "Dawn Bridge B" has been added!
This Map is a twist on the existing "Dawn Bridge”.
The entire Map is now shrouded in fog, and the overall atmosphere has changed dramatically.
The location and number of towers, walls, and siege and anti-siege weapons have been altered, changing the flow of the battle.
After this update goes live, the map rotation for 2-army battles will occur every hour and a half. The rotation will be “Ritual Valley” → “Dawn Bridge A” → “Dawn Bridge B.”
The above rotation will start with the new Dawn Bridge B for 30 minutes from 12:00 to 12:30 (CEST)!
Update times are subject to change without notice; if the update occurs after 12:30 (CEST), the first "Dawn Bridge B" will be available for play from 15:30 CEST.
*The map rotation schedule is subject to change without notice.
*Please note that matchmaking may take time due to an insufficient number of players if started immediately before the map rotates.
Mercenary Customization
Skills for some Mercenaries are now possible to edit.
Daily Bonus
A daily bonus feature has been implemented that allows players to earn one more Battle Results reward for the first Battle of the day.
FEATURE IMPROVEMENTS
Performance Optimization
Processing load has been reduced so that the game can be played more comfortably even on low-spec PCs.
Matchmaking
You can now see the game mode, map, and time elapsed since matchmaking began in the matchmaking lobby.
Improved matchmaking algorithm to ensure more equal team making.
Robot
Previously, it was too easy to defeat Robot pilots. As such, pilots will now receive 10 points of armor per second while riding the Robot (max 200).
Made it possible for the Robot driver to open the gate.
Beginner Quests
Removed beginner quests "Perform a Finisher" and "Play one 5-Army Battle."
Tutorial
An explanation of Mercenaries is now displayed during the new player tutorial.
Valor
You can now earn Valor points when destroying weapons with fire damage.
Map Environment Changes
Certain objects have had their placement adjusted on the map Dawn Bridge.
Adjusted defensive perimeters around C Tower, E Tower, and the area next to the castle (around the ladders)
Bot Behavior
Bot behavior has been adjusted so that Bots will behave more in line with the battle situation.
Combat Fixes
Style (Weapon Swap) Change is no longer canceled when you are struck by a melee attack.
If an airborne player is struck by a Guard Break they will be blown back as if they were hit by a melee attack.
Characters
When deleting a character, you must now reconfirm even after confirming once.
GAMEPLAY ADJUSTMENTS
Warrior and Cleric Melee Fixes and Adjustments
Changed the speed of some melee attacks used by the Warrior and Cleric for the following reasons:
Fixed a problem where enemies would appear to not be hit or stunned when attacked by melee attacks.
Fixed an issue where some attack combos could attack the enemy with no room for counterattack.
Fixed an issue in which melee attacks could sometimes interrupt opposing melee attacks, thus reducing the importance of the Attack/Guard/Guard Break triangle.
Cleric Melee Damage Vs. Objects Adjustments
The current damage of the Cleric’s melee damage vs objects is high, so in addition to the above adjustment to the animation speed of melee attacks, the following adjustments have been made:
Cleric melee attack damage to objects adjustments
Normal 1…45→22
Normal 2…45→22
Normal 3…120→60
Critical Strike…50→37
Guard Break 1…15→7
Guard Break 2…22→11
Guard Break 3…30→15
Jump Attack…67→33
Jump Attack(From High)…120→60
Dash Attack…67→33
Back Attack…90→45
Power Bomb
For the Warrior skill "Power Bomb", the timing between the activation of the skill and the beginning of the Super Armor has been delayed slightly in order to add more counterplay to interactions involving this Skill.
Siege and Anti-Siege
To adjust the impact of catapults in Battle, damage taken by wooden objects set ablaze by the catapult has been reduced from 600 to 300.
Siege weapons now take 10 damage per second when on fire, down from 30 per second.
Anti-siege weapon base durability has been increased from 120 to 400 as Mages were destroying them too easily.
Changed the HP of cannons before/after reinforcement from 400/800 to 300/600, the same value as a ballista. Reload time adjusted from 3s to 2s
Centurion Balance
The movement speed of the Legendary Warrior Title "Centurion" in Colossus Form has been reduced to 136% speed, down from 200%. This is due to the Skill potentially affecting gameplay in a network game.
Cataclysm
The position of Cataclysm Idols for each map has been adjusted so that it appears more in line with the battle situation.
Valor Points Earning Adjustments
Valor Point acquisition has been adjusted in the following ways, in order to better maintain fairness in battle:
Kills
The difference in Title Ranks is now factored into the number of Valor Points earned when a kill is made.
Squad Missions
The following adjustments have been made because the large number of Valor points earned from Squad missions was causing immediate Valor Level increases, leading to one-sided Battles.
Valor Points earned for each squad mission 400/800/1200 -> 200/400/800
Adjustments have been made to the squad missions, as there was a large difference in the difficulty level between the different squad roles.
Assault Squad
Destroy 50% or more of an enemy Core → Destroy 10% or more of an enemy Core
Castle Guard Squad
0 Damage to your Core for 3 mins/6 mins/10 mins → 0 Damage to your Core for 5 mins/8 mins/12 mins
Special Ops Squad (Dawn Bridge A, The Pentagon)
Dawn Bridge A: Capture 4 or more towers at the same time → Capture 5 or more towers at the same time
The Pentagon: Capture 5 or more towers at the same time → Capture 6 or more towers at the same time
If a Battle is settled before the requirements of a Squad Mission are met, Valor Points will be awarded as soon as the Battle ends.
Valor Rank
Along with the adjustment of Valor Points earned for kills, the Valor points required to advance to each Valor rank have also been adjusted.
Valor Points required to advance to each Valor Level
500/1200/2100/3200/4500 → 500/1300/2400/3800/5500
BUG FIXES
Fixed a bug that caused team-making to fail in rare cases, resulting in a network error.
Fixed a bug that sometimes allowed two players to acquire a Cataclysm at the same time.
Fixed an issue where the Robot self-destructs attack damage would not destroy Siege Weapons.
Fixed an issue where the "Firewall" skill would not hit an enemy who was guarding.
Fixed an issue where colliding with a shield while using the skill Rushdown would not detonate a Wind mine.
When attempting to set a squad marker while riding a siege weapon, the marker will now be placed correctly at the crosshair.
Fixed a bug that prevented Crystal Defender from responding to users on Ballistae.
Fixed a problem where Lightning Shock would not hit enemies on ballistae.
Camera option settings are now applied when operating the Robot's gunner seat.
Fixed issue where resuscitate wouldn’t work sometimes on inclines.
Fixed a bug where quests for earning Valor Points, which are exclusive to each class, could be earned by other classes.
Fixed a bug where a dash slash or guard break would rarely display the prompt for a Critical Strike.
Fixed an issue where Mercenaries were not customized appropriately compared to their CP count.
Fixed a bug where guard behavior may be incorrect for the following Skills and Familiars:
Crystal Defender
Wind Trap
Magic Napalm
Anti-Siege Weapon: Cannon
Rocket Punch
Rocket
Other minor bug fixes
New Map | Dawn Bridge B
The new map "Dawn Bridge B" will be released with this update!
This is an alternative version of the existing Dawn Bridge map. The map has been covered in a thick fog, significantly changing its atmosphere. The number and location of all Towers and Siege Weapons have been changed, allowing battles to proceed differently from the original Dawn Bridge.
Season 1 / Console Release
We have made the difficult decision to postpone the console release of Warlander, initially planned for April. In accordance with the change in the release date, we will also be extending Season 0. As unhappy as we are to have to keep our players waiting, this will allow for a more polished release, and we thank you for your continued patience and understanding.
The new Console release date will be shared soon.
New Map | Moonlit Church
The new map “Moonlit Church” will also be released prior to the Season 1 / Console Release which will bring the total 2 Army map rotation to 4 maps total before the season change.
Thank you for your continued love and support! ⚔️ Your Warlander Team 🛡️
Having analyzed all the available feedback and data on the regeneration speed change, we decided to restore it to its previous state in PvP, and leave it as is in PvE. After this change, we'll continue monitoring feedback and data, and will implement further adjustments if needed.
Fixed issue in Expedition where players could do multiple decontaminations in a row and fully reset contamination after completing a dungeon.
Fixed issue in Expedition where the players were shown on the ground for a split second before the cinematic clip with deployment.
Fixed issue in Expedition where the Shady contract could be completed by itself, without players' doing anything to this end.
Fixed issue in Expedition where the requested supplies could be dropped in the area where the players had come from.
Fixed issue in Expedition where the crystalline trucks activity rewards were not in line with the designed values.
Fixed issue in Expedition where the Data Center encounter could be activated by one player, and it could be started with an active extraction at that.
Hi everyone!!! We wanted to give you news about the next update and tell you that we have been getting a bit carried away with putting content in the game and the next update is scheduled for around May 16. In the meantime, we'll give you a little preview of what will happen with some spoiler images!
Please stay tuned for more news by following our Steam page.
Update content: 1. M870 shotgun: A pump action shotgun that needs to loaded by pressing the firing button aftre fire. It is equipped with two types of barrels and magazines. 2. Accessories: The new accessories are the longer RIS2 rail handguard and La5c laser, and other existing accessories add new colors. Press the H key to select the mode of the laser. 3. The improvement of third person animation system. 4. Clothing: Added ACU battle suit top with two camouflage. 5. Armor plate: The plate can be put into the vest to protect the trunk and arms. The most important work at present is to create new levels and gameplay, which will take about a month. before this, updates will be new items and some minor fixes. This week, i will continue to create new levels and complete all the text in the game, as well as add some sound effects.
Enjoy 2 new maps with all the changes that come with them! 2 new Bosses to Take on and test your Freedom. 0.5 has had Limited internal testing so light up the Discord or Steam Forum with any issues you find.
To address the elephant in the room. It has been a long time since an update to Freedom Drive, but that do not worry, That does not mean we are finished with Freedom Drives story. But it does mean development may continue to be slow.
I am a one man army when it comes to Freedom Drive, so unfortunately when life gets in the way i have to take a break from indie dev.
I look forward to hearing some feed back and let me know if you beat the new bosses!
In this development update, we want to talk a bit about everyone’s favorite all-purpose drone APD-B317 aka Bosco.
It was always clear to us that if we wanted to make a single player Deep Rock Galactic game, we had to bring along this guy to help you out. When you land with the drop pod and exit onto the caves of Hoxxes IV, ready for your first mission, Bosco is right there with you.
Thank you Syliss - we agree!
In the beginning, it’s not the most helpful robot but fortunately, management has graciously agreed to grant it many of the upgrades you have come to expect. Every few level-ups (currently 5), you will have the opportunity to upgrade Bosco with new tech, or upgrade his existing kit. Here’s one such choice: Please don’t mind the placeholder graphics
I chose Rockets this time around, and here is the result - without upgrades of course.
Now this is the current state of Bosco in our very early version of the game. What follows will describe our intentions and vision for Bosco in the future, and it comes with a classic Early Access caveat that you should print and frame and hang on your wall or tattoo on your forehead.
We want Bosco to be a helpful companion that can be upgraded not just in means of destruction but also in utility. It’s easy to imagine the robot engaging in mining, healing, crowd control, collecting XP etc. Bosco also serves as a great ‘Point B’ for abilities such as the electrical tether from the upgrade screen above, which adds a layer of strategy to your positioning.
The limitations of Bosco in an auto-shooter is that we will not be able to use laser pointers to command it around, since it goes against the genre idea of not aiming. As an alternative, we could have unlockable perks that change the behavior of Bosco to your desired need, such as: Aggressive, defensive, mining-mode etc. This opens up the challenge of doing full ‘Bosco Build runs’ where you transfer much of the power, and possibly your entire arsenal to the robot and make it a true killing machine while you are free to mine at will.
V old friend
DISCLAIMER: Management advises against the personification and nicknaming of robots because of decreased morale and depression in the unlikely event of a malfunction.
We hope you've been enjoying our latest update so far!
We've investigated some of the reported issues and were able to identify their causes. So, today, we're rolling out a hotfix to tackle them, you will find a complete list of changes below.
As always, we're grateful for your patience and for bringing the bugs to our attention.
Vehicles
Autobello Piccolina
Fixed gauge needles
Fixed autobello buggy 5 speed sequential transmission launch RPM being too high for stock engine
Bruckell Moonhawk
Reduced shifter knob distortion during shifting
ETK 800-Series
Fixed gauge needles
Made interior camera dependent on chosen seat
Fixed 856 TT sport config using wrong inner fenders
Re-adjusted door detents
Tweaked aerodynamics
Fixed wrong 310 HP diesel ECU naming
Tweaked AWD and differential behavior
ETK K-Series
GT-IV model now uses S gearbox mode by default
Re-adjusted aerodynamics
Fixed calibration of gauges and position of needles
Added missing widebody inner fenders
Fixed position of beamNavigator windshield accessory
Fixed automatic shifter animation
Fixed an issue with 310d config using wrong gauges
Fixed wrong 310 HP diesel ECU naming
Tweaked AWD and differential behavior
Gavril H-Series
Fixed automatic gauge needles
Gavril Roamer
Fixed beams braking when opening extended body rear doors
Fixed gauge needles
Fixed instability with the RoadSport bodykit
Ibishu Hopper
Fixed broken tube doors
Ibishu Miramar
Fixed steering wheel orientation
Soliad Wendover
Added turned off materials for gauges and screen
Levels
Automation
Updated spawn previews to show new terrain colors
Fixed skewed textures and vertex color on windows of the main building
Improved dam LODs and added a door to dam bridge wall
Improved roughness details on test track surface
Fixed a hole in the small dam building mesh
Fixed sidewalk curbs
Fixed terrain spikes
Fixed z fighting on some decalroads
Fixed cabin entrance height
Fixed a hole in water and adjusted overall water color
Fixed the bridges mesh and barriers
Fixed mesh collision issues on dam and factory storage
Fixed the gap between dam gates and walls
Applied annotations to the whole map
Fixed tire marks width in dam zone
Fixed duplicated material <code>m_concrete_plain</code> in misc folder
Fixed console errors
East Coast, USA
Fixed spiky terrain
Fixed stretched parking line
Fixed floating guardrails
Italy
Deleted a lot of duplicated forest elements
Deleted several trees over the gas station
Missions
Fixed UI layout not being editable in GarageToGarage Missions when competitive scenario conditions were disabled
Fixed missing obstacle in “Blocked Road” mission on Utah
UI
Added a scrollbar and fixed display issues for the “List possibly broken mods” tool (available in the Mods menu)
Adjusted Vehicle Config → Parts menu visuals based on community feedback
Fixed the “List possibly broken mods” tool not immediately writing the full list of conflicting files to logs (it used to require closing the game, or waiting until an error was logged later)
AI & Traffic
Fixed an issue where some traffic vehicles would exist but would not be visible
Fixed several traffic signals and intersections in West Coast USA
Reduced traffic spawning on dirt roads with low drivability
Script AI
Fixed Start Delay feature
Input & Force Feedback
Adjusted default Steering lock strength for all steering wheels down to 50%, to reduce oscillations at full lock
Game Engine
Fixed an issue that caused some vehicle’s skins to break
Fixed spawning height of props that are partially in the ground like the bollard
Cameras
Fixed wrong camera tilt that could happen after pressing F8
Audio
Adjusted EQ/gain on ETK i6/v8 exhaust
Increased aero at high speed - removed clamp in sounds.lua, increased curve ranges and added distortion
Fixed incorrect cabin filter settings for D15-Pre-Runner, D15 Pre-Runner Extended Cab, D15 Rock Racer, and D35 SuperPig configs
World Editor
Fixed some minor issues in the Traffic Signals Editor when selecting objects to use for signals
Fixed an issue with terrain painter undo function that would sometimes leave the old terrain
Since player said the level difficulty is not easy, we have not only reduced the level difficulty, but also add "skip battle"
The specific operation is as follows.
As soon as the main, branch or entrusted battle fails, the system will pop up the "Skip Battle" button, press "Skip Battle" and the level will be considered completed.
The specific operation is as follows. When the battle fails, the system will display the "Skip Battle" button, press the "Skip Battle" button to complete the level.