Today's patch brings only one change, however, we have a feeling it will be a deal-breaker feature!
Since Jumping is one of the core mechanics in platformer games, we've dedicated last few patches to this specific mechanic. This time, we're completely revamping the way normal jump works.
Previously, when jumping from the floor the characters always jumped to the same height, no matter how long the player was pressing the JUMP button.
Now, we're going full platformer style. The jump's strength, or height rather, depends on how long the player keeps the button down. This translates to more controllable and precise jumps.
Make sure to let us know about this feature!
As always, if you like our game, please leave a review, and let us know what you think on the Steam forums or our official Discord server!
1.Fixed an issue where CGs would not display after reloading a save in a room with CGs. 2.Fixed an issue where re-entering the bottom of the dungeon after triggering the dungeon event would replay the event, resulting in being trapped in a prison cell.
In the “Revenant!” solo event, a player who has 100 or more sinner souls will be automatically resurrected at the random bonfire within a safe circle in exactly the same way it happens in squad mode if saved by your teammates. It’s a nice chance to loot again and avenge your killer! Also it will make battles more intense.
To degrade the life of bush campers who would try to wait by bonfires, every player upon resurrection will get temporary invisibility and immunity the same as in the Itz Ocelotl ability.
So, hurry and collect enough souls to ensure one more chance in case of a slip. And remember, a cosmetic chest is also guaranteed for you in the event.
Fixed being able to attach things to the thin air, if looking at buildings or the terrain
Fixed the bus locking its own wheels again! :@
Collider size of locked wheels now update with different wheels
Fixed not being able to attach trailers to the big vehicle
Added "Reduced Debris" option the the misc tab in the settings (If enabled, breakable things fall into less pieces and those disappear too)
Poles are now tilted, and most of the road side buildings are now connected to them. (This will gain importance in the future)
Fixed some attachables getting frozen in air on loading!
Changed baskets and such things attaching again, they should now attach with their closest point to the closest point on the sufrace that you are looking at, and not exactly to the point you are looking at. (Hope you understand! Because we don't)
Fixed not being able to attach trailers (broke with the previous fix)
Fixed licence plate and other attachables not loading correctly when attached to the slots of the bike seats
Attaching baskets and a few attachable things now should be easier, because they no longer use their center, but their closest point for attaching
Bike's steering with keyboard is now slower on higher speeds, this should make the controls of the bikes a lot better! (And they should bounce slightly less)
Fixed player preview not visible in player tab
Fixed the bus locking its own wheels ( :@ )
Adjusted trailer center of mass to make it a bit more stable (not the car transporter, but the small one!)
Pallet is now attachable and has physics lock zone! (This is very interesting and unlocks amazing new upportunities!)
Rail-part-chunk-something is now attachable
Fixed some errors from the bug reports sections (Steam and Discord)
Added some things to make older mods work!
Removed VR from the main branch (It is now in the betas called vrtest, it also has multiplayer)
Thank you for your continued support, we are working as hard as we can, to make the game better for you guys! As always, have fun testing, and don't get sand in your pants!
There is currently no date set for Pax Dei's release, but as soon as there is, we'll let everyone know. Test phases will be thorough to ensure a smooth gameplay experience. You can sign up for the Alpha (when it's released) right now at https://playpaxdei.com/.
Will there be both a physical and digital release?
This will be a digital-only release.
For what languages will Pax Dei be localized?
At first, the game will be available in English, French, and German. We will also provide customer support in these languages.
Will you support more languages on Pax Dei Discord?
Based on reactions from the community, we’re looking forward to allowing more languages on the Pax Dei Discord as we get closer to the game's release. “More” not “all”, as we’ll want to ensure we properly support each additional language.
Can I recruit for my clan in a language other than English?
Right now, we are limiting the recruitment posts to English to limit the need for moderation resources. The closer we get to the game’s release, the more languages might be allowed on Pax Dei Discord, depending on the community's interests and the need for moderation. Please note that, unfortunately, not all languages will be allowed on the Discord server.
On which game engine will Pax Dei release?
We are using Unreal Engine 5 to create the world of Pax Dei.
What are the recommended PC specs for Pax Dei?
This is something we aren’t ready to discuss at this time. We will be able to provide more information on this closer to the launch.
Do you have additional gaming platforms in mind for the official launch or Pax Dei's future?
The game is built for PC and is in development for cloud gaming platforms to become playable on any screen. We’ll share news on the full list of platforms at a later date. In the meantime, you can already add Pax Dei to your Steam Wishlist.
Alpha sign-up
When is the Alpha starting?
We’re still a few months away from a large-scale Alpha test. Rest assured that when we’re ready to announce it, we’ll publish official communication with all details. We are running regular small playtests under NDA with our friends and family to test parts of the game we intend to have available for larger-scale testing. We’re sorry we can't add you to these playtests, but they will primarily be used to test specific features and setups in preparation for the Alpha which we can invite you to.
How many players will you invite to the Alpha?
As much as we would like to invite everyone who expressed an interest in Pax Dei, the truth is that, right now, we don’t have a precise number in mind. We’ll likely grant access to the playtest in waves, depending on what we want to be tested and how stable our servers are.
How do I know if I've properly signed up for the Alpha, and how will I know that I’m invited?
You'll know you’ve correctly set up your account for the Alpha as long as you have a green tick showing on the dashboard of your account management page. As for being invited to the Alpha: we’ll contact you on the email associated with your Pax Dei account. More details on this once we announce the Alpha!
What is the purpose of the personality test in Alpha sign-up, and how will Mainframe use this information?
The questions are used to associate you with a persona from a predefined list. We will then use these personas to add color to your feedback or to decide whom we will invite to a specific Alpha phase. For example, if we want to test a specific PvP feature, we will likely maximize the presence of players with personas attracted to PvP. And regarding your feedback, if your persona is very oriented on collaboration, we can weigh your answers about a social feature and the ones about the PvP differently. The information gathered through this test is entirely handled by our partner Solsten. It is also fully anonymized, as we at Mainframe do not get access to individual answers but only to your persona.
What is the purpose of the token field included in the account management?
We added a token field to the Alpha sign-up to allow groups of friends and clanmates to play together. The token can be a word or a combination of words. The most important part is not what it means but that you and your friends use the same token. The system will flag everybody with the same token as a group, and we will do our best to invite the entire group simultaneously. We can’t guarantee it, though. Depending on different factors, we could end up inviting only part of the group. Also, be aware that we only use the token to grant access to the Alpha. It won’t force anyone to log in to a specific server or jump into the world in a particular region. You’ll still need to sync up with your friends for these parts. In a nutshell: increase your chance to play with your friends by using the same token!
Will you support more languages in the Alpha?
The Alpha playtests will all be in English for now. We plan to support more languages (starting with German and French) by the time we release the game based on the response we get.
Monetization
What’s the business model for the game: subscription, micro-transactions, or another model?
We’re still working on the business model for the game and are not yet able to share the specifics. That said, a core pillar of Pax Dei is its player-driven economy, and ensuring it will run smoothly drives how we think and will make decisions about the business model. We’ll share details when we are ready to do so.
How much will Pax Dei cost?
Monetization is very important to live service titles, and we want to ensure we get this right. At this time, we’re not ready to discuss this.
Will there be NFTs/Blockchain technology in the game?
We’re building Pax Dei with Steam (which does not support NFTs/Blockchain) as the primary target platform. NFTs or Blockchains are not part of our plans for Pax Dei.
-> New map in the DLC map pack "Rally" -> New private multiplayer room system. -> French language is now available. -> Many new skins -> Minor bug fixes
Thanks to all the players who created the skins! You too can submit skins to be part of the game on the discord.
Skins made by the livery maker himself itsShina on Discord:
1971: Indian Naval Front - neosphereinteractivestudios
A step-by-step video guide based on Operation Trident
Follow the objective and move towards the Vantage Point.
After moving for few kms you will be notified to turn off Radar, you can do that by pressing the R key. If the radar is on and you continue to move further, you will be detected by enemy patrolling jets and that's game over for you.
On reaching the vantage point you can switch on the radar to identify the targets.
A timer starts, indicating to complete the mission in stipulated time.
At this point, the player is introduced to a game feature of switching between allied ships, by pressing Q key.
Once you identify the targets, you would need to press 4 key to select the missiles. It's important to keep the radar on when selecting missiles, as you can program/deprogram targets only when radar is on.
To fire missiles accurately at the targets, you would need to program the targets by selecting the target using L Ctrl + the index number shown at the top of the entity marker of the target. For example, L Ctrl + 5 to program PNS Muhafiz (as shown in the video)
Once the target is locked press LMB to fire missiles to destroy the selected target.
Each missile boat carries 4 missiles and there are 8 targets to be destroyed. Here you can take advantage of switching between ships by pressing Q. Also refresh the radar by pressing R key when switching to another ship.
Seems complicated? Has a learning curve to it and involves decision making skills to complete the mission in given time.