Hush Hush - Only Your Love Can Save Them - Sad Panda Studios
Hey Panda Peeps!
Today’s the day! The sun is shining (hopefully), the birds are singing (probably), and Hush Hush is out of Early Access (officially)!
First of all, we want to say thank you so much to everyone who played the Early Access edition of Hush Hush. The game is finally polished to a glistening sheen now, and that’s largely thanks to the amazing feedback from you!
Now the game is ready to be shared far and wide, so if you haven’t had a chance to play it yet, or if you’re interested in seeing all the wonderful shiny goodness we’ve added, please do check it out and let us know what you think!
One more thing - to celebrate this momentous occasion, we’re offering 10% off the base game from April 20 to 27! Tell your friends, tell your enemies, tell your pets - tell everyone!
Anna Lee has arrived! And she's asked you on a date?!?!?!
Download the update, open the game, and hit START to get the free all-new story in the LIFE AFTER MAGIC world, featuring new art, new music tracks, and plenty of surprises along the way! (please note that you will need to complete one play-through of LIFE AFTER MAGIC to access this DLC!)
Experience this unique and poignant chronicle, which delves into the background of Anna Lee and her relationship with Akiko.
Abdominals abound in this rework of Eventide Hollow's central valley region in Holomento Early Access 0.6.3 - The Evenfall Update!
We've really brought some new life into the Hollow with local denizens in hiding from the Hollow's plentiful monsters, and the very beginnings of a collection of Travelers who have their sights set on rebuilding the ruins!
Join the Travelers' Guild with new gameplay features for rebuilding Evenfall:
A totally reworked Central Valley Region
Evenfall received a complete facelift, now with a size befitting its central location!
The Travelers' Guild added, along with a new mini-dungeon to join it
Additional quests to unravel the mystery of the Holomento
Reworked upgrade and building system
UI updates
And lots more blood, sweat, and tears!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Central Valley Updates
Complete rework of the Central Valley Region to include the newly expanded town of Evenfall, Travelers' Guild, mountainside mini-dungeon, and hideaway camps for local denizens.
Added audio to new zones created
Evenfall Updates
Expanded Evenfall to cover more of the Central Valley region
Added a quest to retake the ruins of Evenfall
Added a town leveling system, based on shop upgrades
Added new upgradable shop locations, with several new upgrades to improve the shops further
Added new UI for town and shop upgrades
Added new camera to display shop, and upgrade chains
Each shop gives bonuses to its own stock, and some shops give passive bonuses to resources gained each run
Added new jingles for when shop or town is upgraded
Travelers' Guild
Expanded The Mysterious Book quest
Added new mountainside mini-dungeon to the Central Valley region
Added new Travelers' Guild location overlooking the Central Valley and Evenfall
Moved Coast Start to new Travelers' Guild Start
Added Guild Reputation to level up the Travelers' Guild
Added a guild menu button once the guild has been unlocked to view guild levels on the title screen
Guild Levels
Added 15 guild levels that require various amounts of Guild Reputation to level up.
Repairs the Evenfall bridge
Unlocks contract boards
Adds a guaranteed potion chest with 5 potions to the guild
Adds a guaranteed item chest to the guild
Unlocks the guild as a new journey starting location (replaces the old coast starting location)
Unlocks the Guild Master Gloves item
Adds an item shop tent to the guild
Unlocks fast travel via horses at travel encampments
Unlocks the Guild Master Boots item
Repairs the Greatwood Crossing Bridge
Adds a potions shop tent to the guild
Builds grind rails in the desert
Unlocks the Guild Master Pants item
Adds the guild bank to the guild
Unlocks the Guild Master Coat item
More guild levels with new rewards and mechanics will be released with most major updates until full release.
Guild XP
Added guild xp for defeating enemies
Added guild xp for dungeon gem collection
Added guild xp for items when picked up (not swapped)
Added guild xp for completing journeys
Central Valley Camps and Forts
Added Eventide Estate above the town of Evenfall
Added Fort Farrador in the shadow of the Chateau mountain
Added the Coast Tower Fort looking out over the Endless Sea
Added the Greatwood Camp hidden below the dark boughs
Added the Coastal Camp nestled in the clefts of the sandy beaches
Added quests to help each group of denizens to expand Evenfall
New Denizen and Traveler NPCs
Added new male and female denizen NPCs to populate Evenfall, and the Central Valley's camps and forts.
Added Guildmaster Jerrick, and Vice-Commander Catarine
Added Mayor Bankerton
Added Jii and Kii, brewers of potions
Added new passive dialogue and active dialogue trees providing more lore on the Eventide Hollow
New Items
Added the Guild Master (Level 5) armor set. Includes chest, legs, boots and gloves. Unlocked via guild levels.
Added "Tech 1/2" - Adds a chance to shoot a laser from the traveler's forehead when ranged attacking. Laser does 25% of traveler damage. Chance to shoot the laser scales with the luck stat.
Added the Rifle Scope - Increases rifle accuracy by +50% and rifle damage by +10% (appears visually only on rifles)
Added the Silencer - Increases gun damage by +1%, accuracy by +25%, range -10% and knockback -25%
Added the Gun Enchantments item - Increases gun damage by +2%
Combat Updates
Updated hitscan VFX
Added homing for hitscan
Added homing for beams
Fixed shielded projectiles for multishot
New Enemy System
Replaced the enemy spawning system with a new static enemy spawning system. Enemies are now placed in the world (semi-randomly) and can be attacked at range. Added new enemy types and variants New Enemy Features
Added new enemy death animations
Added new enemy hit reactions
Updated enemy death + mesh despawning
Added new enemy death VFX
Added new enemy death item drop animations
Added new gap closing behaviours for some enemy types at distance
New Enemies
New Necromancer Skeles - spawn regular skele enemies (up to 5 at once)
New elementals with new projectiles, VFX and visual meshes
New Plant Spitter Enemies - Burrows under the ground and then resurfaces to bite or spit at the traveler
New Plant Root Enemies - Burrows under the ground and then resurfaces to slame or swing at the traveler
Explosive Barrel Skele + Dark Knight + Royal Knight - Approaches the traveler and self-destructs when nearby
Archer Dark Knight + Royal Knight - More powerful variants of the Archer Skeles
Updated Existing Enemies
Sword+Shield Skele
Twinsword Skele
Spear Skele
Greatsword Skele
Archer Skele
Sword+Shield Dark Knight
Twinsword Dark Knight
Spear Dark Knight
Greatsword Royal Knight
Sword+Shield Royal Knight
Twinsword Royal Knight
Spear Royal Knight
Greatsword Royal Knight
Drake Hunter
Warden of Illyn
Slimes
Rats
Desert Rats
Wolves
Giant Skele
Armored Wyrm
Watcher Beetle
Scorpic Stone
Bees
Hornets
Spirebones Enemy variant (with new laser attack)
Other Features
Added yellow progress bar to player health to better indicate amount of damage taken
Block off the sewers procedural dungeon sections and add signs saying "under construction".
Allowed the Rat King to be accessed with two keys and have 5 spawn in the sewers main area
"Toggle Advanced Stats": Made $ and resource per hour stats toggleable in the options menu (Default off)
Updated visuals, SFX and notification when an item (or items) level up
Added a donation box in front of the lighthouse to replace the puzzle to unlock the Witch Broom item
Added a donation box to upgrade the desert bridge near the Dragonbone Desert start
Updated the dungeon entry UI to replace the key with a description of the dungeon, the bosses name and description.
Feature Preview Mode
Added "Feature Preview Mode" which allows testing of features that may be added in a future patch.
No features have been added to this mode for this update, however the option is still available in the options menu in preparation for future updates.
Audio Updates and Fixes
Event Jingles
Added a jingle for when the guild levels up
Added a jingle for when a quest (main/side) is accepted
Added a jingle for when a quest (main/side) task is completed
Added a jingle for when a quest (main/side) is completed
Added a jingle for when armor or weapons level up
Added a jingle for when a shop is upgraded
New Enemy Sounds
Added enemy plant hit SFX
Added enemy plant bite SFX
Added enemy plant impact SFX
Added enemy plant growl SFX
Added enemy plant spit SFX
Added enemy bow fire SFX
Added giant unearth boulder SFX
Added giant footstep SFX
Added dark knight grunt SFX
Added dark knight attack grunt SFX
Added skeleton grunt SFX
Added skeleton bone rattle SFX
Added generic ground impact SFX
New Ambient Sounds
Added weapon falling on the ground SFX
Added SFX for when an item is dropped
Added start/stop SFX for items on the ground
Added leaf rustle SFX
Added grass rustle SFX
"The Watcher" Audio Fixes
Added new attack sounds for The Watcher
Added new wing flutter sounds for The Watcher
Added new sounds of recieving damage for The Watcher
Most friendly campfires now recover health when a traveler is nearby
Changed Enemy scaling to scale with the number of items (and item level) a traveler has rather than the traveler's damage and health
If a traveler's health is > 50% then an enemy cannot do more than 90% of the remaining health of that traveler.
Clamped luck stat to -10 and +10
Moved shortcuts from the persistant world to their own level to improve performance
Updated journey seeds to have sub-seeds for each procedural task (vase spawns, obelisk spawns, item rolls, etc.)
Updated vase system to establish empty vases in a map at journey start/load save then use that as a reference to update the currently loaded ones in their respected level
Updated bee hives to new system similar to vases
Updated shortcut system to establish opened shortcuts in a map at journey start/load save then used that as a reference to update the currently loaded ones in their respected level
Reskinned all traveler armor sets with new rigging to reduce and prevent mesh clipping
Fixed a bug where elevator audio would play repeatedly
Elevator buttons now stay pressed until the elevator has reached its destination
Renamed "Oasis" to "Desert Oasis"
Fixed a bug where items would give multiple of the same passive
Fixed a bug where projectile launchers could be blocked by projectile shields
Fixed a bug where the Watcher Beetle followers would not attack enemies
Fixed a bug where an enemy was spawning underground near XYZ 2623/-6252/-28698.
Fixed a bug where an enemy was spawning in the wall at XYZ 13341/7366/-23163.
Fixed a bug where walking toward the edge of the matermill´s house at XYZ -5960/1890/2530 would make you glitch and slide along the edge.
Fixed a floating tree at XYZ 45849/-42415/7667.
Fixed the visuals for the pyro item flame
Fixed a floating wood pile at XYZ -154484/46548/-6820.
Fixed a bug where there were two Campfires on top of each other at Cerenobia's boss entrance
Fixed a bug where you could shoot through the wall and enemies can pass through the wall at XYZ -13014/-84811/7425
Fixed a bug where you could get stuck by the river at XYZ 37345/-22054/843 , 35364/-18835/960 and 27620/-15327/2434.
Fixed a bug where if you exit and reloaded your game at the statue for the "Dark Wizard Hat", the puzzle to open the door to it would reset and close the door soft-locking you.
Fixed the holes in the rocks at XYZ 6271/9220/2664.
Fixed a bug where you could fish in a wall at XYZ 19702/31240/148.
Fixed a bug where you could only catch unnamed/unfinished fish in the small river at XYZ 65910/-24641/6219.
Fixed a bug where you could slip onto the platform with the chest at XYZ -79822/77057/1267 from below by running up the small dune to the left of the platform.
Fixed inaccuracy of player health bar to actual health remaining
Fixed the bug with slime enemies clipping and floating
Fixed rat hitboxes
Fixed a bug where enemies would spawn underneath the desert maze
Fixed archers spawning in edge rocks of the Autumn Forest
Fixed a bug where triple shot projectiles would despawn immediately on spawn
As part of the next game update we're changing the default setting of Uniform Soldier Aiming from Off, to On, for both controller and mouse & keyboard gameplay. We’ll first explain how this feature works, and why we’re making this change.
What is Uniform Soldier Aiming?
Uniform Soldier Aiming is a feature beneficial to the process of developing good muscle memory when aiming. It calculates the amount of input it takes for your aim to move across screen space to be consistent regardless of field of view changes. As a result, it will always take the same amount of pixel distance on screen for a given physical movement of the mouse. This creates more consistency between non-zoom and zoom, as long as individual zoom aim sensitivity (e.g. 1.00x or 1.25x) has not been changed from the default.
It’s important to note that it’s not an immediate setting to improve your aim, but rather a tool which over time helps your aiming movement to gradually become more consistent during gameplay.
Uniform Soldier Aiming in Battlefield 2042
Our reasoning for having Uniform Soldier Aiming turned Off by default in Battlefield 2042 was because in previous Battlefield™ titles we expected a slower aim rate in zoom to be a benefit in helping players learn to aim. Instead, we have since observed that for both new and experienced players this variance does not promote good muscle memory build up. As this is an essential part of aiming, we’re now turning Uniform Soldier Aiming to On by default.
Improving your gameplay
If you play with a controller then you will already notice aiming variance due to Aim Assist. For example, your aim slowing down when close to a target alongside other similar helpful acceleration settings. By having Uniform Soldier Aiming On by default, we are reducing unnecessary aiming variance to help you learn the input curves on the controller sticks consistently. It should also help you aim while using higher magnification scopes to better track fast moving targets.
As a mouse and keyboard player you don’t have the same variance to account for as when using a controller. However, the same principle applies for Uniform Soldier Aiming. Over time, it helps you build muscle memory and improves your aiming skills through more consistent aim rates, regardless of magnification levels.
If you prefer to play without Uniform Soldier Aiming then you can still toggle it On/Off via Options -> Controller / Mouse & Keyboard -> On Foot -> Uniform Soldier Aiming under the Aim category.
For those of you who are not aware of Uniform Soldier Aiming functionality or unsure of how it works, we are looking forward to getting this change in your hands as we believe it will be a benefit to your long-term gameplay.
//The Battlefield Core Gameplay team
The details in this announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Greetings! Our game "TERRAFORMERS" is now included in the NEW & TRENDING MANAGEMENT BUNDLE.
Click the link below to purchase the bundle and enjoy an extra 10% discount!
For a lower price than usual, you can get six carefully selected independent strategy games all at once! If you love one of them, why not try the others as well?
The following updates and bug fixes are in this release:
Updated the charts to support a better distribution of out types while still maintaining realistic results (e.g., double plays, runs scored, etc). A big thanks to several users, and especially "freejju" for sharing his work on the new charts. This was a great contribution from the user community and especially from "freejju". To get the update you will need to "Reset All" for all of the charts except for the Rare Play chart. Resetting the Rare Play chart is optional. Resetting the charts can be done in the Chart Editor.
Updated the Baseball Reference import so it accepts running and "all OF data" so it can import custom ratings along with the batting, pitching, and fielding data.
Improved the engine.log file so it retains play results across several games. The file will only reset on a visit to the Library Management Page.
Fixed a bug with the sacrifice bunt and PO4 when the bunt is hit to the first baseman.
Fixed a bug with the 1B command not giving an assist when the runner is out taking an extra base.
Fixed a crash when playing an exhibition and there are no games scheduled.
Fixed an issue with the CM not using Ohtani at DH when he is not pitching. An issue still exists with the CM not using Ohtani at DH when he is pitching. I will continue to work on this for a future update.
Updated the Board Game Companion User Guide. The update consists of documentation for the NORBI literal option that exists but was not documented.
The Last Case of Benedict Fox Definitive Edition - taj14
Hello detectives,
A quick reminder that in one week, you will descend into the world of limbo with your demon companion. This rather unhallowed connection will aid you in investigating your father’s death, and provide answers to why the two of you are so intertwined. You will enter the subconscious minds of the deceased for clues, while uncovering the secrets that are held within the walls of a run-down mansion. It’s time to get some answers Benedict, no matter how painful they may be.
The Last Case of Benedict Fox comes out on April 27, 2023. Add it to your Wishlist now.