Today we have a patch that, among other things, ages players and fixes some bugs. In addition, we have taken your feedback to heart and made a few changes in this regard.
General
VAR sensitivity adjusted
More balanced standard training plans
Show kicker-strength with one decimal place in the up/down-ratings
Show kicker strength with one decimal place in the player data sheet
Coloured highlighting of strength changes in the kicker up/down rating
New
Kickers now age
As kickers age, the likelihood of career end (retirement) increases
Birthdays of the kickers are now in the player data sheet
Extended transfer period information
Bugfix
Fixed bug in champions cup group stage window where winners and losers were not marked correctly
Fixed bug in Livematch: Kicker suspensions count down correctly
Fixed automatic contract renewal of kickers from non-player clubs
Localisation error in the finance view fixed
Strength calculation of the kicker upgrade/depreciation in the 13-strength system fixed
Background in the screen "Eleven of the day" adjusted
Livematch: Buttons close themselves again when the mouse pointer moves away
Winter transfer information fixed
Age calculation (deviation due to leap years) fixed
View "Eleven of the day" (after loading a match on matchday) fixed
Fixed incorrect calculation of talent value after transfer of 17-year-old kickers
Fixed a bug that caused a blocker when buying a player.
Known Issue
New contracts with previous sponsors are displayed with a duration of 0 years. We are working on a fix for this.
The weekly schedule continues to run in the background, although not all events have been displayed yet. This causes events from the beginning of the week to be displayed at the end of the week. We are working on a fix for this.
Face countless xenos and Chaos threats along the way?
Visit Warhammer Fest 2023 and take a photo or selfie with a figurine of your future companion, Navigator Cassia Orsellio. Then just post it on your profile on Twitter, Instagram or Facebook with the hashtag #RogueTraderCRPG. After the festival is over, we will send you your beta key in a PM!
The management decided to donate your crew and brought you some new means ⚒️ to make your work more advanced! Without further ado, let’s look into them. 🤩
First of all, welding. 🥽 An ability to weld is bound to become a key skill because it allows you to elevate the durability of your bunker’s structure to another level. 💪 The minigame allowing you to do so is about connecting the two metal elements with a welding arc you control. 🔥 This minigame requires a steady hand and some precision to achieve durable welds promising the safety of your construction.
As you progress through the game, you’ll be able to use more advanced welders which will undoubtedly make your work easier and faster. 😀
Secondly, the ventilation system. 💨 It goes without saying how important a proper ventilation is when locked underground.
Plan the layout and create a reliable system using pipes, vents and other key components. Pay attention to choose the correct shapes and rotation ↩️ of objects, otherwise the airflow will be disturbed ❌.
Keep in mind that the more you progress into the game, the more complex the air conditioning systems will become. 👷
The last element we’d like to showcase today is the electricity system. ⚡ No bunker can operate without the source of electricity to support all the systems and devices it has at its disposal. To secure the future of your construction, you’re required to place a generator and connect it to the socket with a switch placed inside the bunker. ✌️
That’s it for today. We are very happy to hear your ideas and suggestions about the contents of the game so join our discord community 👇 and let us know what else you would like to see added! Add our game to your wishlist 👇 to get notified about every further update!
We were told previously that we are reworking all of the assets. We've started from small assets such as road signs moving to the whole buildings and roads. To answer some questions about why it can take a long time. First of all, we've changed the game time frame, which forced us to modernize some of the assets and get rid of the others. The buildings are not so crucial since the buildings themselves are standing on the ground and completing their objectives for a long time, but the inner assets should match the time frame, and these assets are consuming a lot of time. We wanted to show some of the work that has been done. Check out the assets on our social pages. Linkedin. Facebook.
QA time
And yet again, some major features have been implemented we need to launch a round of QA for the LR to get rid of annoying bugs that could be present. During this period, we are not really implementing anything new globally, just small features that do not affect the testing area of work. The Unreal Engine tools are very helpful during this stage of development. Tools like Profiler allows us to optimize the load and overall FPS stability, for example. We are also doing a small check to find out if we are on the right track if the game is fun to play, if it is infesting to explore, and how difficult it is to get good in the game. Once one if these questions are answered as NO or Pretty hard, we are watching what we need to change in order to turn the answer around to Yes.
Have a great weekend ya'll, and cya guys next week! ;)
You can now finally replay already beaten Zones. Also test out how good you really are with the new Speedrun features. All progress for your current speedruns are saved until you quit the game.
BURGER IMPACT is now available for purchase via Steam Early Access!
As Burger, engage in the original "space-billiards realtime combat system!" and go on an adventure to rescue your friend French Fries and save the galaxy!
The current version has the following game modes available: - STORY MODE (Tutorial + Story levels!) * Content is currently on the light side / under development! - ARCADE MODE (Aim for high scores in SURVIVAL, SCORE ATTACK, and TIME ATTACK stages!) - FREE PLAY MODE (Play freely on original stages!)
BURGER IMPACT is under active development, so feedback and suggestions are appreciated. Feel free to post on the Steam Discussions forum! If you would prefer to wait for the full version, please add BURGER IMPACT to your Steam Wishlist!
Synchronized Sentinel Drone color with Prophet's skin color schemes.
Maps
All jump-in zones are now highlighted in yellow.
Updated the stone structure for the Maryland Heights map with four different types of stone.
Added fog spreading over the terrain of Maryland Heights.
Added a new Amphitheatre zone to Crimson Ridge.
Added sand movement animation for Crimson Ridge.
Updated Correctional Facility outline and textures.
Added destructible Burger Landmark to the Maryland Heights map.
Game Mode
The Level 4 Supply Pod that was provided to the weakest Squad is now replaced by an Emergency Supply Pod with an updated loot set (1-3 Repair Kits, 1 Respawn Booster, 1-2 Ammo Crates, 1 Special Kit, 3 Rare Enhancement Cores or 2 Rare + 1 Epic Enhancement Cores).
The logic of the Emergency Supply Pod provision is changed, and its hit accuracy is improved.
Added new in-game event and objects: a Lvl 5 Supply Pod and a Legendary Key for opening it.
The key can be obtained from a random Lvl 2 Supply Pod (Green).
Picking up the Legendary Key activates a special task and reveals the position of the carrier to all enemies on the radar and mini-map periodically. The carrier is marked by a symbol over their head.
The location of the Lvl 5 Supply Pod is disclosed to the team carrying the Key.
The Lvl 5 Supply Pod can only be opened with the Key and contains a Colossus Kit, previously available for killing the second Rogue Drone during the Hunting Ground stage of the match.
Players can drop the Legendary Key using the 'Tab' command if desired.
A dropped key is shown on the radar and minimap to all teams until picked up.
AI
When a player is eliminated, their AI Partner takes cover and refrains from openly engaging with the enemy until the player's revive process is complete. This behavior occurs only if the AI Partner has a Revival Kit and can be stopped by a direct enemy attack.
UI
Added ability to inspect the Hunter (rotate, zoom in/out) in the Skin selection window.
Enabled subtitles (currently available only for Weaver and Razorside).
Updated the 'Ready' button status for the remaining player if a Squad mate leaves the squad.
Enemy Sentinel Drone's icon now displays the correct red color.
Added useful tooltips to the Loading Screen for the First Battle (Trial Battle).
Adjusted camera angles and stability for shooting and climbing.
Improved interface and animation for the Free XP exchange window.
Changed the Gear Disassembling process principle: replaced the 'hold to confirm' type with a simple confirmation window.
Credits can additionally be obtained as a match reward, depending on the Squad's win or loss and the amount of Energy collected throughout the match.
Added both Voice and Text Squad chats on the match loading screen.
Added currency panel animation to the Trophy Vault.
Players can now switch between Hunters in the Hunter Inspect window in the Hangar without going back to the All Hunters section.
Changed the 'STORE' tab name to 'HUNTERS' in the main menu section.
Hunters' twitch animation is now played only in the Hangar.
Made any part of a zone visible on the Radar map, even if its center doesn't fall into the Radar map coverage area.
Tuned Red Screen VFX and SFX.
Augments
Moved Augments functionality (formerly Boosters) from Loadout to Main menu section and upgraded the interface to include 4 slots.
Added 4 types of Augments with different grades:
XP Augment - Increases XP earned by Hunter in a match.
Grades
Lvl1
Lvl2
Lvl3
Lvl4
Bonus
25%
50%
75%
100%
Free XP Augment - Serves as a modifier to the amount of Free XP earned in a match.
Grades
Lvl1
Lvl2
Lvl3
Lvl4
Bonus
x2
x3
x4
x5
Economic Augment - Increases the amount of Credits earned in a match.
Grades
Lvl1
Lvl2
Lvl3
Lvl4
Bonus
25%
50%
75%
100%
Lootboxes Augment - Ensures a bonus loot crate of a certain rarity after the match.
Grades
Lvl2
Lvl3
Lvl4
Loot Crate rarity
Lvl2 (Uncommon)
Lvl3 (Rare)
Lvl4 (Epic)
Audio
Introduced Sentinel Drone audial attack: players can hear some of Prophet's voice lines transmitted into the controlled Hunter's auditory system while fighting against Prophet and his summoned Sentinel Drone.
Added 2 new battle soundtracks and 1 music theme for the Loading screen.
Redesigned and implemented new melee sound design for every Hunter.
Improved grenade explosion SFX based on the affected surface/material.
Improved sound priorities: group priorities, focus/out-of-focus/distant dynamic priorities set up.
Added destruction sound for Trucks and Harvesters.
Improved Fenris' Blink ability sound design.
Improved Trenchwalker's Leech Gun sound design: new hitmarker SFX for ally healing.
Added new object destruction SFX for the Crimson Ridge map.
Introduced new close/mid-range/distant explosion sound design.
Introduced new Plasma Arc sound design.
Updated Hunter's Jet Flames, dashes, jumps, and sprints SFX.
Redesigned Level Up SFX.
Redesigned Drones' engine SFX.
Prophet's Sentinel Drone now has unique chatters and strafes.
Added new SFX for when Heartbreaker in Stealth Mode is hit or when a Hunter is hit by Heartbreaker in Stealth Mode.
Bugfixes and General Improvements
Fixed a game crash when Hunter interacted with small destructible objects (cars, trees, banners, etc.).
Fixed Localization of Special Kits description in various tooltip windows.
Fixed a bug with missing Credits & Hunter keys icons showing the amount needed to unlock a Hunter in the Store window.
Fixed a bug when the Hunter Progression page stopped scrolling after clicking arrow buttons multiple times.
Fixed a stuck reloading SFX bug when Razorside is equipped with Venerated Blades.
Fixed a bug where Heartbreaker's Cloak did not disappear in Stealth mode.
Fixed excessive VFX glow for Taurus' Abilities.
Fixed an issue where activating the Energy Dome could be cancelled by pressing the same button again.
Fixed a bug with Prophet's Sentinel Drone or Taurus' Pylon not being visible on the Main Screen.
Fixed incorrect bonus depiction for Repair Kits when the maximum level Rook Mod is selected for Razor Old Guard.
Fixed a bug with the inability to remap the 'Mute Chat' function to another key.
Fixed Fenris' stuck animation after using Blink or Plasma Arc abilities.
Fixed a bug where the client would crash upon exiting the Colossus state as a Hunter.
Fixed an issue when opening Salvage Crates of the same type with the 'Open All' option, the screen would become blocked until the animation ended.
Fixed an issue where a white placeholder appeared above the Sonar Pulse icon for some players.
Fixed a bug that caused random crashes upon getting Battle Tasks at the start of a match.
Fixed an issue where Heartbreaker's idle mode animation was not working correctly after running.
Fixed an issue where the Thunderbolt FX for Fenris' Plasma Arc Mod was not functioning correctly.
Fixed the Bludgeon debuff notification text for Taurus' Power Pylon Mod.
Fixed a bug that displayed an incorrect value and description of Prophet's Fatebringer damage increase.
Fixed a bug where Heartbreaker's reloading effects were visible with the max-levelled Nimble Mod.
Fixed a bug with an incorrect depiction of restored points from Taurus' Swarmer and Obelisk Mods.
Fixed a bug where a squad chat was visible while playing with an AI partner.
Fixed the material used on Prophet's cloth.
Fixed a bug where 'Out of Ammo' text didn't appear for weapons with quick reload.
Fixed a bug where Weaver's Minigun reloading widget got smaller after using Minigun.
Fixed a bug where the text 'Currently unavailable' appeared after Alt-tabbing and returning to the Tutorial mode.
Fixed a bug with the instant ammo recharge with the use of the "T" ability.
Fixed an issue with incorrect priority setup for audio devices in the voice chat.
Improved the consistency of the Hangar UI SFX design.
Fixed a bug where custom-set key bindings were incorrectly displayed in the UI or changes did not apply to input commands.
Added a 'Player Not Found' message if the entered Player ID in the Social tab was invalid.
Fixed a bug where the account level progress bar showed an incorrect progress value.
Fixed the player's nickname watermark.
Fixed a bug where custom-set Battle Inventory shortcuts did not work in a match.
Fixed a bug where the max number of Hunters' Repair Kits was incorrectly shown in the Hangar.
Fixed a bug where the Hunter Panel did not close when the player double-clicked on the ESC button.
Fixed an issue where Hunting Ground zones on the Radar hid other objects and markers.
Fixed a bug where AI Hunters did not drop Enhancement cores upon elimination during the Last Stand Trial.
Fixed a bug where the Secondary Special Kit did not drop out of a second killed Rogue Drone in the second Hunting Ground drone wave in matches with Colossus Kit.
Fixed a bug where a warning appeared after leaving Matchmaker via ESC shortcut and then re-entering it.
Reworked the logic of dirt accumulation on different surfaces.
Fixed a bug where Melee Attack did not cause any damage to Energy Dome.
Fixed a bug where XP points earned by Razor Old Guard were assigned to Razorside in Progression.
Fixed a bug where a player did not see the ban reason message after being kicked off and trying to log back in.
As many of you may know, I've been able to commit myself fully to game development for the past year, and I've been hard at work on the sequel to Soulash. I've decided to begin a new project to redesign it from the ground up with all the features I had in mind during the failed Kickstarter in 2021, with all the stretch goals we had at the time - procedural world and history simulation, procedural locations, factions, building, and skill-based progression system. I've also included many of the requests I've received from players, adding trading, expanding the crafting system, adding mouse movement, removing durability, expanding the modding capabilities, adding procedural portraits, and more. I might not have left a stone unturned. :)
Soulash 2 will be a unique mix of traditional roguelike, roleplaying, sandbox, and strategy genres. The easiest way to describe where I want the game to end up is somewhere between Soulash, DF Adventure, and M&B Bannerlord. I don't want to oversell this idea because the game is developed by me and a single artist on a very low budget and attempting to make a game unlike any available today, but I believe strongly in this vision and that it will result in a unique and fun gaming experience that will fit the theme of world conquest perfectly. The story will continue after the world's destruction in Soulash, but progressing through it will be optional, and there will be more opportunities in the game to pursue your own goals.
I've been documenting the entire development process in devlogs every 2 weeks (26 by now) if you would like to know the details about the changes and current state of the game, as well as my plans for where the game is going. New devlogs are announced on Discord every other Friday.
And today, I'm happy to announce that we have a Steam page for Soulash 2 to gather wishlists in preparation for the EA launch that will happen sometime this year, with the details about what the sequel will be about and the EA questionnaire about the overall plans for its duration and scope.
You can wishlist the game here to get notified on release and follow it for further announcements.