🎯 [Loot filter] You can now designate item types that always should be enabled in the loot filter, regardless of the other loot filter settings. You can accomplish this by right-clicking an item type in the item view of a loot filter. Always enabled loot will have a green border. 🎯 [Instanced loot] It is now possible to designate loot as instanced. The following options are available: 🎯🎯 Free for all: Each loot drop is free for anyone to pick up. (This setting is what was previously available). 🎯🎯 Distance: Each loot drop is locked to a randomly selected player that is located in the sector. Player loot filters are considered for this evaluation. 🎯🎯 Locked: Each loot drop is locked to a randomly selected player regardless of where the player is located. Player loot filters are considered for this evaluation. The variant called "Distance" is the default value. This can be changed in the Loot section of the main menu options. Item locks are removed once the item has been picked up. 🎯 [UI] Damage over time values are now prefixed when necessary in item tooltips. 🎯 [Balance] The "auto" difficulty has been reworked as follows: 🎯🎯 1 player: normal 🎯🎯 2-3 players: hard (previously normal) 🎯🎯 4-5 players: nightmare 🎯🎯 6 players: insane 🎯 [Bug fix] Resetting skills now correctly disables all items that have skill dependencies. 🎯 [Bug fix] Updated some incorrect skill descriptions. 🎯 [Bug fix] Fixed a race condition when evaluating player buffs and debuffs that could cause a crash.
X= complete, not x = incomplete 1, the bees would attack and attack ✖ sound 2, the battle area ✖ cannot go back to the initial point 3, let god can track a monster, so kill one hundred bees is simpler ✖ 4, repair after completion of each task will be automatically saved, and don't have to go out around NPCS saved ✖ press F1 specially 5, make NPCS around prompt F1 menu, E button dialog, and prompt the blank space in the process of dialogue next ✖ 6, every killed five blame put bud, Miriam dubbing (three) and subtitle ✖ 7, remove the air wall (including the fight scenes) ✖ 8, transfer not reset to the default ✖ defense mode 9, in C ✖ barrage of action 10, barrage tracking the enemy, but not track enemy ✖ vitality 11, change back to the 64 - bit Windows programs ✖
12, do a Steam achievement ✖ killed one thousand monster 1000 monsters 13, in the main menu page to place the blank space key Remind the players can enter the next ✖ dialogue 14, let more brush strange faster ✖ 15, further items picked up quickly disappear time and optimize ✖ reward words righteousness 16, optimization of B barrage of explosion effects and photosynthetic efficiency optimization ✖ the item drop 17, optimization of bee ✖ range 18, the main menu display shows ✖ steam login name ✖ 19, collect goods name expansion optimization 20, bud, Miriam C barrage expanded ✖
Today marks the release of The Dead Await’s prologue! Download the game now and dive into the post apocalyptic world. 🥳
Embark on the main quest of Angel's awakening in the midst of a zombie apocalypse. Build a mobile base, scavenge for supplies, and explore the new world to uncover its secrets. We've also got plenty of side quests for you - get to know other survivors in the settlements and help them out.
Surviving in a zombie apocalypse requires careful management of your resources. Plan your trips carefully, take advantage of trading outposts to make profitable trades, and upgrade your caravan to stay ahead of the game.
Dive into the in-depth combat system of The Dead Await, where every encounter is a challenge. Find new equipment, train your skills and acquire new combat cards. Get ready for an immersive and action-packed experience!
If you enjoy the prologue, please consider wishlisting the full game here on Steam! 🥰
Be sure to follow us on Twitter for updates and join our community on Discord for sneak peaks and share your feedback!
Update 0.6.180 Balance Adjustment Removed the variant [Extended Range Hacker] Bug Fixes Fixed the problem that the Overlord would use [Overlord Artillery] to attack other Overlords. Fixed an issue where fortresses would attack other fortresses with [Anti-Air Barrage] Fixed the problem that the health of the core building did not increase as written in the last patch note, and adjusted the health of the core building from 1600 to 3200
War Dust VR: 32v32 Battlefields - Craig [K.A.O.S.]
War Dust Reunion Weekend! May 20&21.
Attention all players! It's time to lock and load for a heart-racing, action-packed reunion on War Dust, the most exhilarating VR FPS shooter game on Steam!
We are excited to invite all players, old and new, to join us for an unforgettable weekend on May 20th and 21st. Whether you've played War Dust regularly or it's been a while, this reunion is the perfect opportunity to connect with fellow gamers and experience the thrill of War Dust with our amazing community.
Get ready to see all the improvements made in the past year, take on intense battles, and show off your skills in front of our army of like-minded players. This reunion is also the perfect chance to meet new friends, reunite with old ones, and create lasting memories.
So what are you waiting for? Immerse yourself in the adrenaline-pumping gameplay of the new-and-improved War Dust! Grab your VR headset, choose your weapons, and join us for the ultimate VR FPS shooter VR game reunion on May 20th and 21st! Let's show the world what we're made of and make this the most epic event in War Dust history. We can't wait to see you there!
Gameplay video is streaming on our Store Page and other Steam locations, and you could be a part of the action.
Join our Discords for up-to-date news and conversation about New War Dust!
This month, I'm here to talk about the heart of the resistance. The resistance fighters! They are the player's most important pieces as controlling them is the main way the player interacts with the tactical layer. But before we get to that, let's start with some eye candy! Northern region
The northern region map generation has been completed. In the upcoming demo, the temperate and the northern region will be accessible for missions. A few examples of how it looks:
Recruiting units
The resistance can recruit new units in the recruitment tab for gold. The available recruits will be cycled monthly, and the amount of them depends on the resistance monthly soldiers tab (top left on the next picture).
Not all soldiers are created equally. There are positive and negative traits a soldier can have, and that can affect their various statistics. Building training facilities in the resistance bases can improve the monthly soldier rate, giving the player a bigger pool of units to choose from, plus every facility increases the freshly recruited soldier level by one.
Leveling up
All soldiers at level one will start with access to 1 skill slot and will gain one every level up till they reach the max skill slot number of 6. The skills will be freely swappable at any time outside combat. There are no classes so every soldier will be able to access any skill the resistance has access to, leading to a high amount of possible skill combinations. There are 2 restrictions though:
Every skill belongs to an attribute, for example, sword-wielding. On any unit skill bar, there can be skills from 3 different attributes.
There are very powerful elite skills, which have a golden border. Every unit skill bar can only have 1 elite skill.
Besides getting access to more skills, the level-up increases a unit's melee attack and melee defense of a unit by 5, making them more consistent.
Experience is earned on the battlefield. The amount of experience earned will depend on the invader's unit amount and level, plus there will be a bonus if the mission has been successful.
How to learn new skills
The resistance has access to different attributes depending on their bases location. Every region has attributes that belong to that region. If the resistance wants to use skills of that attribute, they will need to build a base in a region that has that attribute. In practice, that means the player will going to have to consider this aspect as well when choosing base locations. Choosing one can mean losing access to another.
Research has a big impact on the availability of skills as well. There are 3 levels of understanding for a given attribute. Researching a higher level will unlock stronger skills belonging to a given attribute. Neglecting research will lead to slower skill accumulation.
The plan is to have 11 attributes in the game, 5 for the weapons, 3 non-magical, and 3 for magical late-game attributes with at-least 6 skills each. This should provide plenty of combinations for replayability.
Closing thoughts
So that's it for today's devlog! Some general information is that we are getting very close to our new demo. It is nearly feature complete, it just needs a bit more time for polish and general bug fixing. If you want to be among the first to know about its release, feel free to join our discord here.