Legendary Star Studios has unveiled a brand new trailer for Ashfall, showing off its updated visuals and game world, as well as announcing a multi-platform beta test ahead of the game’s 2023 launch. The game has also announced that it would attend the NetEase Connect 2023 on May 20th with more exciting updates.
Unveiled in 2022 during the TGS Expo, Ashfall is the first cross-platform post-apocalyptic MMORPG themed in Wasteland genre. As a third-person shooter game, players on both PC and mobile are able to join their friends on adventures in the wasteland, with crossplay allowing them to play at home or on the go. Pre-registration for Ashfall is now available on the game’s official website, Steam, and other platforms. Ashfall is set in a world devastated by a great calamity, leaving only a wasteland in its wake. However, humanity has survived the apocalypse, and new settlements have sprung up around the land. In Ashfall, you take on the role of one of the Wanderers, who are tasked with searching for the mysterious Core of Creation and using its powers to save humanity from destruction. The latest trailer for Ashfall featured a brand-new look as its Eastern-inspired wasteland, using an aesthetic seldom seen in post-apocalyptic games. From the decorations in the festive shelters of Hope Town to the hall filled with Eastern shrines, players will have the chance to experience a whole new kind of wasteland in Ashfall. The trailer also revealed some of the different biomes and terrains in the game, as you will need to climb snow-covered mountains, cross scorching hot deserts, and hide from the mechanical horrors that roam in each oasis. In addition, you will be able to explore all manner of natural environments in Ashfall, each with their treasures to find and guardians to defeat. The players won’t be the only inhabitants of the wasteland in Ashfall. The new trailer showed off many of the unique NPCs you can encounter in the game, each belonging to different factions and serving their own ambitions. These include an old woman with a mechanical limb, who provides the player with a handmade firearm and sets them on the mission to find the Core of Creation, as well as a heavily-armored wasteland robot and a one-eyed lady sporting a cheongsam who acts as a leader. The wasteland of Ashfall is beautiful to behold, but the same cannot be said for the monsters that reside there. The new trailer showed off some of the enemies players will face in Ashfall, including giant four-armed lizards, humanoid aberrations, colossal spiders, and the mechanical menaces that roam the skies. Of course, the music is also a huge part of the experience. Ashfall’s score is co-produced by Oscar winner and Hollywood music master Hans Zimmer, as well as Steven Mazzaro and Fallout series music producer Inon Zur. Together, these maestros have created an ingenious soundtrack that will bring the wasteland to life with an audio-visual feast that will immerse you in the game world. Ashfall’s main storyline involves finding the secret mechanical relic, the Core of Creation. The quest to find this mythical item will set you on a journey across mountains and rivers and through other survivors' bases until you reach the mysterious site where it’s housed. It’s said that those who find the Core of Creation might uncover the secrets of the disaster that created the wasteland, as well as find the key to reviving human civilization. At its core, Ashfall is a third-person shooter, with players fighting back to back and exploring dangerous dungeons in search of loot. The combat system involves cover shooting elements, as players dash between vantage points to get in an enemy’s blind spot and fight them from a safe position. Outside of the combat, the trailer also shows off Ashfall’s puzzles, home-building, and weapon-crafting systems, allowing you to participate in different survival experiences in this post-apocalyptic world. The biggest reveal in the latest Ashfall trailer is that the new beta test will start in July and will be available on PC and mobile devices simultaneously. To sign up for the beta, visit the Ashfall website, wishlist the game on Steam, or by joining any of the game’s official social media channels. The wasteland is calling, and if you want to be among the first to put your footsteps in the dust, then join the beta now and get ready for the battles ahead.
TWEAK: - Menu font change to one that also includes non-English letters - Right of Way: if a hit is scored, the crown marker now stays on the winner for 1 second (doesn't apply to light wounds, just to the winning hit) - Maire, Isabella, Zera: fixed a bug where they would always dodge back when facing a thrust attack - Marie, Marta, Isabella, Zera: weapon physics tweaks for smoother collisions - Marta: small attack animations tweaks - Marie, Marta: HEMA weapons tips should "stick" to the body upon thrust hit, instead of sliding off (cosmetic)
NEW: - Move lists: added a small keyboard controls scheme info-box - Character select screen: added a small keyboard controls info-box, if keyboard is selected as the control method
Here is another minor update to improve the core game mechanism before I begin to expand the stage design.
- New mechanism: backstabbing, attacking enemies from the back now deal double damage and double shield damage. This mechanism makes dancing with the AI slightly more fun.
- Katana X1 X2 X3 Y5 remake. Now the moves are more natural and responsive. (more remakes will be done to gauntlet and guns later)
- Enemies are now bending back while getting hit, this improves the striking feeling.
- Screen shake magnitude can now be adjusted in the setting
-Graphical quality for resolution < 1080p has now defaulted to medium, which is the setting I tested with Steam deck and it works well!!
- Tutorial is slightly changed to show backstabbing
- Basic special moves are now unlocked from the beginning and introduced with backstabbing since they are synergetic
I am still figuring out how to make keyboard and mouse work for the game. Currently, I made the mouse link with the camera. And everything else can be key bind with the steam control setting. Meaning even without the official support, the game now can be played with a keyboard and mouse through this get around .
The current goal is to push a larger update before the 7/4 sales. Let me know if you have any interesting ideas!
Hero's Land has launched on Steam today! It's a free game which is really suitable to team up your friends to build up your kingdom and conquer other players' places.
We prepare a gift code for you in Discord. Please join in our Discord then you will find the code on official update channel
MatchR: Now Hiring is finally released !! ːsteamhappyː
Unfortunately a bug came and was released at the same time, the loading process for equipped stickers wasn't exactly right. This has now been fixed but the stickers you equipped before that might have been lost.
If that was the case (or if you want some more tokens and rewards for reading the game news ːsteammockingː ) you simply have to be in the Main Menu and press all the letters of "Sorry" at the same time, you should hear a jingle and 50 MatchR tokens will be added to your account.
This is a one time offer guys, please don't be greedy ːsteamhappyː
Introduced new campaign: DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulation
DCS World Fixed H-6J GDJ-IV1 MER6 adaptor model. Added smoke from vehicles and some static objects based on health, this means as a vehicle takes more damage you may see different levels of smoke giving you a better idea visually if you did any damage on that last run in. ME. Info window expanded with opportunity to auto or selectively rename the units in the group. Press the “question” mark button next to the Group Name field. It was added earlier but not mentioned. MP lobby. Select Role dialog now shows the name and IP address of the current server. The “Favorites” interactive star is also presented for convenience. Double-clicking on the IP address string copies it to clipboard. It was added earlier but not mentioned. The lessons for free entry level Su-25T attack aircraft are improved: tuned triggers and timings; added helpful highlights and in-simulation pictures for some lessons; added RU voiceovers. Added raster charts layers transparency Fixed crash on loading surface textures in Normandy 2.0 Ships AI. Fixed - ships are swung around target course duration after hard turn. Ground AI. Fixed - Artillery does not fire if there is more than one unit in the group. Ground AI. SL Flakscheinwerfer 37 continues to work after destruction of the generator. Dedicated server. Fixed - JTAC unresponsive in MP. Fixed. Exhaust flames effect hang in the air after client changes slot or disconnects Effects. Smoke from Vehicle Damage: smoke flickering when vehicle fire fixed, smoke after non-lethal damage temporary removed, added little smoke after damage for ships with old damage model Destroyed AI plane teleports to ground level - fixed MP. Static MLRS-270 attached to ship, don't moves with ship on client - fixed In the mission there are many groups with multiple helo pickups. Once the helo's are full and troops remain a crash occurs - fixed ME.GUI Error with task Embarking from Trigger actions in some cases - fixed MP. DS. Required modules check is not working for the ww2 assets pack - fixed MT. Units and smoke are visible through clouds from long distance - fixed Weapons. Corrected weight of S-8 rocket family.
DCS: F-16C Viper by Eagle Dynamics Adjusted threat position on the RWR. Each threat lethality ring has been moved slightly outward. Radar threats in Track mode will appear just outside the solid white ring on the RWR display. Radar threats in Missile Guidance mode will appear inside the solid white ring. When taking defensive actions, radar threats displayed within the solid white ring should be prioritized over those outside the ring. Fixed:Snowplow option missing on FCR page without TGP installed. Fixed: High aspect BFM mission for Black Sea map - AI ignores player.
DCS: F/A-18C Hornet by Eagle Dynamics Fixed: WPDSG designates the wrong point if the TDC assigned to HUD in A/G mode. Fixed: Dumb bombs, cluster bombs and LGBs stuck in the wrong mode if IAMs are selected and a designation is made. Fixed: Rudder animation on net phantom doesn't work. Fixed: VFA-97 Fuel Tank Texture Issue.
DCS: AH-64D by Eagle Dynamics Added AGM-114L. See video created earlier: DCS: AH-64D | Radar-Guided Hellfire Missiles (COMING SOON) Added Laser Spot Tracker. See DCS: AH-64D | Laser Spot Tracking (COMING SOON) Added Internal Aux Fuel Tank option FM. Considerable change of flight dynamics model (WIP): The range of roll and pitch control has been increased, and at the same time, the stability of the helicopter has been increased in all flight modes, including: Helicopter controllability at low-speed maneuvering has been improved; Increased helicopter roll stability at submaximal speeds; Improved behavior in transitional modes (roll-in/out and pitch-in/out) The trim position of the helicopter and controls in hover and level flight modes has slightly changed. FMC/SCAS SCAS tuned for modified flight dynamics model; SCAS altitude channel damping and auto-shutdown behaviour was remodelled to react at specific limit parameters of the engine and vertical speed Fixed: Weight issue after heavy loadout creates control problems Fixed: Crash on PLT client when CPG leaves from crew. Fixed: Multi monitor - Exported displays not respecting brightness Fixed: George menu does not take into account the scaling of the interface. (reticle offset left) Fixed: PERF page WIND direction displays value 180 deg opposite of correct value Fixed: CHAFF (T1) should be "barriered" when forced to SAFE Fixed: Enemy AI does not attack AH64 if pilot is killed (heli by CPG control) Fixed: Rotor lighting effect artifacts at night Fixed: Export viewport - static viewport images when choosing external views Fixed: TEDAC Export Viewport spills into adjacent view ports Fixed: VHF AM radio can transmit in 108 - 115.975 MHz range Fixed: MPD TSD Pages - Routeline doesn't include Hazards points Fixed: CPG TDU blinking in Multicrew/MP Fixed: Blurred rotor effect not working for CPG in multicrew Fixed: CPG Nav range automatically updating to new Nav range without SLAVE being re-enabled Fixed: AGM-114 quantity issue when taking control with CA Fixed: Missile Constraints Box and Rocket Steering Cursor not displaying when SAFE Fixed: George AI uses weapons incorrectly in some case (George AI launches one missile without lazing the target. Missile flies past. Laser does not turn on. Indications on IHADSS does not correspond to the selected mode in George AI menu.) Fixed: "Back Scatter" Message with no missiles Fixed: M282 rocket warhead falls outside the timeframe Fixed: Wrong control layer opens in the settings, after selecting AH-64 in the simulation
DCS: Mi-24P Hind by Eagle Dynamics Added: NEXT and PREV. bind commands for R-60 launcher selector Added: Quick start missions for NTTR and Caucasus Fixed: Control options sometime stuck on Mi-24P Pilot-Operator category Fixed: English cockpit backlight stencils conflict with Russian version stencils Fixed: AI does not attack the MI-24P if pilot is killed and helicopter controlled by operator Fixed: Petrovich AI menu does not take into account the scaling of the interface and reticle has left offset Fixed: AC Voltmeter readings and wiring Fixed: Petrovich AI warns about incoming attacks even if operator character is dead Fixed: Killed Pilot character could control helicopter if Player being in operator seat and gives controls back ("C" by default) Fixed: Several crashes reported by users through built-in report system
DCS: A-10C II by Eagle Dynamics All training mission now using the correct A-10C II aircraft Named presets for ARC-210 can be set in the ME now
DCS: UH-1H Huey by Eagle Dynamics Added: New engine simulation model added, replacing the old one Added: Hypoxia effect added to UH-1H pilot Improved: Position lights dim/bright adjusted All WWII aircraft Repair now replaces the battery with a charged one. Fixed. Guns sound the same with open or closed cockpit
DCS: Mosquito FB Mk VI by Eagle Dynamics Fixed. RP-3 25lb is not firing as specified from within the mission editor - fixed Fixed. Cockpit lighting does not work in the Multi-threading Added new skins for the aircraft Fixed. Glitches in the spinning propeller effect.
DCS: Spitfire LF Mk. IX by Eagle Dynamics Added the Chinese Flight Manual Fixed. Cockpit lighting does not work in the Multi-threading
DCS: P-47D by Eagle Dynamics Fixed. Landing gear that led to jumping behavior and explosions of the aircraft
DCS: Bf 109K-4 by Eagle Dynamics Fixed. AI bot flies too slow compared to the player flown aircraft DCS: FW 190D-9 by Eagle Dynamics Fixed. Starter animation backwards when using keybinds. Reworked keybound starter handle animation
DCS: FW 190A-8 by Eagle Dynamics Fixed. Starter animation backwards when using keybinds. Reworked keybound starter handle animation
DCS: WWII Assets pack by Eagle Dynamics C-47. Better start up visual is integrated C-47. Fixed. Landing gear contact with the surface. C-47. Added new sounds for the aircraft Reloading sounds for WWII tanks are added A-20. Fixed. Bomber does not fire defensive guns
DCS: MB339-A by IndiaFoxtEcho Fixed incorrect indication for RNAV bearing Fixed radios stop working when tacan is switched on Fixed knob behavior for the gunsight MILS settings Fixed tacan and radios volume at spawn according to ICS panel Fixed wrong RPM percentage for the anti ice test
DCS: JF-17 by Deka Ironwork Simulations Fixed: wmd7 image shaking during maneuvering Fixed: AG radar no RBM image Fixed: blackout issue at high alt due to ECS turned off Updated: SMS supports PL-12 for new scheme test (Player needs to modify JF-17.lua to manually add PL-12 to JF-17 pylons) Updated: PL-12 changed to same scheme as AIM-120C DCS AJS-37 Viggen by Heatblur Simulations Tweaked HUD glass for better visibility in very bright lighting. Fixed various sound loop issues. Better ease-in and ease-out for afterburner sounds in cockpit Added ability to move ahead in Cold Start mission in case of misfiring trigger. Show Must Go On livery now shows appropriate droptank textures.
DCS F-14 Tomcat by Heatblur Simulations NEW: Major Ground Handling and Suspension Overhaul Phase 1: Improved general suspension. Improved taxi behaviour and ground roll characteristics. Improved ground handling sounds. More ground handling improvement to come! NEW: Added pedal shaker sound (above 21 units AOA.) NEW: Added wing turbulence and wind sounds for additional feedback queuing at high G/pitch rate Added DLC deployment sound Fixed USS Forrestal taking damage on landing and take off Adjusted buffet intensity and AOA schedule for “realistic” buffet option Adjusted Yaw SAS effectiveness Adjusted ground effect pitch moment to assist in aerobraking and rotation (necessary after rolling friction reduction) Fixed MAK-79 loadouts. Phoenix pallet mass now again added to total aircraft mass (added weight cannot be seen in-game, but is taken into account in the FM)
DCS Mirage F1 by Aerges TRAP 136 (‘Green’) and TRAP 137B (‘Red’) radios fixes:
TRAP-136 radio (‘Green’). Fixed incorrect operation of the radio function selector switch at cold start. TRAP-136 radio (‘Green’). Fixed inoperative radio at cold cockpit start up, when the frequency was selected before the radio was powered on. TRAP-136 radio (‘Green’). Selection of the Frequency mode selector 'G' position will not enable the guard receiver anymore. Use 'Pal+G' Function selector position to enable the guard receiver. Fixed both 'Red' and 'Greed' radios function selector switches operation with autostart/autostop macros.
Optical Sight fixes: Fixed a bug with wrong gunsight diameter, when entering A/G mode with VEL Optical Sight mode enabled. Changed Optical Sight Velocity Scale display logic: In '(C + M or SW) R' mode the Target Aspect Angle is displayed. With short range missiles selected and not in '(C + M or SW) R' mode - the Target Closure Velocity is displayed.
General missile logic: Wingtip missiles can now only be fired with a lock. After review of available sources, Magic 1 and 2 missiles launch delays were reduced to 310 ms. Added radar missile locked and masked tones.
Flight control system and AP fixes: Yaw damper logic reworked: runaway yaw damper issue and oscillation in transonic fixed. Work on improving the behavior in wake turbulence is underway. Fixed AP integral lateral command problems: AP can work with significant asymmetric payloads now. AP ALT mode engagement is much more smooth now. It's no longer possible to connect the AP at all when disconnection conditions are being met. Solved AP disconnection issues with FFB.
3D model and textures: Fixed Mirage F1 EE AOA color band lights. Fixed Mirage F1 EE accelerometer reset animation. Fixed right wing pylon. It is identical to the left wing one, instead of being both symmetrical. Added missing SIL label to UHF radio unit. Fixed animation of the anemometer speed bug. Fixed several fuel and radar lights in the Mirage F1 EE.
Other fixes and improvements: Corrected asymmetric load behavior when carrying BR-500 bombs. Fixed control stick animation arguments mix. Oxygen system energization logic fixed. Main oxygen tank level test corrected. Emergency landing gear deployment issues fixed. Updated tooltips in Mirage F1 'Special Options' menu. Fixed IDN training mission. Lesson 2.1: The navigation indicator (IDN). Removed "T" key default binding in "Search light button" input. Added "Stick alternate PTT button" input. Updated flight manual.
DCS: Black Shark 3 by Eagle Dynamics APU & Engine sounds updated
DCS: Flaming Cliffs by Eagle Dynamics Su-33. G limiter not functioning correctly - fixed DCS: Supercarrier by Eagle Dynamics CVN-74 USS John C. Stennis No Number in LSO Display
DCS: Combined Arms by Eagle Dynamics Fixed - The submarine could dive underground at shallow depths (after command from F10 map). Fixed - Range lamp for leopard 2. Fixed - Isometric view remains when switching to ship, if previously used for vehicle. Added gun reloading sound for WWII tanks.
Campaigns DCS: F/A-18C Inherent Resolve Campaign by Looking Glass ADDED DOCS FOLDER - previously missing. Contains Campaign PDF, Mission Briefing PDFs, Info on skins and detailed campaign notes, credits COLD STARTS - added for all applicable missions Player now launches mission via SPACEBAR when ready allowing prep time Added ability to use LABELS Added SCORE SYSTEM system to each mission Added optional IMMORTAL MODE to several longer missions, dangerous missions Fixed / added EPLRS for all aircraft with datalink New KNEEBOARDS for all missions with detailed flight plans, mission details including load out, flight plan, maps, orders, roll call and more Embedded improved ground unit infantry skins from US Infantry Insurgent skins - see Campaign PDF for links Player WAYPOINTS renamed for consistency TACAN for tankers now use 72/74/75Y on all missions due to inconsistent TACAN issues Mission1. Steered C-130 higher and wider to avoid confusing player to follow them on take off Mission 2. Сorrected waypoints for target apron at menakh. Corrected transit speeds of package. Added additional ground units in firefight. Mission 4. Improved in-game instructions and briefing. Improved Ai behaviours all-round. IImproved target sets and positions. Added improved secondaries and airfield attack. Dozens of other upgrades/improvements. Mission 5. Adjusted helo heights - after reports of hovering around pad and too low for shoot downs around city. New audio added for weapons firing, BDA and other items. Mission improved playability / Flow / Timings. Mission 7. Updated Ai behaviour for egress/recovery/landings. Updated Completion music. Updated Sabre20 audio/dialogue for improved accuracy (location, instructions). Updated Oil Derrick explosions. Updated Flypast Artillery strike/timings. Updated flight audio/comms to avoid audio clashes. Updated Banshee targeting and BDA. Many more updates that improve flow/experience
P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Radio frequencies fixed Odd truck parked on a revetment fixed Mission 6 odd units fixed
Spitfire IX The Big Show Campaign by Reflected Simulations Radio frequencies fixed Mission 2 success score fixed Some random leftover statics removed
Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Radio frequencies fixed Mission 10 AI takeoff bug workaround Missing skin textures fixed
DCS: P-47D Wolfpack Campaign by Reflected Simulations Hand gestures added
DCS: F-14A Zone 5 Campaign by Reflected Simulations Hand gestures added Mission 3 possible AI taxi bug workaround
DCS: F-14A Fear the Bones Campaign by Reflected Simulations Hand gestures added
DCS: F-14 Speed & Angels Campaign by Reflected Simulations Hand gestures added TACAN added to the tanker in mission 13
DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Hand gestures added Mission 10 progression safety added
DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations New datacard developed which includes weather data, more comprehensive info of the entire strike package, aircraft weight table, Joker and Bingo fuel states, and Bullseye coordinates. New flight plan page includes waypoint altitudes, incremental and cumulative distances, weapons loadout graphic and description. Both datacard and flight plans use larger font for easier viewing in-flight. For missions with AFAC (airborne JTAC), added ability to turn the laser off/on by the player. All AI anti-air threats dumbed down a bit to enhance game enjoyment. Added background radio transmissions for a more "immersive" experience. All mission kneeboards updated to new graphics/checklists. Added support for new ARC-210 radio And finally, after wheels up, a new little secret in the F10 menu to help make those long, lonely flights more bearable. Mission 0: Added new datacard and flight plan. Wingman crashes into Player's aircraft on final. Fixed. New ATC instructions when landing. Mission 1: Added new datacard and flight plan. Mission 2: Added new datacard and flight plan. Increased effectiveness of anti-air threats (previously didn't do anything). Mission 3: Completely rebuild from scratch. Added new datacard and flight plan. Loadout adjusted. Added more bad guys at Senaki and Kutaisi. Added SEAD support. Modified flight plan. Mission 4: Added new datacard and flight plan. Added a few more Russian JTACs and IFVs. MedEvac not appearing - fixed. Medevac smoke not appearing - fixed. Added more and bigger BOOMs for player enjoyment :>) Mission 5: Added new datacard and flight plan. Updated flight plan route. Updated (increased) aircraft parked at Nalchick. Updated Colt 1-2's route. Changed Jolly to CH-53 (to better reflect CSAR Pave Low aircraft). Modified Jolly’s flight plan. Updated bad guy’s weapons. Mission 6: Added new datacard and flight plan. Updated Russian convoy route. Added AFAC (Reaper) for targeting. Modified players loadout. Modified Russian aggressor's route. Mission 7: Added new datacard and flight plan. Reworked the entire strike package, Coalition flights starting up but not launching - fixed. Mission goals revised. Less aggressive Russian convoy. Added SEAD flight. Changed Bullseye location. Mission 8: Added new datacard and flight plan. Modified player's loadout. Mission 9: Added new datacard and flight plan. Changed SA-8s to SA-9s (thanks Blackadder 55). Modified Players loadout. Added SEAD flight. Changed lasing JTACs. Changed loadout back to GBU-12s from GBU-54s (the player keeps the option to change loadout at mission start). Mission 10: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. New mission briefings. Changed Pig Flight's loadout. Significantly modified and reorganized all Russian armor's routes and speed and added a few mildly effective SAMs to keep it interesting. Added another U.S. armored cavalry company to help fight the invading Russian horde. Mission 11: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. Significantly modified and reorganized all Russian armor's routes and speed. Reorganized and remapped U.S. Cavalry's routes and makeup. Mission 12: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. Significantly modified and reorganized all Russian armor's routes and speed. Reorganized and remapped U.S. Cavalry's routes and makeup. Mission 13: Added new datacard and flight plan. Recreated the convoy to better follow their route. Mission 14: Added new datacard and flight plan. Essentially recreated this mission: modified flight plan. Added new SEAD flight. Modified Russian armor at Tblisi. Added better AFAC support. Mission 15: Added new datacard and flight plan. Add better ATC instructions. Boosted audio. Added more people and fireworks at Kobuleti. Decreased density of fog a bit.
DCS: F/A-18C Serpent’s Head 2 Campaign by Badger633 Missions 1 to 10: Ford dedicated skins added Mission 3: Removal of co-ords via space bar fixed.
DCS: F/A-18C Rise of the Persian Lion Campaign by Badger633 Missions 1 to 15: Livery numbering fixed
DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger633 Missions 1 to 13: Livery numbering fixed Mission 13: Initial fail zone reduced.
DCS: F/A-18C Rising Squall Campaign by INVERTED M02 - Fixed abnormal time flow at the beginning of the mission. M08 - Fixed abnormal time flow at the beginning of the mission. M09 - Fixed A-A data link functionality on SA page. M10 - Fixed the issue of Hammer squadron not engaging.
DCS: UH-1H Huey Argo Campaign by 373vFS Greg Fixed carrier issues on Missions 1 & 8 Tweaked cargo issues on Mission 3 Tweaked Mission's 4 time Tweaked Mission's 8 Convoy reactions
DCS: F/A-18C Operation Pontus Campaign by 373vFS Greg Fixed script error when targets were destroyed during CAS missions.
Welcome to the Update #4.5! In this ".5" update, we'll be tinkering with existing systems, rather than adding new content. This time we're taking a look at the gravity, since the floatiness of the Player Character has been coming up pretty frequently since the launch.
To add some more oomph to the air controls, we're introducing the wall jump ability. Just press JUMP when touching a wall mid air, and you'll bounce from it ninja style!
Apart from that we're taking a look at other gameplay elements, mainly from the balance perspective. and adding some magic touches here and there.
Check out the full patch notes:
Major Changes
Increased the overall game gravity by 50% and improved physics to feel less “floaty”
Rebalanced jumping, jump pads, other values to account for change in gravity
Added a wall jump ability (jump while touching a wall mid-air)
Balance / Gameplay
Projectiles spawned from “Bullet Time AOE” upgrade now emit shrapnel when they explode
Shrines are introduced slightly later in each stage so the first one isnt a freebie
No self damage with cannon explosive shots upgrade
Reduce damage of sawblades to match lasers
Saw blades no longer launch objects into the air
Increased speed of obstacle spawning by 50% (less waiting)
Monsters no longer jump or chase player if they are in a pain animation
Increased barrel and offering push amount slightly
Damage-stunned monsters will stop shooting
Flying enemies have slightly lower shoot cooldown
Changes to evil offering
Evil offering jumps around and moves away from shrines
No longer spits out collected pickups
Range of pickup suction reduced
Audio / visual
Enhanced jumper sprites & animations
New pain / damage sounds for several monsters
Increased variety of explosion audio sfx
Audio mixing enhancements
Improved jump. double jump, and wall jump particle effects
Improvemed explosion smoke particle effects
All offerings now have a yellow glow to be more visible
Increased visibility and brightness of offering destinations (shrines)
Visual improvements to jump pad & booster (particles, animations, etc.)
UI / UX
Removed the “offering” hud elements - doesn’t look good and makes screen busy
Added wall jump tooltip (#10 in the rotation)
Bug fixes / Technical
Fixed jumpers “charging” during tutorial while stationary
Small enhancements to particle physics
Fixed achievement unlock bug (kill all monster types)
Fixed out-of-order icons in score summary
That would be all for today, make sure to let us know what you think about those changes!
As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.