Big things are happening in the arena! We have some map updates, tutorial, hero and weapon balance adjustments, and more!. Get ready to dive in and experience the excitement firsthand and see what’s in-store.
More map updates
The amazing Seaporch map is now playable in the matchmaking pool and not just for custom lobbies! Visually updated and ready for all-out battles.
Moonshine Run has returned to the game with a new flavor of King of the Hill Mode. It’s now available in the matchmaking pool, so once you hit level 7, go give a bash and let us know what you think!
Tutorial
For all you SquadBlast newcomers, we’ve got you covered with a brand-new tutorial level. It’s here to introduce you to the game’s main mechanics, fundamentals and get you up to speed with how the game works. And hey, long-time players, give it a whirl too! You can check it out for fun or lend us a hand by trying it out in the Settings menu.
New Default AR and RL
We’ve hooked you up with new default Assault Rifles and Rocket Launchers right from the start of the game. These babies are ready to pack a punch, so jump into the heat of battle and give ‘em a try.
Jäger - Assault Rifle Assault rifles like this model from MullerWaffe are excellent in mobile combat situations that require a wide pattern of fire along with easily portable equipment. This weapon is a model of reliability and puts out a fire pattern that can push back the most determined defensive positions. Kriegwerk - Rocket Launcher Although this is a "basic" weapon produced for training purposes, a great many experienced combat veterans still choose this model for live action, appreciating the reliable action, accurate aiming controls, and ease of transportation.
Big Weapon Balance update
We took your valuable feedback, mixed it together with our own list of things to fix, and voila! These epic changes are the result. It’s all thanks to you, our amazing community! Keep the feedback coming! And yes, this will effect you Hive enjoyers out there.
Shotguns
Numb-R-Nine
Projectile count increased from 5 to 9 (to fit its name!)
Damage per projectile reduced from 15 to 8
Shock per projectile reduced from 0.5 to 0.2
Spread increased by about 20%
Fire rate changed from 1 to 1.05/sec
Reloading changed from sequential to full magazine reload
Tyrant
Damage per projectile increased from 6 to 7
Snipers
Kelvin
Damage increased from 50 to 65
Fire rate increased from 0.66 to 0.83 per sec
Swarog
Knockback reduced from 300 to 100
Zeus
Primary Damage reduced from 95 to 80Grenade Launchers
Grenade Launchers
Shardinator
Range of the initial explosion increased from 3 to 4 meters
Secondary projectile emission point moved from 3 to 2.5 meters
These two changes mean that there is a 1.5 meter sweet spot if you aim just in front of your enemy where you can deal both the explosive damage and deal some (or a LOT) damage with shards as well
Emission spread for secondary projectiles was halved (so they are emitted in a tighter cone)
Secondary projectile speed was increased from the avg 55 to 70
Secondary projectile range was increased from 20 to 30.
Added some new lines to the tooltip of the weapon about its recommended usage
Icelight
Removed weird behavior with hits and damage amounts. Now the projectiles consistently deal 40 damage each.
Rocket Launchers
Freeloader
Explosion radius reduced from 4 to 3
Trident
Added much wider spread for the rockets
Rocket turning speed changed from 40 to 80°/sec
Knockback force reduced from 325 to 50
Max speed reduced from 40 to 35
Removed slowing down
Grenades
All
Maximum ammo capacity reduced from 3 to 1
Hive
Secondary projectile damage reduced from 26 to 18
Damage drop-off over distance reduced from 50% to 30%
ARs Generally all ranges have been reduced as ARs are supposed to be a mid range weapon option, they should be out ranged by rocket launchers and snipers which now is actually happening. Some additional changes were made to put each rifle into their own role. We’ll monitor how these changes work out and make adjustments in the future if needed.
Liberator Role: Longer range skillful weapon
Reworked Spread (Wave pattern)
Range reduced from 37 to 27
Headshot multiplier increased to 1.8
Tugarin Role: Mid range tactical weapon
Reworked Spread (much more accurate while stationary, really inaccurate when running/jumping)
Range reduced from 28 to 23
Gibraltar Role: Short range annihilator-Mid range zoning weapon
Reworked spread (more likely to hit the enemy, I’d not call it more accurate overall)
Range reduced from 28 to 25 *(maybe 23 would be better)*
Damage reduced from 6 to 5
Logi Role: Longer range poke weapon*
Range reduced from 31 to 27
Twin Twelve Role: Short-range burst annihilator
Range increased from 20 to 22
Damage per projectile increased from 8 to 9
Effects Fire
An explosion has been removed after the fire has ended
Damage is dealt consistently while burning
Burning time has been increased from 4 seconds to 6 seconds
Low burning effect now does 7 damage per second, while high burning effect does 14 damage per second, instead of 6 and 10 damage per second respectively.
Hero Abilities Balance Changes
Hantu To give our ninja more opportunities to shine (or the polar opposite) :
Ability Cooldown reduced from 20 to 10 seconds
Dash To make her live up to her namesake
Ability Cooldown reduced from 10 to 7 seconds
Paavo To make the big guy less of jack of all trades character
Ability Cooldown increased from 13 to 20 seconds
Sound Improvements
Updated the lobby music track to be more neutral instead of bombastic so you can leave it up in the background as beats to study to
New ambient sounds for Kitsune Den and ChowDown maps
Minor tweaks to announcer lines
Audio balance adjustments in battle
User interface changes
The elimination weapon preview on the respawn screen now better fits the screen and features increased text size.
For popups with input fields we returned cursor if you are playing with gamepad
Other changes
If you launch the game for the first time on a device, you can link your existing profile even before accessing the Main Menu after the initial loading is complete.
Cleaned up the list of possible names for bots to exclude the inappropriate ones
We hope you’re gonna love this refreshing update and we’ll see you legends fragging it out like champions on the battlefield!
Ten days ago we asked you to share your key suggestions and complaints about the game in a special survey. As a result, we received 14,562 player submitted entries - many of them being very constructive. It is a very impressive number! Some submissions made a few pages of well organised bullet points. We are very grateful for such active support for the project and a desire to help us make War Thunder better!
It is very difficult to process such a great amount of information. But we managed to isolate most of the repeating points and are already working hard on them.
Economy and progression
More than 90% of feedback entries touched issues with economy and progression. The majority of them were: repair costs and the ability to pay for it by being active in battles and performing specific actions. Including rewards for assisting enemy kills, kill-to-death ratio, point capturing in a team, repair and other help to teammates plus many others. A separate layer of concern was expressed about the time needed by new players to progress all the way up to the top-tiers.
About one third of players are concerned with the current BR distribution and methods of assigning BR to a vehicle. As well as about the BR ranges of vehicles in battle.
At least 4% of players also paid special attention to such topics as the need to purchase modules, the possibility to have free - perhaps lengthy but free - repairs, and many suggestions in not modifying or significantly rebalancing premium vehicles.
All in all, we understand these concerns and will try to encompass ideas on most of them in the upcoming economy roadmap we promised to publish by June 14th.
Gameplay
About 10% of players also took time to share their ideas and observations about various gameplay issues in War Thunder. We are still assembling the full picture of those thousands of points, but have already focused in some of the most repeated ones:
Locations. Especially their size and how susceptible they are to being shot-through in Ground battles. It is a very important topic. We have tried to study our maps over a long time, creating special tools like ‘heatmaps’ of deadly shots together with the player system of likes and bans. With the game growing and many new vehicles added many maps demonstrated either new issues, or older ones became too significant.
We are already engaged in reviewing and ‘polishing’ all locations - and it is sure to be part of the upcoming game improvements.
Many of you spoke about the inconvenience of night battles. Though we already tried to make some improvements there - like lowering their appearance probability, addition of illuminating shells,- it turned out not to be enough. We will also look into new solutions here.
Some other given complaints were about aviation streaks in Arcade Ground battles, ideas how to improve voting mechanics for favourite maps, and ways to improve the survivability of stock vehicles both in ground and air battles.
The was a separate pool of ideas related to PvE modes and ways to improve their gameplay and attraction.
Naturally we received literally thousands of ideas on specific vehicle models, modules, weapons and features. It is impossible even to list them all here. Which is actually good - since War Thunder is a game about military vehicles, so it is expected they are in the focus. We are carefully studying all feedback and will try to look at it from a fresh point of view.
As mentioned, we are still in the process of analysing all of the survey entries and picking up more and more points from these worth examining and doing some extra to work on them. Currently the survey form is closed, but we will continue to make similar general broad feedback polls on the game in the future again. We will also continue to actively listen to your feedback on the forums. Our plan is to conduct such intensive ‘general questions and suggestions’ sessions at least once every 3 months.
Some of your suggestions can be put in the game quite quickly - and War Thunder game design and development teams are already working on them. Some will require a more complex approach, and we will plan for them in our roadmap. We will also cover more about these in the news for the game. So since we are planning to release a large economy and progression changes roadmap by June the 14th, we hope to meet many of your wishes on the above mentioned issues there.
By the way, we have just published a detailed Q&A for video content creators, you might find the answers interesting and relevant to some of your points in them (link).
Conclusion
Once again, thank you for taking the time and effort to share your thoughts! We have always tried to pay attention to your feedback, but getting such a massive pool of information from players all over the world - is a limitless source of inspiration and motivation for us. Do not be upset if you don’t find your exact points in the summary above - it comprises the most repetitive ideas, but we do and are studying them all. We will work diligently to look at issues from various viewpoints and try to improve as much as possible to allow you to continue to enjoy War Thunder for many years to come.
Welcome to our second Dev Diary, a regular rendez-vous where we give news about the development of Ravenswatch and look at what's currently hot in the community. This post is going to be a lengthy one, but it's dedicated to the ones who love to dive into the intricacies of game development! We'll have a patch note with all the changes and additions on the day of the release of the Geppetto Update.
:: THE GEPPETTO UPDATE - OUT MAY 31ST ::
First and foremost, if you haven't watched the Geppetto reveal teaser, check it out now:
It was really fun to try and figure out how to introduce a new character to the community.
We won't be adding heroes very often in the game, so we had to mark the occasion both with a dedicated trailer and also with our participation in the AG French Direct, an event that highlights French and French-speaking games through a conference full of exclusive announcements and new trailers. The online event went great and +11 000 people gathered live to watch the cool new games announcements as well as Geppetto's reveal.
Now let's dive into what this Update will bring out for Ravenswatch, we know that's what you're here for!
Geppetto joins the Ravenswatch
You may recognize Geppetto from the Pinocchio tale from the 1881 novel written by Carlo Collodi. Pinocchio's been really popular recently with films by Zemeckis and Guillermo Del Toro, as well as upcoming games like Lies of P.
We actually had the idea of the character really early on in the development of Ravenswatch (and he was voted most popular by the team at Passtech as well when it was time to decide which characters would make it into the game!), but with his very atypical gameplay style, we decided it would be best to bring him out when more classic gameplays were explored with other heroes.
Why is Geppetto atypical gameplay-wise? He's a mix between a melee and a ranged character. You want to stay close to help your puppets, but far enough to avoid enemies as Geppetto is not a really resistant character (well, he's pretty old after all). Built around the idea of "tower defense", Geppetto can turn into a one-man army character.
Find out everything about Geppetto on May 31st!
Additional Ultimate Abilities
For this update, we also added additional Ultimate Abilities for all the existing heroes, which you will be able to unlock at Rank 6 after your runs. We won't spoil you with everything, but here's a glimpse at what awaits:
A Whole New World 🎵
More raaaaaats 🐀
Big chomp 🐺 (maybe doing that on a small Ghoul is not the best idea...)
The teleport system
One feedback reported frequently was how frustrating it was to have to walk back inside caves to exit them. Changing the teleport system not only resolves this issue but also allows more mobility on the map overall, especially when time is a matter of great importance in the game. You can now teleport yourself from anywhere, no need to go on a Raven's Mark teleporter anymore. You can choose a teleport point that you previously uncovered and will land on it - while not in combat (we see you trying to avoid mini-bosses or challenges you activated!)
Balancing and general improvements
The update will also bring its share of balancing and visual/sound improvements. The main issue that was reported by players was Aladdin's overpowered wishes. Aladdin’s capacity to generate Magical Objects with his second wish could really go off limits in terms of power and was simply too much, especially in Multiplayer. Offering Consumables instead is a way to keep the idea of empowering with the Wish, but it’s more reasonable and controllable. We may even think of making some unique ones for this wish in the future!
Oh, and now Magical Objects and Consumables have icons! Here's a sneak peek:
We added more voice lines for all the characters, as well as short dialogs to continue to bring out their personalities, and now their relationships. We will keep working on this system as we believe it's a great way to deliver backstories and lore into the game (we are also working on other storytelling elements).
The Geppetto Update will be out on May 31st, and we cannot wait for you to get your hands on the new Puppet master! Thanks for reading,
On May 30, planned technical work will be carried out on the servers of the Karos game. In this regard, the game may not be available from 09:00 to 11:30 Moscow time.
Please note that the time of the work is approximate and can be changed. We apologize for any inconvenience.
Hello, fellow Tomb Explorer VR fans! Our team has been diligently working on a massive update for the Demo. When we initially released the demo during Next Fest, it was in its early stages with basic mechanics. We wanted to make you feel more like the inspired fans of Indiana Jones and Tomb Raider, so we've added numerous new features. Check out the full list below and enjoy this update as we strive to balance a new demo, launch a Kickstarter campaign, and continue developing the main game. Please show your excitement by liking and commenting to let us know how thrilled you are about this awesome news for Explorer fans.
Today marks the launch of the Tomb Explorer VR Kickstarter campaign, and we couldn't be more thrilled to present a collection of fresh video clips and provide insights into our current circumstances. Our aim is to offer you a deeper understanding of why your support is vital in bringing our envisioned game to life.
We are counting on your support to make our project a reality, by backing us, you get a great discount while you help us reach our stretch goals and turn Tomb Explorer VR into a fully-fledged AA game. Don't forget to share the Follow Page with your friends and spread the word!
UPGRADED DEMO
Here is the new updated Features list for the New Tomb Explorer VR game.
Modified gameplay for a more enjoyable experience based on feedback
Brand New Back Pack Inventory System
New Story Voice Acting
Revamped Tutorial system
Secret Locked Artifacts to Find
Collectible Treasure Coins
Difficulty system
Checkpoint System ['Load Checkpoint' in the menu]
Stamina System [Including Grip Climbing like the Climb VR]
Demo Achievements
Bugs + Fixes
Big Thanks to all current Kick starter followers for being part of the journey to make this game possible and we look forward to sharing more news with you soon.
May 29 global service S77 officially opened! After joining the community, please contact customer service directly to receive various gift codes. There are new player gift codes, screenshot gift codes, review gift codes, holiday gift codes and more. Discord: https://discord.gg/favQR3wdA7
We've managed to localize and circumvent the bug that was causing the game to crash on some Mac systems. It is a specific shader (rendering the shadows on the slopes) that is causing the issue and switching it off will result in the game running as intended. This is now possible in the latest version of the game.
Note 1: If you do not experience this crash when launching into any race or tutorial on a track, then you can ignore this and don't need to do anything!
Note 2: We'll look into rewriting the shader so that the crash doesn't appear. Due to the long iteration times involved due to us not having the hardware that produces the crash, we went with a workaround first so that at least you can play the game properly.
Version 1.4.6 Changelog
Added external option to turn off slope shadow rendering shader for those who had their Mac version of the game crash due to that shader.
The Workaround
Unfortunately this doesn't work without your input yet. You'll need to go to the options.json file found at: "/Users/<username>/Library/Application Support/com.camshaftsoftware.cyclist"
and open that file in a text editor. Then search for the debug section. It should look like the following: "debug":{"log_level":"warning"}
Replace that with "debug":{"disable_slope_rendering":1.0, "log_level":"warning"}
The game should now launch and run correctly. Setting this option will remove shading effects on mountain and downhill sections, but should not effect the game in any other way.
We have a great news for you, after 2 weeks of signups we are finally starting our Playtests. Be sure to check out all the changes we have made since Demo version and remember to leave us your feedback. You can do it by filling out the form which is available in Main Menu of the game and also after finishing the Playtest. We hope you will have a lot of fun with the game.
Also remember to add our Prologue to your wishlist to receive news about it's release date.