We've been working hard on the Ranger update, but still have more coming to improve existing content. Here's what's new in our latest build:
- Added a save data check to verify all save files are properly working when first loading the game. If a file is determined to be missing or corrupted the game will now notify you and direct you to a support page
If you see this screen when loading the game, do not worry. This is expected if your save data is corrupt or not being read properly. If you follow the instructions or get in contact with us, we'll get you sorted. We added a check at the beginning of the game so players can't access the game and experience weird bugs from data not loading properly. This is just the better route to go.
- Separated current gold and total gold collected in the game's UI, improving clarity
- Modified Necromancer's Soul Rip passive. Reduced HP reduction by 2% and increased flail damage output by 5%
- Modified Bogatyr's Quake passive. Iron Smash and Iron Strike Attack Range increased from 5 to 10% per rank
- Fixed a bug where Warden Grainloch's Druids would sometimes spin out of control far away from the Warden
- Improved the AI targeting of Ally Lord Cerveris
- Tree Stump Turret hitboxes will no longer remain active for a few seconds when the stump is destroyed
- Improved spawn logic for Environment props and destructables
- Reduced the AOE radius of the Flammable Goods curse explosions
- Fixed a bug with sacrifice altar that was allowing rank 5 skills to be upgraded
- Modified the Necromancer's Fulmination skulls AOE, slightly boosting performance
- Modified Bogatyr's Iron Strike AOE attack, slightly boosting performance
- Modified the Cooldown effect of Bogatyr's War Cry. Rank 1 is now a 30% CDR and Ranks 2-5 Add 5% CDR for duration of the effect
- Fixed a sorting order issue with some props in Usvit Depths
- Structural changes to AI initialization and reference code, offering slight performance boosts
- Various Bug Fixes
- Code refactoring
We will likely release 1-2 more builds and then the Ranger will be live in the game. There's lots to come. Thanks for all the feedback. It means a lot and we enjoy chatting with you all.
STAR FLEET II - Krellan Commander Version 2.0 - BrianRubin
Friends, Brian Rubin here. I just wanted to chime in and say the tutorial series is finished. It's twenty-two short videos covering everything from basic navigation to full fleet and strategic command. I hope you find them entertaining and useful. If you have any further questions about the game after watching these, please don't hesitate to ask here or in the comments of the videos themselves. Thank you.
Thank you to The Librarian and TheMrSark (among others) for playing my game. For every person that plays my game I notice new and more interesting bugs : ). As always the best way to bring them to my attention is through my support email: grovedgdev@gmail.com.
Change Log:
Fixed white flash bug
Fixed various interactable zoom bugs
Fixed fog changes persisting on death and exit to menu
Phlngha Wgah’n tha orr’e, sorcerous ones! Your winners of the MYSTIC MASTERPIECES art contest have been cast, and competition was fierce. We bow to the mastery beheld by your arcane arts - and without further ado, behold what we beheld:
WINNERS :
(in no particular order)
These pieces blew us away and truly captured the essence of sorcery as told within the Exiled Lands. The following three submissions will be adapted into in-game placeable picture frames to be added in a future update to Conan Exiles:
“Guardian in the Unnamed City” by Vladimir
“The Ritual” by Michael
“Witch King of Hyperborea” by Javier Alvarez
HONORABLE MENTIONS:
It was incredibly challenging to have to choose only three submissions to be represented in-game, but here’s a slew of standouts we loved (in no particular order, again)
(Sorry, BBCode tables aren't the prettiest)
“Harnessing the Power” by S.H.
“Instructions Unavailable in Darfari” by Frank
“The Necromancer” by Alexander
“Rise of the Ironbound Legion” by Mayhem Manny
“Encounter in the Imp Cave” by Christian
“Sorcerer” by Lukasz
“Return of the First Exile” by Referson
“Botched Creation” by Scalled
“Corrupt Flesh Golem” by Dark Soapstone
And a special shoutout to this piece we received. May the great Jedias watch over Fausto and their entry, “The Sorcerer’s War”:
Thank you again to all the creators who submitted entries for Mystic Masterpieces! Keep an eye out for other exciting initiatives and activities in the future, as the dawn of the Age of War approaches!
Increased diversity of items earned from the ToyBox with the inclusion of Sound Packs, Loading Screens, and Dances. Additionally, players will now be able to earn PlayCoins by completing select ToyBox levels.
Phase 2 Shop Cosmetics
Over 75 new items available for purchase in the store throughout Phase 2
Four New Item Bundles
CRT Bundle
Pirate Bundle
Steampunk Bundle
Reject Toy Bundle
Updated ToyBox Progression and XP Gain
ToyBox will now feature a scaling XP requirement to make leveling a more rewarding process for players
XP will now be awarded based on overall match performance
Added Daily Login XP Rewards
Log-in every day to increase your streak and earn more XP
Added Daily First Match XP Bonus
Earn a 250xp Bonus for your first match every day
Migrated all Tickets, Perks, and Sabotages to backend storage
Dev Note: This was done to create a more reliable system for storing player information on different PCs. Every current player who updates to Phase 2 will receive an exclusive Gold Huggy Survivor skin to flaunt and 1350 tickets to jumpstart your Perk/Sabotage progress! (This offer lasts for 1 week after the launch of Phase 2.)
Added Collage Puzzle
Added Three New Perks
Pathfinder
Increases the speed of the marble that travels throughout the Maze Puzzle
Claw Collector
Decreases the speed of the claw in the Claw Puzzle
Puzzle Picasso
Allows you to fail the Collage Puzzle up to three times per level without triggering the Fail condition
Rebuilt Survivor Tutorial
This Tutorial will expand upon the original and include a new Arcade where players can practice the Puzzles
Expanded Pre-Game Lobby with a new Arcade and Movement Course
Adjusted UI in the following locations:
Main Menu
Added a tracking system for Daily Rewards
Moved some buttons to a standalone Options menu
Pre-Game Lobby
Updated visuals
More intuitive Monster Queue system
Customization Menu
Added sections for Loading Screens and Soundpacks
Shop
Overhaul of the general layout
Improved item previewing system
Model updates for new and previous character items
New model for Huggy and all skins that use the default model
New model for the default hand and all hands that use the default model
Updated player skin models for all the pride skins
Improved Mommy Long Legs materials
Animation updates
New Player idle animation
New Huggy idle animation
Revamped Monster Jumpscares
Each jumpscare now has unique animations for the monster POV, player POV, and third person POV
Jumpscares should be far more consistent and no longer feel dislocated
Added Penalty for Host Players who leave the game mid-match
Minor Additions
Added Streamer Mode to obscure player names
Added Selectable Loading Screens
Customizable Sound Packs
Chase Music
Lobby Music
Ambient Music
Survivor Sounds
Puzzle Sounds
Reworked the Train to be smoother and less erratic
Balance
Mommy Long Legs
Removed Mommy’s Web ability
Increased the duration of Mommy’s Spotter ability from 1.7 seconds to 3 seconds
Changed the default mapping for Mommy’s Grapple ability to Right Mouse Button
Increased the speed of Mommy’s Grapple by 80%
Added a Jump for Mommy mapped to the SPACEBAR
Dev Note: These changes are intended to standardize the kits for all Monsters. We are looking for potential ways to reimplement an improved version of Mommy’s Web ability in a future update.
Boxy Boo
Increase the charge time for Boxy’s Spring Jump ability from 1.5 seconds to 2.75 seconds
Perk Updates
Roly Poly
Now grants the player 2 Roll Charges, with higher tiers reducing the cool down of each roll charge
Shadow Walker
Now reduces the volume of player footstep sounds, with higher tiers making player footsteps more quiet
Punching Bag
Now grants the player a one hit shield from any source of damage, with higher tiers reducing the cool down of the shield
Genius
Now allows the player to make up to three mistakes when solving a Memory Puzzle code
Master Pianist
Now removes patterns from the beginning of the Piano Puzzle rather than from the end
Sabotages Updates
Sabotages will not begin their cool down until their active effects have ended
Boobytrap is the only expectation to this rule as it will begin to cool down after the first trapped pillar is triggered
Bug Fixes
Fixed a number of collision issues on all maps
Fixed the Bug that allowed Mommy to carry Survivors while grappling
Fixed the bug that causes Puzzle Pillars to spawn Toy Parts that have already been deposited
Fixed the bug that disabled the Friends Only option after a Host Migration
Another update became available with planned new functionalities on the campaign and other important fixes and improvements. Please read:
Minor Update v1.3.5
Improved the Campaign’s vital mechanics: The fleet’s control area now works as it was intended, as a denial zone that enemy ships must contest in order to pass through. You will now be able to guard narrow naval passages with your task forces and no enemy will slip through, and the enemy will do the same. Furthermore, the minefields now will function consistently and will check for every fleet that passes through or stands to trigger mine hits. The AI will consider those zones to not pass through or pass from the edges to clean them up with their mine sweeping radius. The player is advised to do the same. This change for minefields will stop creating many unnecessary random mine hits as it happened before and will make minefields work realistically as they were meant to.
Fixed weather randomization errors which made bad weather happen too frequently.
Fixed various UI flaws and improved visualization in various aspects of the UI.
Auto-Design further optimizations and fixes.
Battle AI will now function even more effectively in keeping an effective firing distance.
Improved aiming mechanics, so that gun number and their ROF matter more distinctively in increasing the aiming progress.
Fixed issue which made ships get stuck in minor allies’ ports.
v0.7.91 -Setup a HUD call to action for finding and talking to the first island archaeologist. -Randomized NPC clothing colors and added some new equipment to some of the NPC. -Update to online save logic so that it saves client player positions if they leave the lobby before the host has saved the world. -Fixed a bug where a cannon shot could knock the player out of the ferry while traveling and leave them underwater until the ferry reached the destination. -Village layout updates