- New endless game mode - New skyboxes and environments - Decorate your room with trophies - Change player scale - New block type stickers - Teleport
Minor Features:
- New blocks and materials - Disconnect whole group of block from baseplate with secondary button - Ability to update steam workshop items - Settings: Controller swap - Settings: Mitigate drift with input deadzone - Settings: Switch off movement and rotation - Replaced the disconnect from baseplate button with clean floor button - Fixed hand gesture when touch thumbstick - jellify button
It's been a few weeks since we spoke but it feels like longer, what with all of you having been busy traveling, touring, tournamenting and the rest! It is time for us, nonetheless, to leave behind that world for now and take a look ahead at what we have coming up next.
Vision
Our first Event Pack, Friends & Foes, gave us something of a chance to experiment. Since then, we’ve had the chance to take a look at exactly what direction we want to start moving in with these packs, and build on what worked.
One area that we hit upon was diversity of content and how the player experienced the game. Events are the ink that we daub on to the fabric of the narrative, but it’s how, what and why these events happen that govern their efficacy. Introducing new avenues for that content to reach the player is a great thing, provided it’s done in an unobtrusive way.
With that in mind, we’re going to outline a few of the new features that you’ll find in Wards & Wardens (the event-pack that you voted for last January) and its accompanying patch - both available on August 22nd. Some of them we’ll talk about more in the future, so don’t expect anything too exhaustive here, but let’s start off with…
Captivating features
Hostages aren’t quite what you’d think of when you hear the term. Rather than forced holding of a person to ransom, hostageship in the Middle Ages was a political and legal status that was absolutely widespread.
Put simply, hostages were generally given, not taken. They were, essentially, transactional guarantees. In this case, we’ve zeroed in on the most common reason for hostages to be exchanged: as a means to guarantee a peace treaty.
In Wards & Wardens, hostages are a new type of relation somewhere between a prisoner and a foreign court guest. They reside at your court as a guest would, but cannot leave of their own accord, nor can they become knights. They are generally - though not always - children, and have found themselves in such a predicament due to their liege exchanging them away as a guarantee of non-hostility following a war, or exchanged via interaction during peacetime. Such an arrangement not only eases the mediation process, but also gives both sides some peace of mind.
Hostages are essentially living non-aggression pacts. Harming a hostage is a significant diplomatic incident, but it’s also a way to deter your former enemies from getting any more bright ideas about exactly to whom that border county belongs. Any ruler that you have a hostage from will suffer significant debuffs and penalties should they try and attack you - and any wardens attacking home courts also suffer similar debuffs - so hostages present one of the strongest forms of deterrent possible.
The hostages themselves are kept in line via something else new and shiny:
In Perpetuity
We have two types of Hook extant in the game already: Strong and Weak. The latter are the type of hooks you’d get if you were to, for example, manipulate a person in some way. They are single-use, and can be refused at cost. Strong hooks, on the other hand, can be used multiple times and in a range of scenarios, but are also much rarer.
Perpetual Hooks are a new sort of hook, which wardens can get on hostages who they treat well, and represent something of a middle ground. They are refuseable like Weak hooks, but also permanent like a Strong hook. At the moment hostages (and those that have previously been hostages) are the only characters you’d expect to see with a Perpetual hook, but just as Memories were built with expansion in mind for Friends & Foes, so too should you not be surprised if in the future you find more and wider examples of Perpetual hook usage.
What An Odd Fellow!
One of the spots that we’ve been somewhat hamstrung by in CKIII is in mediating the existence of characters that don’t quite… fit the mould, as it were.
In CKII, you’d have insane and possessed characters who did all kinds of wacky things - immortal horse chancellors and such; you know how it goes. CKIII’s takes a more grounded approach to how traits are represented: Lunatic, for example, was used increasingly loosely in CKII, ending up as an umbrella for anything ranging from slightly kooky to genuine mental illness, but CKIII sticks much more rigidly to the latter.
This is where the Eccentric trait comes in, as a trait dedicated to the slightly odd. This allows us to group some of the more unusual situations you’d find under this new personality trait, giving them both more reason to happen for a certain character but, critically, also barring those characters who wouldn’t engage in such strange distractions from doing so. We’ll talk about this more in the coming weeks!
A Midwife Crisis
As you might expect given how hostageship skews very much towards the young, a fair percentage of what we’ve been working on has been filling out the experience of non-adult existence in Crusader Kings III. We’ve come some way in this regard since release, with Friends & Foes adding a swathe of new events and a revamp of childhood personality traits, as well as of course the Regency mechanic giving a whole new layer of intrigue to a child navigating the dangerous Medieval world.
In Wards & Wardens, we’ve added to this with another fresh layer of childhood content - in no small part focused on hostages and their experiences - but also the addition of a Wet Nurse court position. Wet nurses held an interesting status amongst the medieval court, and adding this court position adds another layer of intricacy to the trials and tribulations of raising a child.
Mature Students
We have been delighted to read just how much you all have been enjoying all the new - and the old! - activities in CKIII since the release of Tours & Tournaments. With this in mind, we’ve attempted to utilize it to approach something that’s previously been static in Crusader Kings: education as an adult.
Previously, once you had come of age, an education type and rank was assigned to you and that was that. You, aged 16, were as educated as you’d ever become! Now, whilst properly reflecting the rate at which humans grow as people as they age is something of an impossible task for a game, the current system felt a little too rigid for our liking. As such, the Adult Education activity now gives players a chance to tickle their brains at a center of learning, in hope that they can actually upgrade their education trait to a higher level!
But what of those of us who enter adulthood with the finest education life has to offer? What steps can those people take to better themselves in adulthood?
Worry not. We have a plan for that, too, but it will have to wait!
Goodbye For Now
Thankfully, however, you won’t have to wait all too long. Whilst we’re saying bye for now, next week we'll cover the Adult Education Activity in CKIII from top to bottom. Hope to see you all then!
Steam Next Fest is coming and Huni Kuin will be participating with a fresh new demo, with several improvements in scenarios, bug fixes and general polishes!
Get to know a little more about the Huni Kuin people and their stories! The game is the result of a partnership between the Philosophical School of Games, Bobware and the indigenous collective Beya Xinã Bena! The full game will have 7 different stories and is expected to be released in mid-2024.
Leave your feedback on the discussion forum and add the game on your Wishlist now!
Steam Next Fest is coming and Huni Kuin will be participating with a fresh new demo, with several improvements in scenarios, bug fixes and general polishes!
Get to know a little more about the Huni Kuin people and their stories! The game is the result of a partnership between the Philosophical School of Games, Bobware and the indigenous collective Beya Xinã Bena! The full game will have 7 different stories and is expected to be released in mid-2024.
Leave your feedback on the discussion forum and add the game on your Wishlist now!
Steam Next Fest is coming and Huni Kuin will be participating with a fresh new demo, with several improvements in scenarios, bug fixes and general polishes!
Get to know a little more about the Huni Kuin people and their stories! The game is the result of a partnership between the Philosophical School of Games, Bobware and the indigenous collective Beya Xinã Bena! The full game will have 7 different stories and is expected to be released in mid-2024.
Leave your feedback on the discussion forum and add the game on your Wishlist now!
Steam Next Fest is coming and Huni Kuin will be participating with a fresh new demo, with several improvements in scenarios, bug fixes and general polishes!
Get to know a little more about the Huni Kuin people and their stories! The game is the result of a partnership between the Philosophical School of Games, Bobware and the indigenous collective Beya Xinã Bena! The full game will have 7 different stories and is expected to be released in mid-2024.
Leave your feedback on the discussion forum and add the game on your Wishlist now!
Steam Next Fest is coming and Huni Kuin will be participating with a fresh new demo, with several improvements in scenarios, bug fixes and general polishes!
Get to know a little more about the Huni Kuin people and their stories! The game is the result of a partnership between the Philosophical School of Games, Bobware and the indigenous collective Beya Xinã Bena! The full game will have 7 different stories and is expected to be released in mid-2024.
Leave your feedback on the discussion forum and add the game on your Wishlist now!
They say everything is bigger in Texas, including the updates! In our upcoming 1.48 update for American Truck Simulator, our talented team has revisited the state to bring an update that fits the boot; including roads, landmarks, depots, and more. Let's dive into what our team has been working on.
We've been busy upgrading the road network! The equivalent of 500 real miles have been added over 8 different roads, interstates, and highways; including one of the most well-known interchanges in Texas. Nicknamed the 'High Five', it is one of the first five-level stacks interchanges to be built in Dallas. Its distinctive design features two high-level flyover ramps crossing over the lower-level lanes, creating a "high-five" configuration, to help ease traffic in the area.
Keeping on the topic of five, drivers will be able to drive through five new settlements. These new areas are Greenville, Shamrock, Sharman, De Kalb, and Paris; oui, it's true! We hope you enjoy passing through these charming settlements which have lots of little details to look out for.
Another big addition to this update is the addition of Texarkana; a unique city that straddles the border between Texas and Arkansas, with the state line running through the center of the city. Drivers will find plenty of jobs in the area, thanks to its strategic location of being between several major highways.
Every project has a foundation, including our newest depot in American Truck Simulator; a construction pit. Here you'll find the job site actively working hard to build from the ground up, quite literally!
Along with all of the above, you'll also find plenty of new Landmarks, rest areas, truck stops, hidden roads, and more. We can't wait for you to explore it for yourselves in the near future. We are happy to share that this update will be free for all owners of the Texas DLC.
We hope you enjoy this preview of what is in store for Texas and 1.48 in the American Truck Simulator. We look forward to sharing more with you in the near future. Until then, stay safe and keep on truckin'!
We're proud to announce that BattleBit Remastered is NOW AVAILABLE IN EARLY ACCESS.
Hello everyone! Thank you all for joining us today.
We’re extremely excited and proud to launch BattleBit Remastered into Early Access today! It’s been a long journey for us, and many of you who have been around during these last 7 years of development. We’ll go deeper into the story of it all on another day, for now, let’s play.
Introducing the "Supporter Edition" bundle, includes the game and a fantastic collection of exclusive skins that not only amps up your soldier's look but also shows your support towards the developers. With awesome soldier customization parts and weapon skins, you'll rock the battlefield in style while expressing your appreciation for the hard work behind the game. We wanted to offer this in place of something like a Battle Pass or Microtransactions, and this will further enable us to keep everything operational.
For the uninitiated, and I’m copying straight from the Steam Page here, BattleBit Remastered is a low-poly, massive multiplayer FPS, supporting 254 players per server. Battle on a near-fully destructible map with various vehicles!
Launch Roadmap
Intro Guide
Anti-Cheat
We’re launching into Early Access using Easy Anti-Cheat, which we utilized during our playtesting. You may remember last week that we implemented FACEIT, and we are currently exploring our options for this anti-cheat for the future and will communicate with you as things develop. However, it is not currently a part of the game. We are active and committed to maintain a fair experience for all of our community, which is why we also have a live moderation and monitoring initiative.
Twitch Drops
We’re happy to offer Twitch Drops for the first time! Make sure your account is connected. You can do so in-game and going to the Connections tab, or via browser http://link.battlebit.cloud/LinkTwitchAccount Drops are universal, so there’s no specific Creator to watch! Drops begin today alongside launch and will run for the next 7 weeks.
The Basics
Social
We’ve put a lot of time and effort into the social side of our game. Directly from the main menu, or in-game, you can form a party with your friends using our “HOME” sidebar on the right side of your screen. The bind for this can be customized to your liking. See what servers your friends are in, send them a message, or send them an invite.
In-game Text Chat supports separate channels for All (Cross-Team), Team Only, and Squad. Voice Chat supports Local/Proximity (cross-team), Squad, and Squad Leaders.
Game Modes
We're launching into Early Access with 4 Core Modes, and 4 additional game modes.
Conquest/Infantry Conquest - Classic zone capture in medium to large playspace
Rush - Attack vs Defend the MCOMs in this sector-based mode
Domination - Smaller scale, frantic zone capture, no vehicles
Frontlines - Sector-based tug of war for a set of zones, pushing into enemy territory
These modes will likely make up the bulk of your experience. While 254 player battles and is our main aspect, we've put time into making sure that there are other ways to play, specifically less chaotic and more contained options. Community Servers (BETA) will have the option to scale down even further, and make additional tweaks to settings.
Match Size Variations
For Official Servers, you'll have the following options:
32 vs 32 (64 Players)
64 vs 64 (128 Players)
127 vs 127 (254 Players)
Squads
The backbone of the gameplay experience. In any team based mode, players will be put into Squads of up to 8 players. The upper limit of this becomes 12 players if forming a Clan Squad. Being a member of a squad enables the ability to choose from one of the following 6 classes each equipped with their own special gadgets.
Classes
Leader - Designed for those who specialize tactics and strategy.
Assault - Lead the charge into battle and clear the pathway to victory
Medic - The lifeline of any squad, with faster revives and the ability to heal
Engineer - Repair and destroy vehicles, structures and build fortifications instantly
Support - Supply your team with ammo, more durability via Exo Armor
Recon - The ever elusive long-range marksman
There’s a class for every playstyle and thanks to the variety of weaponry and gadgets available, you can find the right fit for you at any time. You can change your class on the respawn screen.
Maps & Destruction
Every map in BattleBit Remastered features destructible environments, ranging from trees, buildings, towers, platforms and more. We’ve taken care to design maps in a way that even in the most destructive matches, there will still be adequate hard cover to utilize. Use this to your advantage to create unique gameplay opportunities, make your own openings, or wipe out unsuspecting squads using hazardous map elements.
Whether you use a trusty sledgehammer, C4, or the classic RPG, there’s plenty of options available to…alter the playspace.
Vehicles
BattleBit isn’t all about infantry play, deploy vehicles onto the battlefield to turn the tides or put a whole into the enemies defenses. Make use of Land, Air and Sea options to gain the upper hand. Most vehicles are designed for multiple players to utilize, so don’t go riding off alone!
Ground Transport
Air Transport
Tanks
APCs
Personal Watercraft
RHIB
Customization & Progression
BattleBit Remastered uses a combination of XP/Level and Kill Based progression systems. Character customization items will be unlocked via earning XP and increasing your overall level. This will also unlock weapons as you progress. As you become familiar with the weapons, earning kills with them will unlock attachments that you can use to create your own personal favorite build. Use the Loadout button on the spawn screen for Weapons, and the Character button beneath it for Soldier Customization.
Loadout & Character
Featuring over 39 weapons, including 5 brand new weapons releasing today, there’s no shortage of options for you to deploy into battle with. As referenced above, weapons are fully customizable with an extensive stat display so you can make informed choices about how you build your loadout. Soldier Customization supports a mix of cosmetic and gameplay. Every soldier deploys with the following:
Primary & Secondary Weapon
Primary & Secondary Gadget
First Aid (used to stop bleeding, revive others)
Throwable
We hope you enjoy the game! Thank you all who are supporting us, playing, watching and streaming. We'll share updates as we go.
Added new game mode: Daily Challenges. Contains 3 adventures: A shortened version of War of the Branches and Invernal Spiral, and a new adventure: Gauntlet. Gauntlet is a short, but brutal, procedural challenge mode meant to be completed in 15 minutes or less. All adventures will have their random seed locked based on the day and have a corresponding daily modifier associated with them. Compete against other players on the new Daily Leaderboards! The Daily Challenge mode is unlocked by either completing the story campaign, or completing Fall difficulty in one of the non-story modes.
Added new abilities for Mage and Enchantress.
You can now view abilities in an ability deck at the adventure table by right clicking it.
You can now click the enemy’s draw pile to view cards left in it (sorted by value).
Fixed a rare bug which could cause progress of an adventure to fail to save correctly.
Fixed bug which could cause Health gained via a full rest to not be accounted for correctly when Health was adjusted by another event.
Fixed bug which had ability tag text spilling out of card bounds for certain languages.
Fixed bug which could occur when you had the Mirage trait and your hand contained only Jokers and Aces. (Previously failed to correctly wild into a full house)
All character abilities which require a top deck in order to be able to use now correctly handle the case where 0 cards remain in your draw & discard piles.
Fixed bug which could cause certain applied abilities which required top decks to fail to apply if 0 cards were in your draw/discard pile at the time of application.