With this new patch, I just wanted to come in and make a little anouncement: I am now OFFICIALLY BACK (!!!) on the project FULL TIME!
These past week I've been working on a roadmap towards 1.0. There will be some pretty major changes, and there will also be a lot of experimentation. I really do appreciate all the feedback, and I just want to make a game that deserves your time. My highest priority is addressing the main problems in the game right now, such as it being too tedious, too manual and the "great ball of death" meta. I have some ideas, but I'd also greatly appreciate your words on these changes too.
this update contains a couple of bugfixes, some visual stuff, a new module, but most importantly it will make ALL cores have autotargeting! As stated, This is going to be a very experimental time, and changes are not final, but if people like it better, it will probably stay and be the new standard.
I'm sorry for the lack of clarity and information. From this moment on, I will be as clear and transparent as possible Hopefully, I can win your trust back ❤️
- Simon
With all that said; here's the changes:
A new laser modlue
ALL cores now have autotargeting
Grabbing a turret overrides the autotargeting, making manual aim possible
Autotargeting now works on all enemies
Mortar now has some new visualisation for where it hits
larvooglians spawned from the sackooglian now fly in an arc before they "spawn"
fixed a bug where the cable from the tutorial had to be connected for you to be able to start the wave
All cores now HEAL FULLY after every wave (this will probably be changed in the future, but let's try it out)
JOIN THE DISCORD FOR DISCUSSION ABOUT ALL OF THIS:
Since the release of the Reputation System Beta, we've made several shadow updates to not only improve the foundations of the Reputation System, but also the stability of player Standings and this has continued throughout Y8S1. During Y8S1, we made further changes to ensure that the occurrence and severity of a player's negative actions align with an equally severe impact on a player's Standing. We want players to have confidence in the system, so while adjusting the effects that certain actions have on a player's Reputation Standing, our goal is to make sure that Standings don't change match to match, time after time. As well as this, it's crucial that Standing changes are still happening when warranted and that the presence of the system is felt by abusers.
ADDITIONAL DETECTIONS
We are now tracking additional conditions to help increase our knowledge of players' disruptive actions. One such high-impact example of this is a player instigated crashes that are indicative of DDOS attacks. Being able to track a wider range of actions completed by a player such as DDOS, text abuse, leaving matches, and more, has allowed us to build a more robust overview of a player, enabling us to take more appropriate actions to mitigate abuse, and to help foster a more positive experience for all.
ACTION HISTORY
In the early days of the Reputation System, we were looking at a limited time period when deciding whether to give a penalty. This was due both to a limitation of the system and a desire to ensure that only the worst of the worst offenders would be receiving penalties. In the time since, the Reputation System has become more robust, and we have seen a great response to reputation penalties. Because of this, we have updated the ranges over which the system checks for negativity. The result of this longer and more dynamic 'memory' of the Reputation System is that the system will be more accurate in delivering penalties to a larger group of offending players and will make bypassing the system more difficult.
Y8S2 AND ONWARD
IN-MATCH PENALTY VISUALS
In Operation Dread Factor, we've made numerous quality of life changes to help players more clearly understand when and what penalties are active and more.
Y8S2 Updates
Activation banner appears on the first round rather than every round
Active Penalty Banner renamed to Penalties from Warnings
Active Penalty banner disappears shortly after a round begins
Active Penalty icons remain for match duration.
Penalty pop-ups will appear when returning to the main menu. If a pop-up was missed, it will appear after launching the game.
LOOKING FORWARD
As we move forward with the Reputation System, we will continue to release updates in multiple areas. The Y8S2 update has already brought UI improvements for the reputation penalties and as we progress, we will continue to perform systemwide rebalancing as needed. In Y8S3 we will be introducing several new features that aim to improve players' insight into their Reputation Standing and create new opportunities to interact. We continue to be focused on delivering on our core goal of improving player experience in Rainbow Six Siege.
The Holo ship weapon reward is now free instead of costing 3000.
Removed mercenary mission upgrades from the laser blaster and machine gun. The mercenary mission weapon gets upgraded based on the selected crew’s combat skill now.
Added an early game event on the first map with a special reward on day 50.
Fixes:
Fixed issues with the generator when getting disabled/enabled and not refreshing correctly.
Fixed build issue with two-part component blocking placement after being removed.
Fixed multiple visual bugs with moving targets and weapon hits.
Fixed issue with larger component and fires not getting put out correctly.
Fixed bug with damaged components getting healed after reloading, causing the station to keep a permanent health debuff.
Fixed some issues with custom games and random events.
Mercenaries of the Kingdom: First Blood - Insane Dreamers
Hello, Captains of Fortune!
This update aims to improve the player's quality of life, implementing the improvements you suggested to me.
NEW VERSION CHANGES:
- Finally, it is now possible to heal each mercenary from the equipment screen! Consequently, you can heal your mercenaries by dropping the healing potion directly on the battlefield or on that soldier's slot while the book is open. Many of you have written to me asking me for this legitimate feature, and now it is present.
- Another common thing you asked me is dropping the mercenary's equipment once he dies. Now, when death welcomes one of your companions, you can recover his possessions by running over them with your character!
- In the info of the objects, I added the value in coins to predict the profit from their sale.
- Fixed an issue that caused backpacks to multiply once they were dropped and picked up.
- Fixed an animation speed issue with the Black Robe.
- Fixed the shop closing issue using the X on the top right of the book.
- The descriptions of some items have been changed.
I hope you are enjoying MOTK! Any feedback you give me by writing in the Hub is a great help. If you have friends who might be interested in this game, it would be great if you let them know; word of mouth remains my best marketing weapon.
You can now save 50% on Multiple Character Training (MCT) for a limited time! Simply head to EVE Store from 6 to 11 July to grab your certificates. With an MCT applied to your account, you can train multiple characters at the same time!
MCT offers a great way to sample new activities and roles in New Eden without delaying progress on your main pilot.
To take advantage of the discount, be sure to purchase your MCT certificates from the EVE Store before the offer expires on 11 July!
Starter Packs Sale
New & veteran pilots alike can grab the Starter, Bronze, Silver, Gold, and Platinum packs with a 15% discount. Simply head to EVE’s in-game New Eden Store from 6 to 11 July. Treat yourself to a variety of Omega time, PLEX, Skill Points, ship SKINs, and apparel.
If you want to turbo charge your career in New Eden, Starter Packs can help you reach warp speed. They will help you boost your skill training, accelerate towards your career goals, unlock bigger and better ships, and add to your wealth.
*Starter Packs are available only once per account
After four months of work, we are excited to bring you Godot 4.1!
It's an update that follows our pledge to improve upon Godot 4.0 with frequent incremental releases — with a focus on stability, performance, and polish. We took great care to prioritize the bugs you had encountered in Godot 4.0. With over 900 reported issues addressed, the engine should feel more reliable and easy to use.
Of course, a new release also comes with a bunch of welcome new features. There is the new and improved AI navigation avoidance system, the ability to detach code editors and put them on another display, and new tools for technical artists in the form of 3D noise and a reworked particle turbulence.
For most games and apps made with 4.0 it should be relatively safe to migrate to 4.1. Don't forget to always make backups when moving versions, even minor. If you use Godot on Steam for professional work, make sure to use the Beta branch feature and select your preferred major and minor release.
【Bug Fixes】 1. Fixed damage might be lost after upgrading the Spear and some other skills. 2. Fixed the poisoning status would not be removed after a disciple died from poisoning in "Trial Tower". 3. Fixed the skill upgrade effect in the "Trial Tower" would be lost under certain conditions.
【New Additions】 1. Added difficulty options for the "Trial Tower", corresponding richer rewards will be provided.
【Adjustments and Optimizations】 1. Optimized the enemy generation speed in the "Trial Tower" to make it more challenging. 2. Optimized the algorithm logic of the "Trial Tower", the frame rate will be improved, and continuous optimization will be carried out thereafter.
You can switch to the beta version to experience the new version of the game.
【How to swap to beta version in steam】 Press the Steam Button, and then choose Settings. In the Steam settings, navigate down to System in the sidebar. Choose Beta Participation. Choose the drop-down box next to System Update Channel and pick Beta.
We’ve released a new update that will address some of the pressing issues that we found after last week’s patch.
We are, as always, incredibly appreciative of your continued support and feedback as we work to improve Ravenbound!
Bug Fixes
In this update, we have focused on bug fixes, as well as addressing several card-related issues.
Gameplay
Fixed an issue where the game would crash when force-closed.
Resolved an issue where a cleansed camp could be affected by Hatred again.
Fixed an issue where Warden’s Bounty did not award any Coins.
Resolved an issue so that Coin Hoarder will now award a maximum of 20 Coins.
Hammers
Fixed a bug that prevented Ashen Reckoning from interacting with Painbringer or Status Effect Potency.
Resolved the bug where Bloodseeker would give max grey health to allow players to heal to full.
Fixed the issue where Gravekeeper’s Might would buff the current weapon when not equipped.
Cards
Fixed an issue where a negative armour value would be shown in the inventory after obtaining the “Armour Erosion” Hatred Card.
Resolved an issue where “The Mad Frenzy” did not give Critical Hit Chance.
Fixed a bug where Cards were not unlocked after Update 1.1.
Fixed a bug where the “Remove Hatred” Card did not work on Level 1 Hatred.
Hatred
Fixed an issue where it was possible to gain a Hatred Level that was too high.
Skills
Fixed a bug where “Rich Obliteration” would give 50 Coins twice per Warden killed.
Quests
Fixed a bug where the incorrect sidequest was highlighted at Vallhus Village after completing the Rokhem sidequest.
Resolved an issue where players could repeat Adventure Quests after restarting the game.
NPC
Resolved the animation issue where NPCs in town would twitch.
Thank you all once again for your support as we continue to work towards making Ravenbound the best it can be.
If you have any questions or comments, drop them in the replies, or reach out to us on the Ravenbound Discord Server or across Social Media. There's also the option to come and join us for the weekly Developer Q&As on Discord[/u] and chat with us live. We’d love for you to come and hang out with us!
* Improvements - added a frame for active time blocks for flight contracts(UI) - draw collisions between objects during constructing
* Bug fixes - fixed a crash related to roads during editing airfields objects - fixed a possibility to split embedded road for office 1940 and 1970 - fixed many cases related to embedded roads - fixed a crash during runway moving - fixed initial toggle state for building activity toggle