Golden goblin, a creature passionated with gold, lives around MIR world.
Golden goblin, wandering and searching for treasures nearby Bicheon area and Secret Peak, is now here to take a business!
Check out Golden goblin's surprising packages on [Goblin Market].
Remember that Golden goblin will only be on Saturday, we recommend you not to miss out this great opportunity!
※ Please be aware that all products on sale will be available for the day (~ 23:59) and they will not be purchasable after this period. ※ Golden goblin packages can be found on [Goblin Market] in [Shop] menu.
Greetings Nobles, we've just created this little teaser video to get you all excited about some of the new features we are bringing to King of the Castle in our Democracy Manifest update - coming on July 10th!
A big thank you to everyone who has given feedback, we really do read it all, especially those on our Discord - Join us there, where we are the most active:
Finally, if you haven't yet, please consider leaving us a review.
The main way our players find King of the Castle is through the Discovery Queue, which is powered almost entirely by positive reviews. The more players we have, the more likely it is we can do more updates and expand KOTC further!
Sker Islanders, another week, another patch as our devs want to keep improving on the Sker Ritual experience for you, our amazing players! Check out the additions, upgrades and fixes below.
Sker Ritual Patch v.0.4.5 - 07/07/2023
NEWLY ADDED
- Added an option to show Player Health Text - Added a third-person animation for when a player throws a Molotov and drinks elixirs - Added a run to the "Abomination" enemy - Added a run to the "Mariner" enemy - Enemies will receive a 10% speed increase when there are less than 6 left in a round, this increases after each enemy dies, until the last one moves at 50% increased speed - Lowered the intensity of miracle modified visuals on Molotovs, Ultimates, and the "Shattering Edge" weapon - Removed the difficulty icon under the Rounds Interface when playing on Normal
ISSUE FIXES
- Fixed a bug causing an extra slot to appear in the Miracle Menu - Fixed a bug causing the Miracle menu to not animate properly when playing solo since it was made to pause the game - Fixed a bug causing enemies to get stuck if their projectile ability hits it's target before they are finished animating
Don't see a fix or a suggestion that you think would help improve the Sker Ritual experience? Our team are active over on the Sker Ritual Discord where you can chat with the devs and the community!
If you also have a spare moment please do leave the game a review over on the Steam page which supports our Early Access Beta journey!
Welcome to another Sandwalkers devlog! Today we're going to introduce you to two essential features of the game: Biomes and Active Caravan Capabilities.
In Sandwalkers, every expedition begins with the carefully designed placement of Biomes.
These unique regions define the terrain of your adventure and greatly influence your strategy. Our team has worked hard to create a diversity of Biomes, from welcoming territories to the most hostile lands.
One of our key goals is to ensure that no two runs in Sandwalkers are the same. To achieve this, we have implemented a dynamic weather system, which we'll discuss in detail in a future devlog. This system introduces variations between runs, making each playthrough a fresh and exciting experience.
Moving through these Biomes is a captivating experience, as their cost varies according to their nature. Some of the friendlier Biomes will only require 1 travel point, while others, such as the dangerous Sand Dunes, will cost up to 5, so choose your route wisely to bring your Caravan to its destination.
What's more, each Biome has a list of specific cells that can appear, each with its own probability of occurrence. For example, the Arid Biome is more likely to offer you dried-out cacti, while the Sand Dunes Biome may be home to grazing herds. Each Biome has its own character, making each exploration unique and exciting.
Your Caravan is made up of members specialized in different trades, and each has an Active Exploration Ability. These skills are essential for survival and prosperity in the world of Uwando.
Take, for example, the Hunter, whose active skill is tracking wild beasts. This skill can be used to obtain valuable resources or to escape perilous situations.
Some of these abilities allow you to influence the environment's Biomes, opening up exciting possibilities for shaping your adventure. For example, the Botanist possesses the power to rejuvenate the soil. On the other hand, the Hydromancer harnesses the elements to extract moisture, transforming it into precious drinking water. However, this process unintentionally causes the surrounding huts to become dry and arid, making the choice crucial.
It's important to note that each Active Ability can only be used once, before having to recharge when you rest in town. This adds a tactical dimension to your expedition, where you'll have to decide wisely when and where to use these skills to optimize your journey.
Thank you for taking the time to read this devlog update for Sandwalkers! We hope you enjoyed learning about the handcrafted Biomes and the exciting Active Abilities of the Caravan. See you in the next one!
Hello there and welcome to a crash course into the physics of Astronimo! I’m Jimmy, Lead Programmer on this absolutely bananas game and I shall be your guide today.
Remember, once your contraption is deployed it will feel the full effects of that pesky physical anomaly known as gravity. So let's hope your doctorate in mechanical engineering paid off!
Hot Rods and Cold Points
Astronimo uses quite a lot of physics in the game for the fundamental gameplay and the whole system is a custom physics engine built around the concept of Points and Rods.
Absolutely everything in this game is made of them, even the things you don’t expect. Which we will get to later!
These Point and Rod objects in the game are actually very simple. Points have a position and velocity. Rods connect two Points together and attempt to keep them a certain distance apart.
When you are building contraptions in the Workshops, it’s quite easy to see this system in action. You just plop points down and it automatically creates rods for you. Connect enough of them together and hey presto, a contraption.
Adjusting the length of a rod makes them operate kind of like a hydraulic ram and that's exactly how our hydraulic component in the Workshop functions, under the hood we just expand and contract rods. Suspension rods in the game are also a very simple extension of this, we just constrain rods to impart less force, causing them to become all bouncy and springy.
One of the interesting things about this system is that rotation just arises naturally from the system. As the Points move around due to gravity and collide with the world, the various rods tug on each other and cause the contraptions to rotate. That’s pretty neat eh!
Rod Attachments
To allow for more interesting contraptions, we let you attach a variety of different utility components to the rods. Seats for your characters to hop in. Various propulsion systems such as rockets, springs and motors. Also TNT and other unique items for you to get creative with.
These objects also give your contraptions some volume, enabling them to collide and impact with other vehicles. Perhaps more importantly, they provide space for your stickers too.
Planetary Physics
It wouldn’t be worth adding “Astro” to the title if we didn’t get some orbital mechanics into the game! As you gain altitude from a planet your vehicles will begin to experience less atmospheric drag slowing them down. As you traverse further still the effects of gravity will fade away. If you carefully balance your vehicle speed between these two thresholds then you can actually put your contraptions in orbit.
There are also no limits on what we consider to be a spaceship, if you can fling it out the atmosphere fast enough then you are welcome to call it an exploratory vessel! I have watched in amusement as various members of the dev team attempted to build “railgun” machines to launch their fellow cosmonauts into deep space.
Vehicle Floppyness
There is one more important system at play that helps keep vehicles from instantly becoming piles of spaghetti like machinery on the floor. Angle Welds!
When you connect two rods together, they are automatically “welded” together at that specific angle. The physics engine will try its hardest to keep those rods at that angle no matter what. When you place down a Hinge component, you are just telling the physics system to ignore welding those rods together.
During early development of the game, we actually didn’t have this system. Players had to either manually weld rods together or carefully construct their vehicles from triangles shapes so they did not just fall over upon deployment. It was comical at first to watch their machines immediately collapse, but for them it quickly became tiresome, so we ended up automating the system.
Wheels & Drivechains
On the surface you can connect wheels to engines, engines to seats and have yourself a neat little car to tootle around the planet and explore. However, hidden within the building mechanics of the game there is a physics based drivechain system. Why? Honestly, I thought it was cool and nobody stopped me putting it into the game. When you draw connections between wheels and engines, you are really defining little axles with physical properties.
This means you can do amusing and odd things, such as stand on a wheel connected to another wheel and operate it as a sort of hamster wheel powered contraption. So cool!
Rod based Ubiquity
Now I said everything was made from Points and Rods and it’s very true. The little ore pieces you pick up and cart around are really just little invisible rods and points with an ore component attached to them, they are literally just a little contraption. Same for those batteries scattered around the solar system. Even the character's hands are little points you can grab onto. Basically anything in this game driven by physics is just a little rod in the end.
At one point we even had bendy trees and foliage you could interact with driven by the system, however we decided to pull them from the game due to other technical difficulties.
Technical Jargon
For the more geeky technical reader, this whole thing is really just a point-mass system driven by a Position-Based-Dynamics solver. Iterations are kept fairly low for performance, and we use a Jacobi style solver to hopefully prevent over-constrained systems from becoming unstable or biased. This results in a very “squishy” and compliant physics system. Fortunately, this matched the aesthetics of the game though, so we just rolled with it! There is some gnarly maths for some of the constraint gradients that deal with angle welds and embedding convex shapes into the rod constraints, but other than that it's really not all that complicated. It certainly is not anywhere close to physically accurate, but hey that was never the intention of the game.
Over and Out
I hope you enjoyed this brief tour. I am certainly looking forward to seeing what horrendous, physics breaking contraptions you can come up with! Bring it on!
Astronimo will be arriving in Early Access later this year. Wishlist it now.
Join the Official Coatsink Discord Follow Astronimo on Twitter
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends, As the summer goes on, the work continues. One of the collector planes in development, Li-2, is nearing its release. Here are some of the WIP shots we wanted to share with you (no airborne operations shots yet - the paratroopers will learn how to jump from it next week).
As you can see, unlike its unarmed mother C-47, this one was like a gunship wannabe - it had turrets AND a forward firing machine gun - who knows when it might come in handy, right?! An armed transport aircraft with paratroopers and cargo inside - how much more versatile can you get? Well, add the bomb carrying capability to this mix as well and you get a machine that ticks nearly all the boxes you ever wanted.
Usually going the 'jack of all trades' way means sacrificing something in every trade, but USSR needed versatile aircraft. While Western Allies during the war had a plenty of long range fighters to cover bombers and especially unarmed transport aircraft and had air superiority most of the time, Soviet resources were always not enough.
You may notice a lot of other differences to C-47 - different instruments and cargo doors for instance. Even the engines were different, Soviet built.
We hope to release this interesting aircraft later this month or in early August.
・Ally customization A new ally has been added that allows for free customization of parts and costumes. This marks the beginning of the true PUNIHI LOADER 2 experience. Let's create the ultimate squad! During delegated orders, you can specify the behavior by changing the "tactical book".
・Save and load customization data Customization data can be shared between the player mecha and customizable allies. It's very convenient, isn't it?
・Tournament Mode The arena specifications have been updated. A tournament mode has been added, where you can engage in battles against multiple teams in a tournament format. As you conquer the tournament, a boss tournament will emerge. During the tournament, customization of the mecha is not allowed. Explore the optimal squad composition for the tournament.
・Battle Simulator Battle simulator has been added to the arena. Opponents you have previously fought in the tournament will be registered in the battle simulator. If you are unable to defeat a certain opponent, it's a good idea to study and strategize before challenging them again in the tournament.
・Observing Allies After your own mecha is defeated in the arena, you now have the ability to spectate the ongoing battles. There's still a chance! Believe in your allies and spectate their fights!
・Shop The Shop button in the main menu is finally enabled and can be clicked. In the trial version, all parts are already unlocked from the beginning, so there is no need to press it.
・Various presentations and UI Characters now have dialogue and various graphics appear throughout the game. Enjoy the experience!
・New Parts Arm Parts "DECCHI LASER" has been added.
[Fixed Contents]
・The specifications of the missile have been changed.
・The save data name has been changed. Before:savedata_demo.json After:savedata_demo_v2.json
[For those who played the previous version]
It is a pleasure to see you again. We are sorry, but you will not be able to use the saved data from the previous version. Please try your best for a fresh start. Best regards.
A minor fix today! Somewhere in our last few updates, a little bug slipped in, automatically setting new players to low graphic settings. Today’s hotfix corrects that issue. New players will now start their first game using intended settings.
This is a good reminder to check your settings as you might be on a lower setting than your PC can handle—EVERSPACE 2 could look even better!
We are working to bring this fix to players on GOG and Microsoft Store/Game Pass.
Changelog - 1.0.34898
Bugfixes
Starting graphic settings adjusted to Epic
Make sure to check out today’s stream, where we’ll reveal a few new item sets from 11:00 am to 1:00 pm PT / 2:00 pm to 4:00 pm ET / 8 pm to 10 pm CET on YouTube, Twitch, and Steam Broadcast.