WHAT’S NEW 1. Newly added weapons and equipment warehouses (1) Equipped with 2 compartments for each weapon, 1 compartment is 16 grids): (2) Equipment warehouse: 1 warehouse: 10,000 gold coins can open 16 slots and can be permanently stored 2 warehouses: 50,000 gold coins can open 16 slots and can be permanently stored (3) weapons 1 warehouse: 10,000 gold coins can open 16 slots and can be permanently stored 2 warehouses: 50,000 gold coins can open 16 slots and can be permanently stored 2. New weapon [Kiss of Death] and skill [Phantom Shuttle] (1) Passive skill: When attacking a hero, add poison attribute damage equal to the percentage of the target's maximum health (2) Active skill: move forward for a certain distance, cause poison damage to units on the path and slow down (can be stored 2 times) 3. New "Dungeon": On the basis of the original "Dragon Cave", add more areas and bosses (1) Level limit: level 80 (2) Dungeons cannot be built (3) If you die in a dungeon, your level will not change, and you will not drop equipment and weapons (4) If you die in the dungeon, there is a 15-minute entry cooldown (diamonds can be consumed to reset the cooldown) 4. Newly added "Dungeon Boss": Plaguebringer Namtar (1) Boss location: on the right side of the dungeon (2) Refresh rules: death refresh, refresh time is 5 minutes (3) Boss exclusive drop: new weapon [kiss of death]
【Adjustment and optimization】 1. Cancel the novice server 2. Adjust the peace protection mechanism Players who register and enter the game on the first day can use the Guardian of Peace 20 times on that day, and the number of times is reset and decreased every day. The number of times of Guardian of Peace can be used on the second day is 15 times, the third day is 10 times, the fourth day is 6 times, the fifth day is 3 times, the sixth day is 2 times, and the seventh day is 1 time 3. Optimized the stats of King (1) 1 star: The number of summoned royal guards is reduced by 1; and ATK of each summoned guard is increased by 40% (2) 2 stars: The number of summoned royal guards is reduced by 1, and ATK of each summoned guard is increased by 40% (3) 3 stars: The number of summoned royal guards is reduced by 1, and the damage reduction provided by each summoned guard is adjusted from 6% to 8%, and ATK is increased by 40% 4. Obtaining 5-star gears and weapons no longer triggers the lobby announcement 5. You can receive daily rewards only after joining or creating a guild 24 hours later
BUG FIXES 1. Fixed the issue that the additional effect of the Nergal’s Amulet does not take effect when summoned objects and pets are killed 2. Fixed the never-ending skill effect of Heart of Oak, and removed its healing effect on buildings 3. Fixed the issue that Nergal’s small scythe disappears automatically 4. Fixed the issue that Death’s Toll skill ignores collision and becomes invalid after casting Rakiri
Root for your favorite New World personalities in PvP events on Twitch and YouTube. You might even discover some tips for your next match. Here’s everything you need to know about the Outpost Rush and 3v3 Arenas Creator Nights.
OUTPOST RUSH CREATOR NIGHT
Check out the Season 2 Outpost Rush adjustments in action on July 25 at 2:00 PM PST (9:00 PM UTC). Whether you want to learn more about builds, enjoy memorable banter, or gain insight into strategies for Cross World Outpost Rush, there’s something for everyone to discover.
3V3 ARENAS CREATOR NIGHT
Watch New World veterans make the most of the new 3v3 Arenas map layout on August 8 at 2:00 PM PST (9:00 PM UTC). With so many skilled players that excel at different aspects of PvP, you never know what will happen next.
FEATURED CREATORS
Tune into multiple creators across YouTube and Twitch for different playstyles during each event:
We encourage you to subscribe on the page to receive updates about this campaign.
As with all other plushies on Makeship, the Beaver Villager will cost $29.99 plus shipping costs. A few days before the campaign launches, Makeship will also host a giveaway in which you'll be able to win the plushie.
Stay tuned for more news!
DEVELOPER NOTES
The main theme of today’s update is payments, because who doesn't love to think about taxes when they want to have a good time playing a video game? Fortunately, we’re not adding any new system that will require you to pay the Crown regular fees, we’re simply adding a tool that will help you manage payments triggered by already existing effects (such as Land Tax).
With this update, we also bring you numerous balance changes, new unique glade layouts, a lot of UI improvements, and of course bug fixes. So without further ado, let’s get into it.
First of all, let’s talk about payments. There are already some effects in the game (such as Land Tax, Vassal Tax, or Cloudburst) that require you to make more or less regular payments. And most of the time, missing a payment triggers a negative consequence (such as a villager dying). We’ve always felt that this mechanic was very promising, as it created a lot of unique interactions, but at the same time it was extremely frustrating - payments would appear seemingly out of nowhere, and players didn’t have a say in whether they wanted to pay a fee or intentionally miss it.
So because of this (and because we want to make room for some interesting effects and perks in the future), we decided to add a dedicated Payment Panel to the game. From now on, payments will no longer trigger instantly, and will instead appear in a new window (located in the top right corner of the HUD, same as all the other control panels). There, you will have the option to pay right away, wait, or simply ignore a fee. You will also have more time to collect the required resources, as most payments are due at the end of the next season.
Payment panel
This new panel offers a lot of information about your payments - what is their source, how many resources you need, how long do you have, and what the exact consequences are for not paying. You can also choose from two “auto payment” options in this panel - instant and last minute (you can also set a default auto payment value in the Options menu).
But enough about taxes, let’s instead talk a bit about exploration. This update brings 8 new unique layouts for small and forbidden glades. You might have already encountered something similar in the past, in the form of glades with a lot of ruins and stone roads, but this time we wanted to diversify the pool a bit. That’s why from now on, you might find a forbidden glade filled with egg deposits, with a giant Stormbird in the middle, or an abandoned mining town filled with ore and drilling equipment. Our overarching goal here is the same as with a lot of previous changes to glades - to make small glades more viable and to make forbidden glades more interesting and rewarding.
In this update, we also bring you some minor balance changes. Most notably, we rebalanced a few over and underperforming Cornerstones, like for example Hidden from the Queen, which was given a unique drawback to change the way it influences the run. Similarly, some underpowered perks (like Economic Migration) were slightly buffed. Our goal was as always to expand the pool of viable choices and bring some less frequently used Cornerstones to the forefront.
We also added a new Forest Mystery, changed the reward for the Crashed Airship World Event, moved the Loremaster World Event closer to the Citadel, and slightly tweaked map generation during a run. Additionally, we had to revamp the Fishman Soothsayer’s working effects to accommodate the new payment panel (the old effects wouldn’t work too well with the option to delay payments).
As with every update, we again took some time to improve the UI in various places. Most notably, we added difficulty rings to the World Map (narrow dark lines that show where a difficulty level ends), introduced a “minimum difficulty” section to map field tooltips, implemented an “auto-match” button to the trading screen, and changed a lot of descriptions and names to make some aspects of the game less confusing.
Lastly, there are of course a lot of bug fixes, corrected typos, improved translations, and minor adjustments in this update, as well as a new Ghost Chest mesh, and a graphically refreshed Brickyard.
Difficulty rings
Auto match the offer
Updated Ghost Chest and Brickyard
As always - thank you all for providing feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:
P.S. One of the best things you can do to help indie games is to leave a Steam review. If you’ve had a chance to play Against the Storm, we’d love to hear any feedback, positive or negative. Thanks!
CHANGELOG
Number of changes: 66 Inspired by community: 78%
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added 6 new unique Forbidden Glade layouts.
These glades are thematically different from the usual Forbidden Glades and contain a bit more resources or treasure than usual. They are also very rare.
We won’t spoil all of them here, but here are two examples: a glade filled with big and small egg deposits, and a giant Stormbird in the middle, or a destroyed mining town with a lot of ore, drills, and a Rainpunk Foundry.
Our goal was to add more variety to exploration and to make Forbidden Glades more interesting and rewarding in general.
⚡ Added 2 new unique small glade layouts.
The new unique small glades are similar to already existing unique Dangerous and Forbidden Glades, as they contain a themed layout of ruins and/or resources (the only difference being that they are of course smaller and less rewarding than their bigger counterparts).
With this addition, we wanted to take yet another step in a series of many recent changes to the content of small glades. Our goal is still the same - to make small glades more interesting and less punishing to interact with.
Added a new Forest Mystery.
Rotten Vapors - Machinery has to be cleaned with specially prepared Drizzle Water. Otherwise, Blightrot will spread. Once this effect activates, you have to pay 5 Drizzle Water (multiplied by the number of years). If you don't, 3 Blightrot Cysts will spawn in your settlement.
Balance
⚡ Rebalanced multiple Cornerstones.
Rebellious Spirit - added a drawback. Now every time a villager dies, Impatience is increased by an additional 0.2 points.
Protected Trade - increased the amount of Amber required to trigger the Hostility reduction from 25 to 30.
Hidden from the Queen - added a drawback. Now Impatience will grow 600% faster after year 8.
Burnt to a Crisp - this perk was promoted from Epic to Legendary quality (without any numerical changes).
Economic Migration - introduced an additional positive effect. Now every level of standing also increases the amount of resources brought by newcomers by 10%.
Force of Nature - buffed the numbers and introduced an additional positive effect. Now this Cornerstone increases Storm Water production by +3 instead of +2, and increases tank capacity by 50 (the Stormforged version was also buffed accordingly).
⚡ Changed the reward given for solving the Crashed Airship World Event. It no longer gives the Guild Logbook blessing. Instead, the player gets the Guild’s Sigil effect.
Guild’s Sigil - A ring given only to the closest friends of the Merchant Guild. Traders will arrive 25% faster, and perks and blueprints will cost 25% less Amber.
Changed the consequence for missing a payment with the Vassal Tax Forest Mystery.
Vassal Tax - adds an Impatience point as a consequence of a failed payment instead of making Impatience growth faster by 33%.
Changed the working effects of the Fishman Soothsayer glade event.
Rain Sorcery - A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by 50 for every scout in your settlement. This includes idle scouts and workers assigned to this event.
Blood Sorcery - The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed.
Changed the map generation for Settler difficulty. Previously, there was a chance of no Forbidden Glades spawning (and Dangerous ones taking their place instead). Now, a few Forbidden glades are guaranteed to spawn in every game (just like it is for higher-difficulty games).
The Obsidian Loremaster World Event can now spawn closer to the Citadel.
UX/UI improvements
⚡ Added a dedicated payment panel to make tax/maintenance effects easier to keep track of.
The payment panel is located on the top right of the HUD. It’s represented by a round icon, like all the other control panels. It will only appear once payment is triggered.
You can navigate to the payment window from any other panel (like Consumption Control or Orders) using the tabs on top of the window.
All so-called “payment effects” (Vassal Tax, Land Tax, Cloudburst, Sacred Flame Rituals, etc.) will appear in the payment window once they are triggered.
Once you trigger a payment (for example by discovering a glade on Prestige 19), you will be required to pay it before the next season ends. So if a payment request started in Drizzle, you have time until the end of the Clearance to pay it.
The payment window contains a lot of useful information - the required resource amount, the source of the payment, when it’s due, and what the consequences are for not paying it.
There is also an “auto payment” option in the payment window. Using it, you can set a payment to “instant” (paid the very moment it’s triggered), or “last minute” (paid just before the deadline).
You can set a default “auto payment” value in the Options menu, under the Gameplay tab.
There is a reminder notification that appears when a payment is due at the end of the current season. It can be turned on or off in the Options menu, under the Alerts tab.
Due to this change, we had to adjust a few payment effects in the game. You might notice that some descriptions were rewritten, some penalties were changed, and the Fishman Soothsayer (the only glade event based on a payment effect) was given new working effects.
We added this panel to make it easier to manage payments, and to avoid surprising players with a sudden negative consequence that triggered in the background. Additionally, this should allow us to create some new and interesting payment perks in the future (without worrying about readability issues).
⚡ Added visible difficulty rings to the World Map. From now on, a faint black line will show you where exactly a difficulty level range ends and starts.
⚡ Added information about the minimum difficulty to the tooltip displayed when hovering over a World Map field.
⚡ Added retroactive effect previews to perks displayed in the Forsaken Altar panel.
⚡ Added a button to match a trader’s offer in the Trading Post. If there is something selected on one side of the barter UI, you can simply select a resource on the opposite side and press the “auto” button to automatically add enough goods to balance out the deal.
You can also use the Middle Mouse Button. Simply press MMB over a resource and it will be added to the offer in an amount that is enough for the deal to become acceptable.
⚡ Added a checkbox to the Hearth UI to automatically stop sacrificing resources after the Storm. There is also a way to set a default value for this checkbox in the options menu.
⚡ Added the Game History button to the lower panel in the Smoldering City.
⚡ Added town names to the Game History panel.
⚡ Added a checkbox for auto-pause on newcomer arrival in the Options menu (under the Gameplay tab).
⚡ Changed the Seal entry in the in-game Encyclopedia to be more accurate and in line with the most recent changes to the system (added information about attempting a Seal run early, and when years are added to the Cycle).
⚡ Changed the description of the Ghost Chest to be clearer and more understandable.
⚡ Changed the wording of the Deserted Caravans Cornerstone description to be more accurate.
⚡ Changed the names of the Harpy Resolve, Lizard Resolve, and Fox Resolve Orders to avoid confusion (as the objectives have nothing to do with Resolve).
⚡ Changed the name of the Seal Fragment Cornerstone to Forbidden Seal Shard to avoid confusion.
⚡ Added a tooltip to the Amber icon on the “decline” button in the Cornerstone Choice Popup.
⚡ Changed the wording in all Orders and Deeds tied to Abandoned Caches found in the forest. It should now be clear that both opening and sending caches counts.
⚡ Changed the description of the converted Stonetooth Termite Burrow decoration to describe its effect more clearly.
Changed the descriptions of the reconstructed skeletons in the Scarlet Orchard to unify them with other converted decoration descriptions (with the decoration tag, a clear indication of the positive effect, and the decoration score).
Changed the wording on tooltips for Embark Resources taken away by World Events. From now on there will be a full sentence saying a good has been taken away (instead of a simple “- 20 Eggs”, etc.).
Removed the names of unlocks in the level-up popup. This information was moved to the tooltip.
Changed the name of the Stormbird Nest resource nodes found in glades to avoid confusion with dangerous events and effects tied to Giant Stormbirds.
When first coming up with Stormbirds, we had two subspecies in mind - the regular one, and the giant variant.
To avoid confusion, we renamed the harmless Stormbird variant to Drizzlewing. So from now on you will collect eggs from Drizzlewing Nests instead of Stormbird Nests.
Bug fixes
⚡ Fixed a bug with the trees in the Sealed Forest not giving Leather as a byproduct.
⚡ Fixed a bug with the Wandering Eremite World Event subtracting 5 years from the Cycle instead of adding them.
⚡ Fixed a bug with resource nodes in glades not being generated correctly (they were spread too evenly).
⚡ Fixed a bug with the “sell goods” objective description for the Ancient Tablet showing an empty “obtained by” section.
⚡ Fixed an issue with the Stormforged version of the Lost in the Wilds Cornerstone showing incorrect Hostility values.
⚡ Fixed a bug with Seals being generated right next to each other on the World Map.
⚡ Fixed an issue with the Stormwalker Tax Cornerstone being offered for releasing a Treasure Stag.
⚡ Fixed a bug with the Haunted Forest modifier spawning next to the Cursed Royal Woodlands.
⚡ Fixed a bug with missing names for neighboring towns in Training Expeditions.
⚡ Fixed an issue with the Blight Incantation working effect (Altar of Decay) not having a state preview in its tooltip.
⚡ Fixed a bug with the Followers of the Forsaken Gods World Event objective being listed in the Deeds panel.
⚡ Fixed an issue with old icons still being visible in upgrade effects in the Archaeologist’s Office.
⚡ Fixed an issue with the “Fuel Burning Rate” stat in the Citadel being incorrectly labeled.
⚡ Fixed a bug with the old Weather Anomaly modifier still being generated on the World map.
⚡ Fixed a discrepancy between the objective description of the Somber Procession World Event and the goal displayed once the settlement was started.
⚡ Fixed a bug with some farms spawning additional fertile soil when destroyed by lightning.
⚡ Fixed an issue with the trader notification staying on the screen after the Trading Post was deleted.
⚡ Fixed an issue with the Russian translation of the “No Strangers” bonus in the scoreboard at the end of the game.
⚡ Fixed a typo in the description of the Barren Lands modifier in Italian.
Improved numerous Deed descriptions in French.
Fixed a bug with Ruined Small Farms and Ruined Herb Gardens having a lower-than-expected spawn rate on certain glades.
Other
Changed the mesh of the Ghost Chest. It no longer looks like a normal Abandoned Cache.
Slightly refreshed the Brickyard’s visual representation (both the building and its ruined version).
The current game version is 0.55.1.
COMMUNITY CORNER
Click to unfold: [expand type=showmore] Check out some of the best community artwork and screenshots from the recent days:
I pressed it. I pressed the update button!!! Modding, cross-play PvP and tons of QoL stuff. Buckle up, we have a lot to go through!
MODDING
Ever dreamt of building your own single player/Co-op missions and PvP maps? Now you can build anything you want in Zero Caliber through mod.io (and Unreal Engine)! Full guide here:https://mod.io/g/zero-caliber/r + on our Discord server:https://discord.gg/xrealgames Worry not, you can also sit back (or stand up), and enjoy the work of other community members through the ingame mod browser. You can find it near the dressing room in the lobby! Hint: download modded maps through the mod browser, then launch them through the Solo- or Squad Operations panel.
We can't wait to see all the crazy maps and missions you'll come up with! In the meantime, you can enjoy a few genre-defining classics in the mod browser already. ;)
PVP | CROSS-PLAY
PvP game modes are finally available, with cross-play enabled between the standalone and PCVR versions! You can find the 'Squad Operations' panel near the Armory entrance in the lobby. We took extreme care to build platform-agnostic maps to avoid unbalanced matches between the two versions. Disclaimer: cross-play is enabled only for PvP in the base game, but modded Co-op maps could be cross-play if the creator chooses to build them so.
We’ve added 4 new PvP game modes:
Deathmatch (up to 8 players)
Team deathmatch (up to 4v4)
Siege (up to 4v4)
Gungame (up to 8 players)
And 9 new PvP maps:
Bunkers
Cargo
Dust
North Assault
Swimming Pool
Hangar
Raid
Wharf
Train (prepare for some crazy fast action on Train!)
QoL IMPROVEMENTS AND FIXES
We've honestly lost count of how many fixes and improvements we squeezed into this update, but here are the ones worth mentioning:
AI | MISSIONS
Improved AI behaviour and pathfinding
Improved combat behaviour on several maps
Fixed and rearranged enemy spawn locations on several maps
Fixed a rendering issue that affected enemy visuals
Countless gameplay and combat improvements on the majority of missions
Fixed a few POI related issues
Improved collision settings on countless objects and environment elements
Fixed quite a few checkpoints to avoid y'all getting stuck
GAMEPLAY | CONTROLS
Full body can now be turned on/off in settings
Settings extended with customizable controller mapping (Touch controllers only)
Audio input can now be customized (and reset) in the settings
Fixed snap turning for Index controllers in left-handed mode
Improved friend invite and friend request systems
Improved benchmark scene
Fixed melee holster position
Improved controls all around
Improved voice-chat stability and fixed a few connection issues
Fixed an issue with shotgun shells
Sock 18 and M249 rebalance
BAR handling improvements
Fixed quite a few skin system related issues
Fixed missing and faulty sound effects
Fixed a few controller binding related issues
VISUALS | PERFORMANCE
Overhauled lighting on several maps
Improved color balance and contrast ratios throughout the game
Improved foliage all around
Fixed several LOD related issues
Fixed countless assets popping out of thin air
Fixed shadows for several weapons
Improved UI
Fixed quite a few hand poses on smaller items
Improved loading times between missions/multiplayer sessions
Optimized several maps for smoother gameplay
SERVERS
Added a brand new dedicated Aussie server for those down under
Improved server stability
Enabled cross-play between standalone and PCVR versions (PvP and mod only)
KNOWN ISSUES
No update is perfect, and and this is no exception. :(
CUSTOM STEAMVR BINDINGS
Anyone who used custom SteamVR controller bindings for Zero Cal will be reverted to default - this is necessary to fix an issue that would result in players getting stuck with faulty/broken controls. If you still experience broken controls, dig into Zero Cal's file system and delete the 'input.ini' file. Join our Discord if you need help!
VIRTUAL DESKTOP
Yeah, so.. this is a bit awkward. We broke something last-minute and as a result, the game has a high chance of crashing when launched through Virtual Desktop. BUT! You should be able to switch to an experimental public beta build, aptly named "VirtualDesktopHotfix". We've made a few last-last-minute changes that might fix the crashing issue. This build is 100% compatible with the rest, meaning cross-play works all the same. We didn't have time to test the whole build, but in theory nothing else changed so it should work.
We're really sorry for this.. we could've postponed the update once again while we properly fix it, but I don't think I would've survived another delay. :')
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Alrighty, I think that's all for now. This is a huge update with a lot of changes and additions, we'll be on the lookout for your feedback. Please channel ALL your suggestions, ideas and feedback into this dedicated thread: https://steamcommunity.com/app/877200/discussions/0/3811784760599130247/
Or hop on our Discord and let us know directly in the appropriate channels.
Have fun y'all, happy building and see you on the virtual battlefield! o7 Cheers, -Dan & the whole XREAL team
Among some tweaks and adjustments the Frog has finally learned how to "catch" those Ladybugs so as long as you have some frogs in your garden you should no longer have to find and pick up the ladybugs that spawn manually if you don't want to (a Ladybugs spawn on each level up) ːPfrogː
Thank you so much for all the feedback and reviews so far! It is so fun to read and all the amazing ideas for the game! ːPhelperːːPpigːːPhenːːPsheepːːPcowːːPdogːːPmagpieːːPfoxːːPbunnyːːPwolfːːPhhelperːːPcatːːPduckːːPgoatːːPllamaːːPfrogːːPunicornːːPdolphːːPfishːːPufoː
Last week, we teamed up with Whale & Dolphin Conservation (WDC) and an incredible group of fellow game developers at Develop:Brighton for an Urban Beach Clean!
Together, we collected 8kg of trash that was heading into the sea. Check out the infographic below on what was recovered from the beach.
Even small items such as a discarded cigarette butt or a bit of plastic can cause immense harm to our beloved ocean creatures, so please take your litter off the beach, and dispose of it correctly.
If you want to find our more about the incredible work the WDC does, please head to their website: https://whales.org
It’s scorching hot outside - the perfect opportunity to take a refreshing dive into the brand-new Ocean Biome! But that’s not all - amongst many quality-of-life improvements, performance tweaks and bugfixes, our team has also been working on a host of other things, such as:
Building Upgrades - unlockable upgrades that are used to specialize your buildings.
Decoration Buildings - pretty structures that can be used to spruce up your village, and make your villagers happy.
Hostility Modifiers - a brand-new feature to challenge even the most experienced players. Spice up your game with a host of challenging modifiers!
Read on to get all the information about the Ocean Update!
The Ocean Biome
Explore the brand-new Ocean Biome! Discover remote islands, explore shipwrecks and more. The sea has plenty to offer - but beware, for the waters can be treacherous. Onbu will not be able to rest on open sea, so make sure to prepare for your journey!
Build a fishery to catch fish and gather kelp, or collect and desalinate seawater to keep your crops alive at sea. A total of 4 new buildings have been added.
Extract salt from seawater to cultivate Rock Trumpets, a new type of mushroom that petrifies when fully grown and can be harvested for stone.
Harvest kelp to produce better food and medicine for Onbu.
Many new scavenging locations and events to explore.
The sea holds many dangers - giant tapeworms, whirlpools and more!
Building Upgrades
Some buildings now have unlockable upgrade paths in the research tree. Upgrade buildings to give them unique boons. These often introduce tough decisions: would you rather make your Air Well fully automatic but slow, or keep it manually operated but give it a huge productivity boost? Do you want to allow up to 8 farmhands to work your farm, or would you rather boost its output, but make it necessary to use fertilizer for it to work at all?
Decoration Buildings
Place beautiful structures to increase the happiness of villagers inhabiting nearby homes. Decorations can be unlocked in the research menu. Play around with placement of different decoration tiers to find your perfect setup!
Hostility Modifiers
Hostility Modifiers add a new way to spice up your game and challenge yourself! Unlock this feature by reaching a certain waypoint roughly around day 100 on any savefile. Survive for 500km with a set of modifiers active to unlock a higher limit. Can you beat the game with all modifiers at once?
New Buildings
Seawater Collector
Evaporator
Fishery
Aquafarm
Onbu Pharmacy
17 different decoration structures
New Resources
Saltwater
Salt
Fish
Grilled Fish
Kelp, a tasty and healthy ingredient found in the sea.
Rock Trumpet, a rock-solid mushroom that can be grown from salt and offers a renewable source of stone.
Healshroom, a delicate but useful mushroom that can be used to make efficient Onbu medication.
Mushroom Stew, a recipe that allows to use mushrooms to feed villagers in a pinch, but at a very inefficient rate.
Filling Onbu Food, a new, efficient food type made from mushrooms and kelp
Improvements
Added compression to most textures, lowering the GPU memory requirements, if you play on Low Texture Quality, try a higher one it might work now.
Improved loading of textures when starting or resuming a game
Improved particle performance for certain events in the Onbu view
Roads don’t get destroyed by poison plants anymore
Priority can be set additionally when using a tool
Poison resistance provided by buildings to employees is now shown
Removed lines on worldmap between biomes of the same type
Fixed WASD Camera movement, to make it more precise
Laxative and Constipator missions now use the correct icons
Camera movement should be much smoother than before when playing with low fps
Improved performance for weather events
Improved performance for large villages with alot of workers
Press shift while hovering over a building or road to copy the selected building and place a new one
Added an UI Scale Slider in the Settings
Amount of villagers that join from settlements now depends on your villagers' happiness.
New decision events for poison forest and shrine locations
Building inventory is now navigable with gamepad
Made log better scrollable with mouse wheel
New visuals for decontaminator building
Lighting changes when travelling to a different biomes are now smoother
The way Onbu grows tired of frequent commands has been reworked to make some strategies less exploitable (like repeatedly letting Onbu sit to avoid moving on).
Balancing
Air well now requires one worker by default, considerably increased production speed, decreased inventory size
Feeding and sleeping spots can’t appear at the very beginning, before Onbu gets hungry or tired for the first time
One feeding spot will always appear near the beginning, just when Onbu gets hungry for the first time
Novice Difficulty: more starting resources, more Onbu poison resistance, slower toxic plant spread
Added inefficient recipe to make Mushroom Stew from mushrooms in an emergency
Big food rebalancing, carving out a useful niche for every food type
The Onbu pharmacy is used to create medicine for Onbu from a variety of ingredients, offering more interesting choices in how to care for Onbu
Reworked the research menu. Added a fourth category, “Farming”, and put a focus on offering more control over the order of research to prioritize items based on current needs.
Removed mothertrees. The Tree Nursery now gathers saplings from regular trees instead.
50% Onbu health damage from poison
50% Onbu health damage from exhaustion
40% Onbu health damage from hunger
66% natural Onbu health regeneration while sleeping/resting
Onbu dislikes sleeping in thick poison fog, and will move on through it unless completely exhausted
Balanced research, early research is now faster
A certain type of late-game building will now give a considerable decoration boost in a large area!
Increased Air Well base production speed.
Made Onbu medicine (Antitoxin, Health Potion) considerably cheaper.
Existing knowledge points have been tripled, research costs roughly three times the points, and installing building upgrades costs a low amount of knowledge points.
Removed event: Scorching Sand (existing savefiles may still contain the event within the next few biomes)
Bugfixes
Fixed a bug where buildings could be disabled even though it was not allowed
Fixed bug where the wrong reasons were logged when Onbu rejected a horn command.
Fixed a bug where the Worker Management Screen could not be scrolled using the mousewheel
Fixed bug where alot of unintended click sounds where audible during gameplay
Fixed a bug where Input resource slots where not displayed on production buildings correctly
Fixed false category selection when moving to animal interactions from animal buildings
Window resolution is no longer reset when loading a save
Fixed a bug where new research pop opened when players were interacting with buildings
Fixed a bug where workers ignored tasks
Fixed a bug where Onbu would not get tired while starving
Fixed repair tool resetting repair progress of buildings that were already being repaired
Fixed a bug where the Worker Management Screen could not be scrolled using the mousewheel
Fixed bug where alot of unintended click sounds where audible during gameplay
Fixed a bug where Input resource slots where not displayed on production buildings correctly
Fixed false category selection when moving to animal interactions from animal buildings
Various controller input fixes and improvements
Fixed bug where production buildings reserved too many resources and stopped producing
Today, we’re happy to be bringing you another alpha update to War of Rights! Update 191 primarily features a sizable processor usage optimization pass within the game, resulting in up to a 20% overall FPS gain between update 190 and update 191 if you happen to be bottlenecked by your CPU in your setup.
Other notable features of update 191 include a complete hair and facial hair overhaul for much improved character-details, especially up close. This addition also paves the way for future character specific updates.
Lastly, we’d like to highlight a few new anti troll measures making their way into the game; carried flags and artillery rounds will now drop to the ground if a player disconnects while carrying them, thus making it much harder to disrupt flag bearer or battery play.
The update also includes several quality of life additions, tweaked rainy weather environment visuals as well as numerous bug fixes. For a complete list please read the patch notes below.
Update 191 Patch Notes
Optimized the CPU usage of the game by a considerable amount:
Benchmark results in update 190: 84 FPS
Benchmark results in update 191: 105 FPS
Overhauled all of the hair and facial hairstyles in the game for much improved details up close.
Disconnecting from the server while carrying a flag will now drop the flag at your last position.
Artillery rounds will now be dropped on the ground when artillerists are killed or disconnected while carrying one.
Knockdowns caused by artillery rounds now result in varying lengths of recovery: the closer to the round going off you are, the longer duration the resulting knockdown will last.
Knockdowns now cause suppression at a varying degree.
Small caliber rounds such as pistol rounds and the buckshot pellets in buck and ball loads are no longer lethal at extreme ranges. Instead, they are lethal up to a distance of roughly 40 yards and will then gradually lose the damage caused per additional yard traveled. The ball contained in buck and ball loads remains lethal (however inaccurate) at long range.
Implemented a potential fix for some of the instances where a user’s level would be falsely shown as 1.
Fixed the wobbling soldier animation issue.
Fixed a glitch caused by picking up a dropped flag while reloading your musket resulting in a ghost flag spawn point on the terrain.
Added the remaining missing weapon images to the class selection and deployment UI menus.
Added support for more letters and symbols in the game chat and name tags.
Optimized the main menu of the game.
Added an additional grass type to the game.
Updated the lingering smoke particle effect and increased its visibility and lifetime for added immersion on the battlefields.
Updated the bullet trail, bullet water impacts and artillery round trail particle effects.
Updates to the R. Miller Tenant house model.
Fixed the broken texture on twigs.
Updated the Mumma graveyard stonewall model.
Several minor fixes to Pry grist mill, Piper barn, R. Miller spring house and Pry barn models.
Updated the model of the Sherrick summer kitchen.
Hand fixes for various artillery animations.
Updates to the visuals of the rainy weather environment: the terrain will now darken much more realistically as it gets wet.
Darkened the name tags of the players that are not within your company to easier be able to tell them apart at a glance. This setting can be disabled in the gameplay options menu.
Coloured the name tags of your Steam friends green in order to be able to easily meet up in-game. We suspect this addition is going to be useful for new players in particular who will now have the chance to be green in more ways than one! This setting can be disabled in the gameplay options menu.
That's all for today's update. See you on the fields of glory!