On August 22, Guild Wars 2: Secrets of the Obscure™ will begin, taking us to soaring heights and telling a new story wrapped up in ancient mysteries. Last week, you heard from the Narrative team about the transition from the Elder Dragon saga, which began with the launch of Guild Wars 2 in 2012, into a brand-new adventure. And on that adventure, you'll have a fresh, fleshy army of foes to face.
Beings from beyond the Mists
Early in Guild Wars 2: Secrets of the Obscure, you'll discover rifts—tears in the fabric of reality—across Tyria through which strange, demonic forces are appearing. These enemies are the Kryptis. We're not going to get into the rest of the story in this blog (that's what the game is for), but for today's purposes it's enough to know that the Kryptis are mean and meaty, and it's up to you and some new allies to find a way to stop their incursions from the Mists.
Chief among your new allies will be members of the Astral Ward (an organization you'll have to play the story to learn more about). After joining forces with them, you'll get access to the Heart of the Obscure (a mysterious and powerful ancient artifact) and its associated Mastery line—essential components in your quest to hunt and close rifts. While the story continues on from there, rift hunting will become a permanent option for on-demand open-world content.
Rift Hunting
With the help of the Heart of the Obscure, you'll find nascent rifts across Tyria. Fully opening a rift will reveal Kryptis invaders who were roaming Tyria while hidden from sight. Defeat enough of them, and a more formidable champion will appear for you to face. Taking down the final Kryptis target will allow you to close the rift and will grant you Kryptis essence: powerful material you can use to craft weapons, armor, legendary armor, and bait to lure out deadlier Kryptis from rifts.
At launch, you'll be able to find rifts in several explorable zones in Guild Wars 2: Secrets of the Obscure areas, central Tyria, Cantha, and the Crystal Desert. Rift activity in explorable zones not associated with Guild Wars 2: Secrets of the Obscure will cycle on a weekly basis. If you use the Heart of the Obscure in maps without active Kryptis rifts, you'll get pointed to those that have them. In a future update, you'll be able to progress to even deadlier hunts designed for larger groups of players.
The enemies coming out of a rift scale with the size of the group fighting it. That means that you can party up with friends for rift hunts, weave them into other open-world activities you're doing, and even help out if you come across a stranger fighting to close a rift in the wild.
We'll be sharing more details about other things to look forward to in Guild Wars 2: Secrets of the Obscure between now and launch on August 22, so check back next week!
Hello everybody I finished the main part of work on VRNOID and now I can fully focus on No King No Kingdom
I currently plan to make a few improvements and rewrite a lot of old code. Also, the vision of the sequel is already being formed. More to be announced
The update 16.2:
Command lines have been added so you can now clearly see who you have given a command to
The lines have a different color depending on the type of command. If you ordered to attack, the lines become red, If you collect resources, it is yellow, and if you just go, it will be a green line
fixes the tutorial translation test has been improved removed extra objects from the starting location that confused players
Special thanks to the content creators for making No King No Kingdom video lets play and for the feedback:
Digital Homic- @digitalhomic8155 Дерев'яний Ігронавт- @derevyanyy_igronavt Геймер UA- @ukrayinskygamer Latona 🎮 летсплеєрка- @latona_a The Decepticon Games- @TheDecepticonGames Rising Game- @rising_gameua WuDuS грає в інтелектуальні ігри @WuDuS
Call to Arms - Gates of Hell: Ostfront - Herr Flick
”Soldiers, Sailors, and Airmen of the Allied Expeditionary Force: You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you.”
We proudly announce the Western Front is coming to Call to Arms - Gates of Hell!
Call to Arms - Gates of Hell: Liberation will take you through the most immersive depiction ever made for a RTS game. The single player campaigns focus on four legendary western front units: the “Liberation” campaign has the 2nd Rangers and the 3rd Armored Division on the US side, and “Festung Europa” has 3rd Fallschirmjäger division and 116th Panzer division on the German side. From scaling the steep cliff at Pointe du Hoc to the armored clash at Cologne cathedral, every detail has been thoroughly recreated. Here’s a few screenies to feast your eyes:
For the development of the US faction, we have had (and still have) fantastic support from the historians and passionate volunteers at WW2 Armor in Florida, USA. They have already been instrumental in many ways; the devil is in the detail they say - and thanks to ww2 armor we have every detail covered.
The Liberation DLC adds the US faction and a number of German vehicles to the game. It contains over 150 vehicles, 500 human models, 50 weapons and new unique support units such as burst fire artillery, or the legendary Red Ball Express. New German vehicles also add to the depth of the game, and the players will be able to enjoy a new Wehrmacht late war doctrine in multiplayer with the new units. Liberation will include 20 western front multiplayer maps, 25 western front conquest maps, and an incredible assortment of over 500 Western European assets for the editor. We are making upwards of 50 buildings, hundreds of environment objects and huge improvements to vegetation visuals. It will be the biggest leap in visual quality and the biggest release of fresh new content for the editor in the history of the GEM engine games.
As you will see, the visuals in Liberation are a big leap forward. We have created photorealistic and high quality graphics that will stand the test of time, making the third and first person gameplay experience more immersive than ever before.
We intend to release Liberation as soon as possible, but we haven’t set a date yet. We will keep you posted of course. We can also confirm that when the time comes, we will be releasing free Content Update 5 alongside Liberation, adding a lot of new units to the base game and raising the quality of the visuals of many of the game’s assets to match the new standard as set by the Liberation DLC.
Barring any catastrophic or disrupting events, release will take place later this year. Our next devblogs will fully list the contents and in some of them we will tell you a bit more about the historical events that are the backstory to our single player campaign. In the meantime, catch any scoops on our Discord server.
So, we invite you to wishlist Liberation today; check the store page now and hit that wishlist button!
Murder Generation: Cream City Chaos v1.2 Update is now live, and the cabinet at Last Rites in Milwaukee will be updated to this build sometime this weekend. It features a complete overhaul of the attack system, replacing the triple punch with a much more responsive single attack, many changes to the enemy AI and animations, a snappier level transition and a complete rebuild of Level 11. When you next play this on Steam, check that you've updated to the build dated August 1st.
Chronicles of Taldun: The Remainder - squareweaselstudio
Weary travelers! Yes, that's you. You probably already know, but our kickstarter is live! Help us make The Remainder even better than it already is, and get some unique physical rewards like hand-written letters from Ilar, linocut prints, even original ink drawings of scenes from the game.
SteamVR has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Enhanced logging to help developers troubleshoot action and input issues.
OpenXR:
Fixed an input binding issue with some OpenXR titles.
We're here with you a special Developer's Diary as it is the first year anniversary of Boat Crew since its debut in Early Access! Looking back our initial diaries, we can tell a great deal has changed and we've come quite far. Our initial planning didn't pan out, but we've been steadily working on fulfilling our goals for over the year. As the checklist grows ever shorter, let's talk about what has happened recently, and what you can look forward in the next big Early Access update!
The first big thing is our new onboarding screen, where you recruit and assemble a crew! This will be the first thing you see when you load into a Campaign, and it is the screen you will use to manage crew on a given boat. The usual crew recruitment panel will stay, and the boat screen will be where you assign reserve crew to their boats. Information about the selected crewman as well as an overview of everyone else is provided.
The second big thing, as you might have noticed in the previous picture, are crew traits! Crewmen will have certain traits; qualities to them that are a part of their background or nature and can't be changed throughout their experience on the front. Some traits will be positive; others negative, and there's no guarantee of a fair distribution. Some men will thrive in war, while others are simply not meant for it. The degree to which you can hand pick your men will increase as your successes pile on and your clout increases; in the beginning, you might have to make do with what you get whereas in the late game, you will be able to command a group of the finest the Mosquito Fleet has to offer. We hope this addition will further add to the crew management aspect of the game, and offer interesting possibilities for modders as well.
Traits aren't meant to shoehorn men into certain roles, but can be slightly helpful or slightly detrimental in particular to certain roles every now and then. However, they are not meant to ever cause problems that cannot be overcome through grit and training.
Oh, and the crew information cards are now a little more colorful with the addition of the trait icons!
Finally, the support power assignment screen is quite similar to the crew assignment screen, and provides a fast and intuitive way of buying support powers with your Requisition Points; which will form the basis of our actual economy and are a topic for the next Developer's Diary, so stay tuned! It's been a while since we dropped any hints for the next diary in a Developer's Diary, hasn't it?
• Nibbler ragdoll physics updated. • Multiplayer matches start cinematic updated. • Black border removed from main menu. • Steam in-app purchase currency updated from EUR to USD. • Death effect selection button mouse hover effects added. • Nibblers end game cinematics updated. • Main menu Arena scene updated. • In-game miracles shop UI animations updated. • Minotaur damages UI fixed. • Minotaur AI improved. • Sagittarius AI improved. • Input name "MAJ" updated to "Shift”. • Improved gladiators’ abilities balancing. • Mouse hover UI added to in-game owning item. • Buy miracle node UI updated. • Death effects VFXs added. • Default movements inputs updated to "WASD". • Battle Pass UI menu added. • Team colour modified (Green to Blue). • End Game Reward UI added. • Modified in-game UX interface. • New Currency system. • New Miracles system and added Miracles reset. • Added multikill and "On Fire" state. • Added cosmetics.
Fixes:
• Sagittarius "Hello" animation fixed. • Controls bindings names fixed. • Events votes UI animations fixed. • Marsil resurrection UI effects that stay fixed. • Solo game mode crashes when quitting game during a timed event fixed. • Pause menu not displayed correctly sometimes when spamming escape fixed. • Player inventory icon UI that stays fixed. • Same daily quest multiple completion bug fixed. • Bots spawning too early causing 7 gladiators in a match bug fixed. • Player's character can't attack in certain conditions bug fixed. • Points won in the Battle Pass end game rewards UI bug fixed. • End game rewards UI not displayed if losing a match bug fixed. • Global rebalancing of Gladiators.