Our fattest update yet, this patch features a TON of stuff. A CRAZY new striker, two crazy new maps, a new Striker Pass, new skins, and of course, AN ENTIRE VISUAL NOVEL. RIGHT THERE. IN THE GAME. With great changes comes great patch notes, so let's jump right into it. There's A LOT.
SYSTEM CHANGES
VISUAL NOVEL
Yeah, you read that correctly. There's an ENTIRE VISUAL NOVEL now in Omega Strikers for Summer Splash. Head to the beach with Asher, Juno, Estelle, X, Juliette, or Dubu! Progress through the event, hang out with your new friends, get to know them better, and unlock new stuff in game! There's even missions for you to complete, some of which will even grant you fresh new titles and emotes!
MAPS AND MODES
[NEW] Inky's Splash Zone
We have a brand new map that's incredibly interactive and breaks the boundaries of our previous designs! It's always summer at Inky's Splash Zone, always wild, and everyone is always prone to getting SOAKED. When you take down a barrier on this map, the corner without the barrier turns into a KO zone and gives your team access to a water blaster that'll knock enemies into the deep end.
[NEW] Gates of Obscura
The Gates of Obscura take us in a different direction than the fun-loving Splash Zone. Here, we'll explore the depths of the void and source of Rune's power. The portals on the map will possibly get you turned-around and upside-down, but once you master them, you can melt the brains of your enemies and dominate the map. There's crazy new angles on this map and things will get even spicier in Overtime, so keep your head on a swivel.
Maps Rotation
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.
Rotated Out: Ahten City and Demon Dais will have their places taken by the new maps: Inky's Splash Zone and Gates of Obscura.
Maps' Chance to Roll: Historically it's been completely equal, but for the first weekend, Inky's Splash Zone will have a higher chance to appear! We'll probably highlight Gates of Obscura down the road as well!
UI / Systems
Recast abilities now have a slightly different icon background color when they're reactivatable. Applies to:
Ai.Mi's PRIMARY
Era's SPECIAL
Finii's SPECIAL
Rasmus's SECONDARY
Vyce's SECONDARY
X's STRIKE
Ranked
It's (soft) reset time! Congratulations on your climb for this season. We hope you climbed to where you wanted and didn't tilt into oblivion. Let's see what new heights you can soar to in Season 2!
Almost everyone will end up in silver or below, with the highest ranks (challenger and above) resetting to gold or platinum.
Skins/Content
Yeah there's A LOT OF NEW SKINS. Some in the shop, some in the Striker Pass!
Summer Splash
Asher
Juno
Estelle
X
Dubu
Juliette
Spirit Warden Zentaro
Blackheart Spirit Warden Zentaro
Ghostwood Spirit Warden Zentaro
Red Rose Estelle
Cat Butler Kai
Striker Pass
There's a new Striker Pass in the shop, full of tons of new goodies!
Grindable XP has been reduced by about 25% compared to the Season 1 pass
STRIKERS
ALL STRIKERS
We've seen some higher lethality overall during the early stages of matches than we'd like. We're giving strikers a bit more breathing room before the brawl becomes overwhelming.
Base Stagger :: 1125 → 1200
[NEW] Kazan
Say hello to our little frenzied enforcer. Kazan is... crazy, but he's got a soft side for family. Much like his personality, he has a wild and unique playstyle where he utilizes his umbrella in a variety of different ways - swapping forms, leaping about the map, and comboing his abilities together to be our most mechanically challenging Striker to date. He's here to lend Clarion Corp a little extra muscle in exchange for their help curing his big Sis.
PRESS THE POINT (STRIKE)
Knock the Core with a LIGHT hit that has greater force generated by the point of the umbrella.
THE SLIP [SECONDARY]
Dash a short distance, passing by all targets.
CARRIED AWAY [POPPED SECONDARY]
Float up in the air, becoming Elusive. Elusive targets are invulnerable and untargetable.
CROOKED LEVERAGE [PRIMARY]
Hook all enemies in a line towards you.
TOP SPIN [POPPED PRIMARY]
LIGHTLY hit all enemies in a line, pushing them towards the top of the umbrella. The umbrella will then spin rapidly, dealing multiple LIGHT hits leading up to a final, more powerful flourish..
POP/RETRACT [SPECIAL]
Pop open or Retract the umbrella, unlocking a different set of abilities per form. Maddening Descent: While floating from Carried Away, reactivate to dive downwards and slam all nearby enemies. Pop-Up: During The Slip, popping the umbrella will hit all nearby enemies and stop the dash.
Finii
Finii is not really winiing so we're reducing her Special cooldown. While we expect this to be an overall buff, we do have bugfixes that will also make the BIG FINISH slightly more fair for opponents to play around.
BIG FINISH [SPECIAL]
Cooldown :: 35s → 30s
The Core now can escape Big Finish noticeably easier especially when Energy Burst is used
[BUGFIX] No longer slows or vacuums enemies who are EVASIVE
[BUGFIX] Finii ultimate no longer incorrectly holds on to the core when being hit with Energy Burst
[BUGFIX] Implemented a likely fix to a rare bug where Finii ultimate would crash custom games.
If this still occurs, please let us know.
Juno
We're giving Juno more control over Blobbos, especially for chained hits. The commands to Blobbos have to be made within a tighter window, but Blobbos will also hold the Core for a tad longer while waiting for Juno's command.
STRIKE WITH FRIENDS (STRIKE PASSIVE)
Blobbos hold time :: .15s → .25s
Blobbos speed (as a % of Juno's) :: 90% → 100%
Strike override (Juno's command to direct Blobbo's) linger duration :: .75s → .25s
[NEW] :: Juno's Strike cooldown refreshes when a Blobbo uses Juno's strike override direction
BLOB BOUNCE [SECONDARY]
[BUGFIX] Juno can now consistently strike the Core underneath her while she's jumping
Luna
Her inventiveness has her more prepared than the average Striker to explore new maps!
B.O.O.S.T. [SECONDARY]
[NEW] Now extends duration when teleporting (relevant for Gates of Obscura)
Asher
Trying to fix more bugs on one of our more... bug prone Strikers.
[BUGFIX] Can now cast primary during her secondary without the ability cancelling
[BUGFIX] Primary shield has had some bug fixes to prevent the core from going through it. Again.
GEAR AND AWAKENINGS
Hotshot
Even with recent buffs, Hotshot is still more like warmshot. We're touching it up to really push the pace.
Core Hit amplifier :: 12% → 15%
[BUGFIX] Description updated to include the maximum refund amount
Momentum Boots
Momentum Boots have been dominating the goalie gear slot for a while. By taking the Speed down a notch, they'll grant less coverage of the goal arc.
Movement Speed per Stack :: 1.75% → 1.5%
Max Movement Speed over 10 seconds :: 22.5% → 20%
Primetime
The time has been prime for too long. We're taking serious swings because it was simply the best for too many characters.
Hit Amp :: 5% → 0%
Hit Reduction :: 0% → 10% (2% for Core)
Standard recast time between charges :: .5s → 1.5s
Drek'Ar's recast timing is unchanged
Strike Shot
Accidentally got shortened in 2.3, we're finally bringing it back to its previous glory.
[BUGFIX] No longer unintentionally shorter. Missile speed corrected as well.
Pummelers
[BUGFIX] Speed buff is no longer lost when another haste effect is applied
Monumentalist
[BUGFIX] Now correctly increases damage and knockback for:
Ai.Mi special
Finii Special
Asher Special
Orbs
A new set of Orb trainings can be found in Quickplay!
BUG FIXES
Ai.Mi Secondary no longer locks her out from using eject button slightly longer than intended
Dubu Special no longer sends the Core flying at mach 5 (it'll still go fast, but won't break the Core speed cap)
Rasmus's and Drek'ar's SECONDARIES are now appropriately tagged as BUFFS (previously just HASTES).
Heavy Impact should now work when an ability hits two friendly units
Tactical callouts probably work correctly now all the time. (Probably. We did some stuff and can't reproduce the bug any longer, but it may still occur. Let us know if it does.)
Fixed a bug that caused some players to experience some issues when entering overtime when playing in non-english languages
Emotes and tactical callouts should no longer get stuck above player's heads for the whole game.
Added missing tags on the following abilities: (gameplay unchanged)
Added Melee Tag to Zentaro Special
Added Buff tag to Rasmus Secondary
Added buff tag to Drek'ar Secondary
Can now activate Night Market speed gates while elusive.
Fixed a bug causing Rasmus to lose Twin Drive benefits if his secondary was recast at the last second.
Kai Special now properly explodes when hitting targets at close range.
Fixed a rare bug that caused Juno to become stuck in her secondary.
Fixed a bug that caused some players to report extremely incorrect latency values, which resulted in poor server placement
Made some additional stability improvements to Dubu special to prevent the core from passing through it.
Deadeye now correctly applies to all Secondary abilities
There were some entries that were merging into others. This was the result of me using vpgrid, which assumes the same size grids as all. Changed it to viewport and used vbox so the different size text areas will stack neatly on top of each other. :)
Today you can take a look at the cinematic trailer and gameplay for the Underdose game!🎥
The cinematic trailer reveals the world presented in the game and two main characters. It also shows an underground laboratory where mysterious scenes between a man and a woman take place.
After this sneak peek you can jump to see the gameplay trailer, which is also already available.🔥
Remember to follow and add the game to your wishlist!📝
The first week since En Garde!'s release has passed and we're incredibly grateful for the reception! Thanks everyone! 💖
In between peeking at streams and reading all of the comments, we've been working on some things based on your feedback! Today, we release the first main patch for En Garde! 🛠
It contains some new quality of life features, some gameplay tweaks and improvements, and a variety of bug fixes. This will not fix all remaining issues with the game, but more patches will be coming in the upcoming weeks!
New features:
When replaying episodes, tutorials windows will not open and be minimized in a corner of the screen, with an optional button prompt to reopen them. This is a quality of life improvement to fluidify the experience of consecutive playthroughs.
Added a setting to hide all interface. This was made for players who want to capture gameplay videos or screenshots without interface.
Added an accessibility setting for disabling instant-regen (yellow) guard bars on enemies. This new setting is useful for players who find yellow guard enemies too difficult or too restrictive.
Improved support of ultrawide display. HUD and camera framing should now better adapt to ultrawide screens. These improvements should be a first step towards a perfect support of ultrawide. We will perform extra tests on this in the upcoming days. We are eager to hear feedback from players using ultrawide screens!
Gameplay improvements:
Difficulty tweaks on final boss (episode 4). Added some extra interactions in the arena, simplified waves of enemies. Various tweak on the final boss Count-Duke enemy : especially, reduced his guard amount during yellow bar phases. We have slightly reduced the difficulty of the final boss. We still want the final boss to be a difficult challenge where you must do great tactical use of every tool at your disposal, but we felt like we went a bit too far with its difficulty.
Various tweaks on the Captain enemy when she is enraged. Increased the number of attacks she can initially take before deflecting the player. Added the ability to surprise her by dodging her base combo even when she's enraged. Reduced her aggressiveness weight. Reduced the maximum time during which captain will chase the player when they want to attack. We tweaked the Captain enemy to make her a bit more forgiving when she’s in “rage” mode. We might do even more tweaks on the Captain in future updates.
Various clarifications for challenges in UI. Added a highlight on current level’s active challenge in the level brief menu. Challenge titles are now always displayed even when not discovered yet. Fixed an issue with challenges sometimes not displaying in HUD in the areas you have to accomplish them.
Reduced enemy aggressiveness. Slight decrease of the frequency of base attacks for enemies in normal difficulty. Does not impact the frequency of enemies opportunity attacks (red attacks when they defend each other).
Increased time spent by enemies on the ground from 2.5 sec average to 3.5 sec average. This makes the special skill #2 more powerful because you can now keep enemies on the ground for a longer time while you fight one of them.
Reworked the reaction of captains and count-duke against cannons.
Grenadier is now forbidden to dodge with her smoke bomb if she is currently surprised (!), for the entire surprise duration (even if she's not in an animation blocking her).
Tweaked El Vigilante episode 1 guard regen speed and removed his fatigue bar decay.
Removed Zaida opportunity attacks to make her easier to deal with in group fights in arena mode.
Changed color of enemy guard regen VFX because some player were confusing it with a red attack VFX.
Removed a grid in the wall in the sewers to make the secret entrance where you can roll under easier to see.
Added extra lanterns in episode 2, in a situation where you must use an explosive crate to make it clearer to understand.
Other fixes:
Refactored UI logic to avoid loss of focus and desync of focus between mouse and controller. Should fix the issue preventing to properly rebind buttons when using a controller.
Fixed an issue causing T key on a keyboard being unresponsive when assigned to an input.
Fixes on arena mode modifiers that trigger critical attacks.
Fixes on arena mode modifiers that would prevent to use a special skill properly.
Fixed an issue allowing selection of multiple arena mode modifiers at once instead of one.
'Henchperson Solidarity' modifier won't heal dead enemies anymore.
Controller rumble will stop during level loading.
Dialogues lines are now interrupted when the speaker dies.
Fixed an issue where a secondary gate would open in episode 2 leading to an invisible wall.
Fixed the location of a respawn checkpoint in episode 4.
Added a logic to prevent the same bark from occurring twice in a row.
Fixed an issue causing chickens to always default to the same skin color.
Fixed multiple camera fade issues.
Fixes on statistics on level recap screen.
Fixed timer saved data now correctly recording last level of the episode.
Fixed inconsistency with saved timer when starting a previously played chapter with the main menu's continue button after finishing the previous one and going back to the main menu
Fixed an issue causing arena mode to appear in the wrong place and in the story mode.
Fixed Vigilante constantly going back near the table in episode 4.
Fixed Zaida constantly going to the edge of the bridge in episode 4.
Prevent barks when player is running away from being said before the enemy was ever engaged in fight.
Removed the need to interact with the lever to trigger the boss fight in episode 4, to avoid players being confused by the lever’s utility.
Fix some animations of enemies falling to the ground to make sure characters get up if you attack them while they’re on the ground.
Fixed bark subtitle sometimes not disappearing when NPC despawn falling in water.
Prevent generic death bark playing when an enemy is drowning in water.
Investigate points will now be destroyed if they are in a map loaded in arena mode to make sure they can never ever appear in arena mode.
Fixed localization of arena mode bosses names.
Fixed localization of text for Elite soldiers group tutorial.
Fixed inconsistency with the kick when Zaida has a bucket or turkey on her head.
Fixed an issue causing main menu input bar to not stretch properly.
Enabled preservation of aspect ratio in windowed mode.
In episode 1 weaken tutorial, first lackey is now registered as objective with other lackeys.
Fixed arena music when reloading some arenas.
Fixed impact SFX layer when kicking a door to open it.
Reorder accessibility settings, moved camera assist settings to gameplay page + resized settings row to show more on one screen.
Cauldron is better outlined when aiming at it with a grenade.
Fixed foley sounds on various animations.
Fixed some AI navigation issues.
Various UI improvements.
Various graphical fixes.
Updated credits.
You're enjoying En Garde! but you're done playing the story? Don't hesitate to give the arena mode a try! With its crazy fight situations and its gameplay modifiers, it elevates En Garde!'s comedic combat experience to new heights! Plus, you'll have a secret boss to defeat if you make it all the way to the Legend difficulty... 👀
The article highlights the game's unique blend of surfing and Shadow of the Colossus-inspired gameplay. If you haven't had a chance to check out Sword of the Sea yet, now is the perfect time to dive in! For those who are just hearing about the game announcement for the first time, Sword of the Sea is an atmospheric adventure with high-speed movement inspired by skateboarding games. Players surf over a surreal landscape of waves on their Hoversword and unveil a mysterious story that unfolds as they explore. The game has already received critical acclaim for its exhilarating gameplay and stunning visuals.
Sword of the Sea's release date is still to be announced but will be launched on Steam for PC and PS5. If you're a fan of adventure games with a unique twist, be sure to wishlist today!
RIDE 5 is now available for everyone! Prove yourself on track, find a new level of realism in every detail and discover the new features that will bring you Beyond Racing!
While visually similar to previous games in the CG series, CG:Studio received many changes.
List of major changes:
The game engine moved from PixiJS v.4 to PixiJS v.6;
With the advent of the ability to form the texture of the game on the fly from binary data, now there are no more "base images" in the atlas of the game;
Solved the problem with artifacts with non-integer scaling of the picture of the navigator window;
Significantly reduced consumption of RAM and VRAM;
Now data compression during saving occurs in multi-threaded mode (asynchronously), this in turn will allow you to get rid of noticeable friezes;
There was a mode of editing the completed image.
Please write about the identified problems only in the game community (do not report problems by mail and in the comments to the news).
Daemons of Khorne descend on Warhammer 40,000: Battlesector
Uncontrollable rage and bloodthirst arrive with the Daemons of Khorne expansion unleashing a new playable faction and units
In the grim darkness of the far future, the forces of Chaos never rest. The Daemons of Khorne are the latest playable faction set to inspire terror in Warhammer 40,000: Battlesector.
Bloodthirst
Eight murderous units, including the dreaded Daemon Prince, have been released in the new Daemons of Khorne expansion available today on PC and Xbox, and tomorrow on Playstation (03.00pm BST). These include rage-fuelled Bloodletters and Bloodcrushers, ready to charge into battle with their insatiable need for slaughter. Flesh Hounds hunt without mercy, while the hulking deamonic Bloodmaster leads these fearsome dark forces.
Hellbound War
The new Daemons of Khorne DLC brings even more death and destruction. The Skull Cannon, a war machine forged in the smoldering furnaces at the foot of the Blood God’s throne, can deliver long-range volleys of fire fed by the skulls of the slain foes. Created from the infinite anger of the Lord of War and armed with a Great Axe of Khorne, the mighty Bloodthirster is one of the most exalted of champions. He is joined by the ability-rich Daemon Prince, once mortal, who the dark god himself has given the gift of Daemonhood.
New Terror
Every Daemons of Khorne unit features detailed models and unique special abilities. The expansion will also grant players access to brand-new HQ abilities that benefit the entire faction: Aura of Terror, Echoes of Endless Fury, and Blood Tithe. The expansion’s Blood Legions are itching to be led in both skirmish and multiplayer battles, as well as in a Planetary Supremacy campaign.