Just a quick note about the progress of Chapter 8!
Environments - 29%
Writing - 29%
Rendering - 21%
Animation - 15%
Things are moving along quickly right now, and I expect to have the Writing bit up to 50% in the next two weeks. Rendering will be right behind it. Chapter 8 will be less branching than 7 was, and more story progression overall. Got a couple of twists planned too. Chapter 8 is going significantly faster than 7 did, so I look forward to getting it to you soon!
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have a JAM PACKED update for you this week. We're nearly the end of our ammo asset replacement project, with this week bringing you shotgun shells. In addition to the upgraded assets, we've got a bunch of new sub-types for calibers that didn't have exotic shells, another 23x75mmR shell (so we have Shrap 10 and 25 now), and to celebrate that we've got 4!! new shotguns, in a spread of cartridge types to make best use of them.
Beyond that there's some new attachments, new sound for 1911s (long requested) and some new destructible scenery in testing in the Institution Level Preview. We're still cranking away on that level, and the plan over the next two weeks is to start testing some of the systemic changes to Take & Hold, and bring the Competitive Character online for testing finally.
Hope y'all have a wonderful weekend and we'll see you next friday.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e3
Additions:
Added New Firearm: B1301 (12 gauge)
Added New Firearm: Sawnoff-16 (16 gauge)
Added New Firearm: OutbackDouble (20 gauge)
Added New Firearm: Tulyak (23x75mmR)
Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
Added New Ammo Subtypes for 23x75mmR: Shrap-25
[TNH] Added Several New Random-Spawn Destructible Prop/Obstructions to Institution Preview
Dear investigators: Our game has officially launched, the server has been updated and opened, we wish you a happy gaming experience!
●If this is your first time playing "Dream Sketcher", please complete the "Into the Dreamland" script first, then continue with the "North of the North Pole" script. These two scripts are connected and can give you an initial understanding of our worldview. ●If you have already participated in our "Early Access", you can choose the two new scripts "Residences of Karma" and "Night of the Mysteries" which respectively focus on DBG and PVP gameplay. You will experience much different gameplay than the previous scenarios. Of course, you can also try the new character - the journalist in the old scenarios. ●If you are stuck on the game homepage and unable to enter the game, and it keeps showing "connecting to compass system", you can find the server switching menu in the upper left corner of the interface, and try switching to another server. ●Don't know how to play the game? You can always open the "encyclopedia" through the corresponding button in the upper right corner of the screen in the game to learn about all aspects of the game. ●If the game crashes during the process, you can close the game process and restart the client. Don't worry, as long as the disconnection time does not exceed 3 minutes, we can use the reconnection mechanism to return to the previous game. ●If you feel lag or delayed response during the game, it may be caused by network fluctuations or hardware configuration. You can try lowering the graphics quality and turning off vertical sync through the "Settings" interface.
If there are any problems with the game, or if you have any suggestions or dissatisfaction, you can submit them to us through the "Feedback" button in the upper right corner of the main interface. Rest assured, we will check it as soon as possible. Of course, you can also contact us through the Steam community. Regardless, please do not rush to leave negative feedback when you have a bad experience. Contact us through the above methods to report the issue and give us a chance to improve. Thank you for your understanding and support!
Welcome to the 82nd War Thunder Steam Screenshot Competition!
Your screenshots from last week looked excellent. Let the thunderous roars of your cannons continue! The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 82nd edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen82. You have time until 01.09.2023 to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Terms:
Your screenshot must feature a vehicle with decals applied to it.
You must add the #WTscreen82 tag (title cannot have any other text in it).
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Screenshots need to be compliant with the War Thunder rules.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 14 working days.
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And now, time for the winners of the competition’s 81st edition - Open Fire!
1. Fixed the BUG that other professional gems could not take effect except warriors 2. Modify some text descriptions 3. Fix the wrong icon of Ranger 4. Increased the critical resistance value of monsters
Lots to catch up on. I have released the pre-alpha build to some players for testing and have been getting their feedback on the game. I set up a discord server for Full Court Heroes. And I show off the in-game team customization tools as I create a new stock team that will ship with the game: the Charlotte Stingers.
Gameplay Adjustments: Burst - After performing a Burst you are no longer able to use your Collab's Call-IN attack Collabs - Call-Ins that directly lead into a knockdown will now have significantly higher combo scaling applied. This affects Azki, Moona, Kanata and Risu. This adjustment was added to level the playing field so that characters with OTGs don't get disproportionate reward off of call-ins/ collabs compared to everyone else.
Gameplay Bugs: BUGFIX - Fixed an issue where fall speed would change after getting hit. (Please test physics before/after performing certain actions) BUGFIX - Fixed an issue where performing an IPS combo, then triggering a counter hit would result in the counter hit triggering the IPS Early General Net stability improvements
Character/Collab Specific Bugfixes: Fubuki - QCB Light - BUGFIX - Fixed an issue where SSR Variant was not projectile invulnerable for the same active frames as the non SSR Variant. Pekora - All TNTs - BUGFIX - Resolved issue where TNTs were not applying Damage scaling. They should now follow standard special move damage scaling. Pekora - Down Down Light - BUGFIX - fixed the sound effect duration to match the actual duration. Moona - Call-In: Now spawns closer to the player who summoned it. This avoids situations where players summon Moona off screen. Call-In also now dissappears when the player is hit. Kiara - Call-in: - BUGFIX - Resolved issue with Kiara spawning above ground.
UI: Adjusted several UI sound effects. BUGFIX - Fixed CSS random collab button spoiling the selection with a voice line. BUGFIX - Fixed CSS P2 collab navigation animation
Stage: BUGFIX - Fixed an issue with the Aquamarine stage where the stage would appear completely dark.
Audio: Fixed crouch blocking "metal pipe" sound.
Virtual Frontier: Final Boss - Removed the "Flashbang" attack from the ERROR Sora boss.