Hey Rockers! We've got an exciting announcement for you today. The highly anticipated Undertale DLC is finally here along with the new EXTREME difficulty, added for free with the update. Get ready for a rocking time with these:
Purchase the Undertale DLC and take the game to a whole new level.
Immerse yourself in the rhythm with new mind-blowing Undertale songs like MEGALOVANIA and Hopes And Dreams.
Expand your style with the addition of Undertale shop cosmetics, giving you even more ways to rock out.
Play at the new scene, The Underground with the Undertale DLC, featuring its unique songs and drum set!
Challenge yourself with the new Extreme difficulty, added for free to all the songs and get to the top of the extreme Leaderboards.
Lastly, we've also fixed various minor bugs.
Get ready to rock like never before with this incredible update! Keep on rocking!
Remember that you can try the demo of game for free!
Sit, relax, and get a fancy drink! It is time to present the gentleman of the Station, Fassie.
Fassie will play around with the drinks he has access to at the bar of the station and will try to "cheer up" his teammates. Let's see if you start a bar fight.
Stay Classy (Passive) - Wit is increased for each monster in the same room (up to a cap)
Shot! (Special) - Throws a drink at a targeted Hero whose Fire rate and Attack Damage are increased depending on the spiciness of the drink, increasing with time passed in the proximity of monsters.
Bar Fight (Ultimate) - Nearby monsters fight each other and buffing nearby heroes
Now that you have familiarized yourself with the basic concept of Fassie, it is time to get to know a bit more about the Narration, the Game Design, and the Art evolution of the characters. For that, we will have with us, Jeff, Narrative Director, César, Expert Concept Artist, and Victor, Game Designer.
NARRATIVE
Our beloved bartender, Fassonasandu, is a Drakken. They are an ancient people, derived from a native species of the planet Auriga. Once the Endless started playing with their DNA, however, Drakken specimens began springing up anywhere the Endless had laboratories. Fassie himself was born on a planet that was an Endless zoo, until one day the keepers disappeared and the Drakken, as the largest and smartest of the inmates, took over. Thousands of years in the future, Fassie is one of those itching to see more than just his own too-familiar environment.
As the Drakken value sophistication, history, and a quest for knowledge, Fassie has this in his blood. This drive, coupled with his desire to perfect his potions and cocktails, brought Fassie to the Station on purpose, not by accident. He has seen images and notes on ancient Endless relics that indicate great works were done on the Station; works done by the one Endless who was arguably the greatest beverage master of that wealthy and discriminating civilization…
GAME DESIGN
As said, Fassie’s skills rely on other entities to work as he is the crowd focus hero.
Fassie skills are based on his status as Bartender, a “buffer/debuffer brawler”. He is one of the heroes who wants to be in the crowded room with another that will be buffed. Moreover, with his passive he can be a great operator in time of need, matching even more so with DPS focus heroes, multiplying their potential. His ultimate can be both panic button and really offensive depending on what is crucial at the time. Overall, he is one of the best supports in the center of the wave.
Fassie is suited for players who like to play support and be close to the action. As he has to be near other heroes to really shine, players should think twice about his strategic placement, making him more advanced than the average heroes.
During the run, Fassie will be able to increase his skills and defensive abilities to dive deep into the brawler archetype. He can also branch to tank, melee fighter, or operator with the right upgrade. He is able to be flexible to fit best with the other hero(es) he is serving.
Thank you all! And enjoy the totally non-alcoholic beverages the Bartender has to offer!
ART DIRECTION
The initial concept revolved around creating a Drakken Bartender. We explored three distinct design approaches: one portraying a refined and elegant bartender with a slender appearance, another depicting a bodyguard-like figure showing strength and composure, and a third, a friendly local barman characterized by a jovial look and a more robust physique.
After careful consideration, we opted for the sophisticated and classy bartender design. This choice was driven by our desire to introduce visual diversity to the rest of the cast in terms of shapes and aesthetics. This Drakken would be all about perfectionism.
One of our talented 3D artists made a concept that resonated with us. We liked how the character's stance, attire, and facial features, made him look experienced and elegant, like someone who’s been around for a long time. So, we fine-tuned that concept.
We added some practical touches like a belt to carry cocktails and make up special drinks during battles. We gave him a fancy mustache, and an elegant bow tie, we experimented with various accessories before arriving at the version that now exists in the game
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A reminder that next week, the Closed Beta will start! Do not hesitate to check the blog in case you have any burning questions,
Wildmender is one of a handful of games that has been chosen to feature in the MIX Next Online Showcase 🎮
As part of the event, we’ll be showing an exclusive version of our new release date reveal trailer for those that missed it, or simply want to enjoy it all over again!
Want to know when and how you can watch along?
The MIX Next Online Showcase will be streamed live via Twitch and YouTube from 10:00 PST (13:00 ET, 18:00 BST) on Thursday 31st August.
Are you starving for even more Wildmender content and can’t wait until tomorrow?
Then don’t forget to download our demo from our store page and check out the release date trailer here.
Join our Discord server for more exclusive content and follow us on social media at @wildmendergame on Twitter or @wildmenderofficial on Facebook and Instagram for more updates 💬
Every weapon has multiple different combos to learn. Some are as simple as charging and shooting, while others are going to require some real skill to pull off. There are even some hidden combos! How many will you find?
To see what combos are available, you first need to bring up your Inventory. Underneath each weapon and item, you will be able to see different combos and their icons. For example, the Revolver’s “Revolv’a” combo can be activated by first charging your weapon (lightning icon) and then shooting it (gun icon). A “Booosted” attack needs you to first parry a projectile, then charge your revolver, then shoot. Meanwhile, the Bullethell - a unique weapon that fires grenades which “stick” to enemies or surfaces and then explode when you charge - has more difficult combos that involve parrying. Charge, parry, and then shoot, and you’ll fire a cluster of grenades that explode on impact rather than just one!
You can see your last actions on the bar at the bottom of your screen to keep track of your moves.
Sounds like something you want to get your hands on? Join our Discord and request a demo code! We’d love to see clips of your flashiest combos.
Don’t forget to wishlist Robobeat, and follow us at @RobobeatGame across social media for all of the juiciest updates 👀
We have the 0.4.1 Patch coming at 10:00 AM PT (GMT-7) on Wednesday, August 30.
This Patch will fix a handful of community-reported issues, along with a few improvements and adjustments to Starship Troopers: Extermination.
Notable Bug Fixes:
The player stats screen was displaying the wrong text for a few weapons and abilities.
Horde mode: Killed Bugs were sometimes not counted towards the kill count.
Horde mode: Fixed an issue spawning with a black screen.
Fixed a client crash.
Fixed an occurrence where players could be placed into one squad above the 4-player limit.
Notable Quality of Life Improvements
Removed player rank restrictions on difficulty levels to find matches after a set time.
Example: If you search Recruit Mode, it will search within Recruit Mode. If it fails to find matches within 75 seconds, it will expand to search Normal (Trooper) Mode. After 100 seconds, it will expand to Veteran.
The party system will use the party leader’s rank to determine if the party can join a mode instead of the lowest party member’s level.
Removed Horde from Quick Play Options so new and returning players can experience AAS and ARC game modes with optimized queue times across all regions. Quick Play will remain with AAS and ARC moving forward.
Update 2.3 of the Early Access version of The Bus is here!
Look forward to new improvements and bugfixes!
Following, you will find a detailed list with all the changes.
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Changelog 0.19.62484 EA
Added rotation option for bus accessories
Tours can now go until 4am the next day
Added end of Tour announcements
Parking Busses now load repaints
Modlist now shows which mods are unsupported due to versions
Added more options to Telemetry
Operating plans now regularly save while editing
Fixed crane parts appearing on street
Fixed Scania kneeling behavior
Fixed Construction vehicles missing wheels
Fixed Atron time display
Fixed interaction highlight staying on screen
Fixed rain in cockpit at high speeds
Fixed missing license plate for parking busses
Fixed performance issue in main menu
Fixed issue when leaving operating plan editor
Fixed stop request sound in Scania
Fixed Multi Display showing same image on all screens
Fixed loading of savegames
Fixed repaint colors. This will cause long load times on first start.
Fixed an issue where the atron start button was sometimes not clickable
Fixed Memory leak related to trains
Fixed Passengers getting stuck in eCitybus when front door is closed
Fixed Navigation for Mod Maps
Fixed Some displays not updating
Fixed double pressing apply reverting settings
Fixed wrong day used for bus stop display
Fixed missing ambient sound
Fixed stop request sound not playing
Fixed inside rain sound
Fixed indicator sound
Fixed Rain in cockpit at high speeds
Fixed ECitybus passengers getting stuck due to door
Fixed license plates for parking busses
Fixed some Atron text formatting bugs
Fixed Photomode stuck bug
Indicator for stops on the selected tour
Fixed being unable to interact with Atron when not pressing arrived at first stop
Bus stop sign no longer generates infinite plates
Level Art Fixes
Performance Optimizations**
Changelog 0.19.63033 EA Hotfix 1
Performance improvements for line 123
Multi Display fixes
Line display Improvements
Fixed Passengers walking through ticket buying passengers
Fixed Passengers dropping through the ground when leaving bus
Fixed Memory leak when using Telemetry
Fixed front door sound bug
Smaller sound fixes
Level Art Fixes
Performance Optimizations**
** Please, be aware that the impact of performance optimisations varies from system to system due to hardware configurations, installed software and other programs running in the background
Art maker here. Since our last update, I set up lighting around the entire game. Now we're lookin' nice and cozy, especially at night and in the museum.
Once I finished that, I got to work on some ambience, like animals and falling leaves. Here are a few examples. There will be more in game!
I also started work on housing furniture, my next task. We will be taking a little break in the next couple of days for some space travel. Once we're back from that, I'll be back to work on furniture.
And now a word from coderman!
Writing continues apace! Not a ton of news there. With certain MAJOR VIDEO GAME RELEASES coming up, I'm happy to have made good progress, though. Nearly done with intro conversations. For a little bit of information, they vary by character but there are a few hundred unique lines per intro conversation, with the largest so far being close to 900 lines of dialogue. Don't worry though! Most of that is because of branching. You're not going to be stuck talking to characters for 9 hours. I'm always mindful of that since nothing makes my eyes glaze quite like conversations that drag on with no point.
I also did some shader work to see if other methods of maintaining a nice look while allowing smooth zooming would look better than our current solution, but they were all more or less the same or worse and most were more expensive computationally. So out they went!
I believe I have three... maybe three intro conversations left. Those will be getting done after our little vacation.
New logo as well. I did the typography and general design concept and ol' Art Pants up there did the pixels. I did most of the design for our Steam assets as well. I think we're in a pretty good spot with it. We'll swing back around and do some more clean up on the Steam page later. Make it look pretty. Gotta cut a new trailer together eventually as well, but we'll get to that a bit later after intro conversations and maybe some testing runs.
Just a quick update for you all that Bulwark is part of this years Steam Strategy Fest! Coming off the back of Gamescom (Where Tomas won the Unity 'commUNITY' game vote - more on that next week!) we've joined the celebration of all pc games built around... well, building!
We'll be running this demo up until the mid point of September to allow folks who are not attending the rest of the UK physical gaming events to get their hands on Bulwark and start carving their very own civilisations out of the rock of the Great Ursee.
Those of you that have already been part of the Evolving Demo, we'll have a couple of pretty exciting announcements coming up very soon, so get in there and start practicing, or utilising the photo mode (Pro tip - hit the right stick when in photo mode for a cool time lapse of your creations) and share them with us on our socials!
Bulwark will next be physically playable at WASD in London on September 14th-16th - you can find out more at https://www.wasdlive.com/
Until then - go get playing, share the event with your friends, and don't forget to share your creations with us, and wishlist!