It's time to embark on another adventure, because vast new riches have arrived from foreign shores, and someone REALLY needs to go loot them. The Treasury update brings tons of new, shiny, sparkling things for you to toy with, but also multiple other new features and improvements. Check out the trailer below:
Let's go over the biggest changes in this update.
Custom Asset Importer
The Treasury update ships with a custom asset importer, allowing you all to import and configure your own 3D models. If you're a 3D modeller and you have some models lying around that you would like to import, read this guide for more info on how to do this.
We currently only have an elaborate guide for Blender, so if you use another 3D modelling program, feel free to expand The Wiki with a guide for your tool of choice.
You can now configure your own assets!
And once the models are imported and configured, you can easily share them on the Steam Workshop, so other people can use them! This opens up a whole new world of possibilities for Dungeon Alchemist, as you're no longer limited to the assets we provide.
Share your assets with the world
600+ New Assets
This update ships with a whopping 600+ new assets. These include of course tons of treasures, but also an absurd amount of foodstuffs, a greenhouse, a magic lantern, a foreboding necrotic gate and a harp. As usual, you can check out all the new assets from the different New categories found in the object menus.
Money money money!
Overlays & Trace Images
We added an overlay menu that allows you to place labels, frames and other things on top of your map. It's a fun new way to bring your map to the next level and give it a bit of a personal touch.
Muki's bakery, now with labels
Additionally, you can also configure a trace image here that will be overlaid transparently on top of your map, allowing you to use this image as a template to model your dungeon on. This is a quick and easy way to remake a battlemap you downloaded in Dungeon Alchemist!
Trace overlays allow you to recreate battlemaps in Dungeon Alchemist
Openable Chests & Cupboards
A selection of objects such as chests and cupboards can now be opened and closed, and you can even put stuff inside of them! And close them again! And move them around with its content inside! Wow!
Support for AboveVTT & Fantasy Grounds Video
As we want to support as many VTTs as possible, we have improved our export functionality:
Added support for video export for Fantasy Grounds
Quality-of-life Improvements
As usual, we also added a bunch of quality-of-life improvements:
You can now scale objects infinitely by turning collisions off in the object menu. The era of "place max scaled object on other object and scale that one" is finally over.
When starting Dungeon Alchemist, the last OPENED map will now be re-opened automatically instead of the last SAVED map.
Show a warning when opening a map from the workshop when you have unsaved changes.
Added scrollbar to the object menu. Hooray!
Added a hotkey (Ctrl+Shift+X) for the Erase Objects functionality.
Added warnings for when you try to export an image/video for Foundry if Foundry does not support an image/video that large.
What's Next?
Dungeon Alchemist remains a work-in-progress, and we will keep on implementing new features from the Kickstarter stretch goals, and more! If you want to be the first to know what's coming up, join our Discord, as we'll be posting teasers there as soon as we're ready.
Until then, enjoy your gold, treasures, labels, frames and custom assets, and be sure to submit your map for the next .DAM Challenge for a chance to get featured in the Cartomancer Chronicles.
Stay tuned for the next chapter in the Dungeon Alchemist adventure: "Magic"!
We invite everyone to visit our booth at PAX West in Seattle. In addition to Quilts & Cats of Calico, players will be able to see the alpha version of Oceania!
We still have a lot of work ahead of us, but we are very happy to have the chance to show its progress to a broader audience.
Be with us September 1-4 in Seattle, but if you can't make it, don't worry: the next step after the new online in our roadmap is to bring you a more polished, fuller version of the game as part of the beta tests. Stay tuned!
Metric Racer is taking part again this year in the Indie Racers Festival that is running Sept 1st to 4th! Hope on over to the Indie Racers Discord to check out all the games and streams!
There’s some big additions this year with Metric being available on a new platform on itch.io! To coincide with the new platform launch, we’ve migrated the custom tracks from Steamworks to a cross platform backend which allows everyone to share their tracks using which ever platform they’d like!
TRACK EDITOR JAM
In honour of the new cross platform backend we’ll be hosting a track editor jam over the indie racers festival! Enter for a chance of your track being featured on the new site!
SEE YOU OUT THERE
Keep a close eye as a new release is just around the bend!
This is a passion project, and I’m grateful for everyone who has played Metric over the years and given feedback! It’s still evolving and growing but is getting closer and closer to my vision every day.
Keep in the loop with everything going on or chat with me over on Discord! Until then, I’ll see you all on the track.
First of all, we would like to thank all of you that we got to meet at Gamescom! It was a blast chatting with you all as we wandered the convention floor. We’ve got more coming on our experience at Gamescom in our Dev Blog next week, so keep an eye out for that. We even got to meet the godfather of the Extraction genre, Nikita himself!
We are back in action with another update for Plunder! We’ve got new weapons, new Raid missions and more to talk about, so let’s look at the highlights.
Long Double Barrel Shotgun
We’ve added a Long Double Barrel shotgun with excellent stopping power, but be careful of what engagement you get into with only 2 rounds loaded…
Custom Mat 49
The Marauders have fabricated their own variant of the Mat 49, built specifically for tight spots, with a snub nose barrel, burst-fire firing mode and rechambered in the .45 ammo type!
In-raid missions Changes
With this update we have made in-raid missions more forgiving. Before, if you died you wouldn't get any rewards for in-raid missions you had completed. Now any missions you complete, you will get the money and Faction XP reward even if you die before extraction.
Hit Reg Fixes
We have been delving deeper into the hit reg issues and made more adjustments that we hope will improve conditions once again. This includes re-implementation of “temporal” client to server side hits with a simpler but faster NPC leeway system. We have also added additional safety checks if a headshot was processed correctly.
Patch notes in full
Raid missions; Confirm Kill (Navy Outpost), Death's Door (Colony Cruiser) , Film Review (Merchant Ship), Lost and Found (Navy Outpost) , Traitor Call (Merchant Ship) and Food Run (Merchant Ship).
New Scrappable items: Diesel Drill, Work Apron, Silver Tankard, Gold Candelabra, Copper Horn and Portable Radio (spawns in common loot pool).
New weapon: Long Double Barrel (replaces the trench gun for S.A.S operatives)
New weapon: Custom Mat 49 (replaces the craftable mat49) which is a .45 ammo type burst weapon.
Colony Cruiser now has a chance to spawn trench gun U.A. marines.
Sawed off shotgun model has been improved.
Jumping animations have been exaggerated on all weapons.
If you die while in-raid you now still get the Cash and Faction XP rewards for the missions you have completed. Previously, you had to escape to get this reward.
All weapons now have hip firing spread increasing over time/per shot again, however the initial spread has been reduced by around 20% for all weapons.
Jumping makes the weapon spread multiply by over 100%.
In the end death screen the report button will only show if you were killed by a player.
New reload animation for the DP28.
New main menu animation for the DP28.
Updated DP28 equip animation.
Miscellaneous tweaks to the DP28 core animation set.
Bullet now shows in the DP28 mag if you have at least 1 ammo.
New ambient background sound for the Navy Outpost raid area.
Improved the audio occlusion on the Navy Outpost raid area.
New spot ambience sounds in the Navy Outpost raid area.
New sounds for the DP28 reload.
Last shot of DP28 has a extra sound to help you tell it was your last shot.
New pickup put down item sounds added to the new scrappable items.
Various Crash fixes
You can now complete the Hold Depot Zero to Hero mission in the Merchant Ship armoury depot.
Next week we will have a special edition of the Marauders Dev Blog, live on a ‘to be announced’ channel on Twitch! So make sure you follow us on Twitter (DO IT) and join the Discord to stay fully up to date on everything Marauders! Also tune in on Friday (Sept 1st) for our next Community Event, being hosted by Ceeg! You won’t want to miss this one! Details in Discord!
Mêlée Island has need of you once again! It’s time to return to Sea of Thieves: The Legend of Monkey Island, an incredible crossover that kicked off in July, beginning a journey to reunite players with the legendary Guybrush Threepwood and defeat the villainous Captain LeChuck – all within the world of Sea of Thieves. Today sees the arrival of the second Tall Tale in the trilogy, promising a wave of new excitement and experiences…
The Tale So Far
Players were granted their first foray into this new playground last month in the opening Tall Tale, ‘The Journey to Mêlée Island’. In this initial adventure, taking place deep within the Sea of the Damned, players were introduced to a distorted reflection of the classic Mêlée Island.
With an ominous fog covering much of the island and Guybrush Threepwood installed in the unlikely position of Governor, it was up to players to get to the bottom of things. By working their way through puzzles, befriending locals with small acts of service and finding enough coins to pay their way when they couldn’t, the story gradually took shape.
Eventually, an audience was obtained with the esteemed Governor Guybrush, followed by a fierce battle with the ghost pirate minions of Captain LeChuck and – for pirates who emerged victorious – a final stop with Corina at the International House of Mojo.
Explore New Mechanics
Now the time has come to continue the adventure! Having received word that Corina has found a way to break the spell and free Guybrush from his delusion, Captain Kate is recruiting pirates to carry out the plan. To craft the cure, you’ll need to journey back to Mêlée Island in search of three symbols of true pirate courage. They can only be obtained by the fiercest and most cunning of pirates, so keep your wits about you as you uncover more of the island and its cast of inhabitants.
Packed with new places and faces, ‘The Quest for Guybrush’ offers a major expansion on everything you’ve seen before. This Tall Tale will ask you to master Insult Sword Fighting, confront The Beast, return to your treasure-seeking pirate roots and much more. Expect a host of fresh surprises for long-time and new fans of Monkey Island alike throughout this uproarious new chapter of the story.
As before, you’ll be able to work your way through the Tall Tale alone or in a crew, in an isolated map so you’re free to take your time without engaging with other crews. And with the full expanse of Mêlée Island at your feet, there’s plenty to explore!
Iconic Outfits
Of course, an important part of any pirate’s adventure is being able to dress the part, which is where the Pirate Emporium’s accompanying wave of Monkey Island-inspired cosmetics come in.
With the Mad Monkey ship set, you’ll be able to model your vessel on an infamous Caribbean shipwreck. Fortunately, the design isn’t necessarily a sign that your ship will share the same fate – and to make sure of it, you can supplement your sidearms and guard your loot with the matching Mad Monkey weapons.
In the wardrobe department, the Guybrush Costume Set finally lets you dress up as your favourite mighty pirate, while the Elaine Costume Set offers a chance to emulate the celebrated former Governor. Alternatively, accomplished duellists might prefer the Carla Costume Set, paying tribute to the legendary Sword Master of Mêlée Island.
So, ready to take on the next Tall Tale? Guybrush has need of you, and Mêlée Island isn’t about to save itself. ‘The Quest for Guybrush’ Tall Tale is free for all Sea of Thieves players and available now, so make your preparations, pack your best insults and drop by Capsize Charters to get started...
Welcome to the third entry in our series of Developer Logs!
We cannot thank you enough for all your support as we launched Six Days into Early Access to the world just two short months ago. Early Access is the first stop on our road to full release, and so far we’ve only released about 10% of what we have planned.
Speaking of which, here’s a look at two new features coming with our next update—Flares and Sandstorm.
Please remember all assets shown are currently a work-in-progress.
Let’s start with our newest setting for time-of-day—Flares. Players will find themselves in a rhythmic cycle of darkness and light as bundles of flares are launched into the sky and illuminate the area of operations before slowly fizzling away. The illumination length is random, which means the period of time players spend in the darkness cannot be predicted. Just like actual combat, players will never know what to expect.
Available for all four of the cooperative fireteam missions we’ve released so far, Flares fundamentally changes how players approach each of our combat scenarios. Visibility, or lack thereof, is the variable to keep in mind when playing in this setting. You’ll have reduced visibility in the darkness, but this also means you aren’t as easily spotted by enemy AI unless you’re using your flashlight. When players go “lights-on,” you might as well be broadcasting your position to the entire enemy force. Do you risk giving away your position, or do you risk navigating the AO in the darkness?
It’s important to consider the advantages Flares poses for enemy AI, too. When flares light up the sky, Insurgents conceal themselves to stay hidden. As soon as the lights go out, they’re on the move to establish a better foothold. They’ll also be looking for player muzzle flashes just as often as player flashlights. You’ll be fighting an elusive enemy, and he’s got the home-turf advantage.
We also wanted to let our community know that players will not have access to NVGs or NOCs just yet. We have plans for these, but they are reserved for later in our development.
The combat simulation changes completely when pivoting to Sandstorm. Players will find themselves in a thick, chaotic disarray of sand particles and heavy wind. Sandstorm intensity will vary based on the procedural roll, and it may even roll into the AO halfway through the mission. What’s more, player uniforms accumulate dirt based on wind direction when clearing exteriors.
Reduced visibility also plays a role here, and there is a heavy emphasis on CQB in this setting. Here, engagement distances are shorter and player radios are less effective. Just like players, enemy AI visibility and hearing are both less effective, too. With that being said, Insurgents take full advantage of these conditions, using the density of the sandstorm as more opportunities for cover and repositioning.
Enemy AI are no longer the only threat with a sandstorm on the field. It’s a very different type of player fear and discomfort compared to Flares, and we’re excited to watch as you tackle these new challenges.
As a reminder, this is not an exhaustive list of new features coming with Patch 0.2.0. We’ll take a deeper dive as we bring back our developer diary series—SITREPs—when we get closer to release. As always, you can follow our development progress with our roadmap here.