David here, Lead Network Multiplayer Programmer on Lords of the Fallen. This week's HEXWORKS Dev Journal will deep dive into all things co-op and multiplayer. I've gathered all your questions and answered as many as possible on the topic, such as PvP, matchmaking, and how online gameplay in Lords of the Fallen differs from offline, so that you have all the information you need to enjoy co-op and multiplayer with your friends when the game launches next month.
Seamless multiplayer
In Lords of the Fallen, you have the opportunity to engage in online play with both cooperative and PvP modes. While we do support friend invites, the game also features a matchmaking system that allows players to seek assistance from the broader community. All in-game vestiges, whether ancient or player-created, provide you with the option to either host a game for another player - “Beckon Lampbearer” - or join someone else's game - “Accompany Lampbearer”. If you're open to both, you can select either option and enter the queue as a potential host and a potential ally.
When playing online, the host's game world will reflect their progress in the storyline. As an accompanying player, you won't advance your own story, but you'll keep any items, levels, achievements, and currencies you earn during the online session. These will carry over when you return to your own game world.
Invasions while cooping
The final option available within the Vestiges is "Slaughter Lampbearer." This feature launches a hunt for players who are actively playing within specific zones designated in the game. Once such a player is located, you are tasked with defeating them for glory, achievements, and a special in-game currency that enables you to create a uniquely styled Lampbearer. Teaming up with allies can be an effective strategy against such invasions, as only one invader can enter your world at a time, and your ally can assist in repelling the threat. However, be cautious: while the invader may be alone, the game's AI-controlled enemies will recognize them as an ally and cooperate with them in their attempts to defeat you.
Spectator mode
When playing as an ally, you lose the ability to switch realms at will. If the host enters the Umbral realm, the ally will automatically follow, and the same applies when returning to Axiom. Since the ally can't realm-shift independently, death becomes a much greater concern. As a joining player, you have only one life. If you lose it, your body will fall to the ground and you'll switch to spectator mode. The host has two options for resurrecting you: they can either interact with your fallen body on the spot, risking exposure to enemies as it's not a quick ritual, or they can do so via a nearby Vestige.
Revenge
Whenever a lampbearer dies in the world at the hands of its inhabitants, we store the coordinates of the incident and the identity of the perpetrator on our servers. Other players can then see the lamps of these fallen players scattered throughout the game world. Players can choose to avenge the fallen by soulflaying these lamps, which will reveal a trail of moths leading to the killer. Defeating that foe rewards you with Plucked Eyeballs, which can later be offered at the umbral shrines for unique rewards. Note that these enemies are much tougher than normal.
Faction Shrines
Engaging with any of our multiplayer features — be it co-op, PVP, or Revenge — grants players with unique items: Pilfered Coins, Severed Hands, or Plucked Eyeballs, respectively. These items can then be offered at various shrines, each dedicated to a specific faction: Radiant, Rhogar, or Umbral. Such offerings allow players to unlock unique content, like armour sets or tincts. However, there's a catch: not all content is available from the start. The gods require collective contributions from players worldwide to reach specific thresholds of offerings in order to unlock new content for everyone. So, all players must contribute their offerings to each god to advance through the different tiers and access unique content at these shrines.
Q&A
How can I play directly with friends? You can invite your friend in two ways: either by sending a direct invite or by using a password.
Can I play offline? Yes, you can play offline, but doing so will disable several features: co-op, invasions, the revenge system, and access to faction shrines will all be unavailable.
Is cross-play available? Yes, cross-play is supported for players on PC who wish to connect with those on PlayStation 5 and Xbox Series XS. Utilising a session password ensures that you can join the same game with each other. Cross-play between the two console platforms is not available.
Does progression carry over from one platform to another? In order to support cross-progression, we would need to require players to create HEXWORKS accounts and log in with them each time they wish to play. We wanted to avoid this extra step, so we do not support cross-progression at this time.
Will my co-op partner be able to pick up items in my world from chests I open? If I pick up an item on the ground in the world, will it be automatically picked up for them as well or will they have to go and pick it up in the same spot manually as well? Co-op partners can collect all items dropped by enemies, such as weapons, consumables, armour, and shields, but they cannot access world loot, including objects hidden around the environment and items found inside chests. When using a password to connect with friends, can I be invaded by others? After setting a password to allow another player to connect to you, invasions are temporarily blocked for a brief period. Once that time has passed, if you are in an invasion zone, you become susceptible to being invaded again.
Does my story progress if I join another player’s game? No, joining a host will only advance their story and game progression. Your own story progression is tied to your save and world in order to preserve your individual choices and progress. However, any XP and loot you acquire while playing as a guest will be retained in your own game.
How many players can you co-op with? You can invite one other player to join your game for co-op play. However, a third person has the ability to invade your co-op session as an enemy.
Will matchmaking balance from both host and joiner? Matchmaking attempts to connect players by their level in a search that expands its acceptance criteria over time. If the disparity between levels is high, though, we apply damage scaling to compensate for the level difference between both players. This also applies to invasions.
Can you turn off invasions when playing co-op? When playing in co-op mode, you can't completely disable invasions. However, you can obtain an item called the "Mirror of Protection" from the Radiant Shrine to temporarily prevent invasions.
Are you able to block certain players from joining your game? There is an in-game reporting system that allows you to mark players as "persona non grata" and that sends us a message.
Will there be a 1v1 arena to battle other players? Although the game doesn't feature a dedicated 1v1 arena, PvP combat is integrated throughout the world. If both players enter the same password and one of them steps into any of the numerous invasion zones scattered across the world, the other player is guaranteed to become the invader. Note friend PVP does not provide the same rewards, though.
Will matchmaking prioritise location when matchmaking / is there a ping feature? Before connecting players for a match, the matchmaking system evaluates the ping between them. The allowable maximum ping gradually increases over time, up to a predetermined limit.
Will there be emotes? We offer an array of gestures that can be used in both offline and online modes. Players can unlock these gestures by exploring the game world and engaging with NPCs. Additionally, each Faction shrine provides its own unique gesture for unlocking.
And with that, our co-op HEXWORKS Dev Journal is over. Although we have covered a lot here, if there are any questions left, reach out to us on X (Twitter) and we’ll get back to you there! Make sure to follow us on Steam for future HEXWORKS Dev Journals, with next week’s Journal making its way into a live format…
Elections for the 2023 Council of Stellar Management (CSM18) are underway, and to celebrate EVE’s next season of player representation a selection of three gifts will be made available to all capsuleers for free through the NES on 8, 9, and 10 September:
8 September: Council Diplomatic Shuttle
9 September: Council Diplomatic Shuttle Semiotique Sports SKIN
10 September: Agency Support Drop
Additionally, as a special reward for those who vote in the CSM elections, any account which votes will also receive a free Council Diplomatic Shuttle SARO ‘Black Troop’ SKIN!
Vote for your preferred representatives and help guide EVE towards a brighter future.
Join us on a thrilling journey through the World of Darkness with the Werewolf: The Apocalypse 5th Edition RPG.
We are proud to present a Kickstarter project that brings this iconic roleplaying game to life on the digital platform of Fantasy Grounds Unity. Immerse yourself in a world of supernatural creatures, ancient prophecies, and epic battles for the fate of the planet.
If you’re out traveling the Galaxy and need some extra power to take down some WICKED Ducan baddies, what is a must-have item?
The answer: RELICS!
If you’re new to Hunting and Relics and being, well, a Relic Hunter, you might not know exactly why these are good to have equipped. That’s why we have this handy-dandy breakdown of what Relics are and how you get them.
What is a Relic
Relics are a special type of Gear with their own unique slot in the Backpack and can be leveled up with XP to become more powerful and unlock new affixes.
There are different types of Relics out there in the Galaxy and each one has its own unique power advantages and affixes. You can collect them all and switch them out depending on what evil forces you’re going up against.
Relics can only be acquired by crafting them using a special consumable item called a “Relic Blueprint.” Each Relic Blueprint has a riddle hinting where the player can drop the Relic Pieces, and it’s usually 3 unique Relic Pieces + a few Materials.
How Relic Works
Power doesn’t come easy, and from obtaining a Relic to then leveling will take some time and diligent work, but the power you’ll wield through it is truly worth the effort it takes to get a Relic to max level. Levels and Progression
Much like Hunter levels, Relic levels progress as you complete missions and objectives. All XP earned by the Hunter in Missions is also earned by the currently equipped Relic. Your Relic will also continue to gain XP even if your Hunter is level-capped. All Relics are level-capped at 30.
Another way to level up Relics is by using Memories! Right-clicking the Relic will open its details screen, and it can be leveled up with Memories there. It’s important to keep in mind that if you use a Memory directly from your inventory, only your Hunter will gain XP – even if they have a Relic equipped.
Affixes and Power
By leveling your Relic, you’ll get super cool bonuses, making your Hunter even more POWERFUL! This is extremely helpful while you are duck-punching your way to save the Galaxy!
Affixes help boost the power level of your Relic! Each Relic has three unique affixes that are unlocked and grow in power as the Relic levels up.
The first affix is already unlocked from level 1, the second is unlocked at level 15, and the third is unlocked at level 30. Relic affixes have a “min” and a “max” value. Affixes start at the “min” value at Level 1 and increase with every level, reaching the “max” value at Level 30.
Example:
The Scanner
1. [Level 1] Every 10 seconds, create an area that gives +(10-30%) Weapon Damage 2. [Level 15] Reload Speed inside the area increased by +(15-40%) 3. [Level 30] Enemies inside the area have their Resistance reduced by 20%
Relic Hunt
New to Relic Hunters Legend is a unique Adventure called Relic Hunt! During a Relic Hunt players will be rewarded with a Relic Blueprint that can be used to craft a Relic.
Now, like most Hunts, these adventures are not for the faint of heart and take significant effort to accomplish. They require the player to venture out into the Galaxy looking for hidden puzzles that will trigger the adventure to start. Sometimes (although rarely) a Relic Hunt will be triggered by finding a unique key item in a chest.
These puzzles are not easy to find, so always look for anything that seems odd or areas you have yet to explore because you never know what is hiding around every corner.
After you complete the puzzle and talk to some interesting characters in-game, you will be rewarded with a unique blueprint that lists the Relic parts required to craft a specific Relic.
Relic parts and materials can be found while playing Missions, defeating mobs, and taking down Champions.
So there you have it, Hunters! A nifty little guide to Relics. If you were looking for exact locations, we aren’t the ones to spoil the fun, but you can always join our Discord server and pair up with other Hunters to search for Relics once Relic Hunters Legend goes into Early Access on September 25th!
👉 Balance: - Now the Bard and the Druid use Saber. - Added Brass Knuckles (5/9) new bandit weapon purchasable for 2000 gold coins. - Added flute and lute (3% magic damage), new magic items for druid and bard purchasable for 2000 gold coins. - Elven firewood costs for Socketed Staff, Elven Lute, Elven Flute, and Hunter's Bow were lowered from 5,000 to 3,000 firewood. - The cost of firewood common to the Oak Arch was lowered, from 4,200 to 2,000 logs. - Trabuco mineral cost increased (was 5/8, now 10/12) to 75 Iron and 40 Silver. Before, I only asked for iron. - Dagger +4 mineral cost lowered from 100 silver and 140 iron to 100 silver and 100 iron. - Scimitar mineral cost increased from 75 iron to 100. - Fighting Gloves damage reduced from 10/16 to 8/14. - Magician's Rod magic damage increased from 15% to 16% + 9% magic penetration. - Preste Blade magic damage increased to 2% magic penetration. - Implemented new chest instruments for the bard and druid (14% magic damage + 7% magic penetration) - Added the Tarkul, new chest pirate weapon (11/12). - Added 1/3 physical defense to the Apprentice Hat. - Added 2/4 physical defense to the Wizard Hat. - Added Superior Mage Hat (7% MR and 4/7 physical defense). Craftable for 50 black wolf, 20 bear, and 2 polar bear pelts. - Added Bear Helmet to the druid (3/5 physical defense and 5% MR). Craftable for 70 wolf pelts, 50 black wolf pelts and 10 bear pelts. - Lowered the cost of the Common Cross from 15,000 to 10,000 gold.
👉 Skills: - The system of free skills by level according to class was reformulated. Warrior: 5 Hunter: 6 Paladin: 6 Bandit: 7 Killer: 7 Pirate: 5 thief: 5 Cleric: 6 Bard: 6 Wizard: 5 Druid: 6 Worker: 6
👉 Spells: - Reduced cost of electric shock from 500,000 to 400,000 gold. - Lowered the cost of resurrecting from 1,000,000 to 800,000 gold. - Lowered the cost of summoning pets from 500,000 to 250,000 gold. - Lowered the cost of summoning land and water elementals from 400,000 to 200,000 gold.
👉 Jourmut Quests: - The requirements that the quests request to obtain the new skills have been reduced. Now they ask for fewer NPCs killed and drops to be able to access these new skills, so that the player experience is more enjoyable.
we're not gonna beat around the bush. Recent post on our social media was true and Tonda (Producer of Last Holiday) is leaving the team. But we're not dwelling on the past and focusing on the future to start a new phase of Boomer Games and Last Holiday.
We firmly believe that even after a not-so-successful start, we can pull the game into the form that was intended from the beginning. This of course involves repairing the reputation and trust that has unfortunately been tarnished by our lack of communication and internal problem solving. For this and the state of the game at launch, we sincerely apologize,we did the best we could, but it was not enough.
We are currently getting our act together, preparing the next steps and then we will get to work. We will communicate this process regularly as it gets underway and will strive for maximum transparency.
That's all from our side for now. We believe that in the future we will get the game back on its feet and that all the fans who have put their trust in us will eventually be able to enjoy a great game from a rural setting.
Keep your fingers crossed for us, we believe that we'll get the reboot right and we'll do our best to make it happen!
First of all, we would like to apologise for delivering this unexpected news. This was not an easy decision, however, our team has concluded that we can no longer sustain the game. Thus, after an incredible 10 years since its initial launch in 2013, we are officially announcing the closure of Warhammer 40,000: Space Wolf.
We want to assure you all that we truly gave it our best, and it was an immensely rewarding experience working alongside our passionate community. This game was a labour of love for us. Being ardent Warhammer fans ourselves, we were overjoyed to have had the opportunity to work with our beloved universe.
Our heartfelt thanks go to our community for all the unparalleled support and enthusiasm you have displayed. We sincerely hope you've enjoyed playing with us as much as we've relished creating the game and interacting with you all.
We hope some of you will stick around to vanquish some more Chaos filth with us before we say our final goodbyes.
On 12th October the game will be de-listed from all stores across all platforms but those of you who purchased it earlier will still be able to access it from your libraries.
Thank you all for playing and being the most exceptional community we have ever had!
The biggest yet update for the demo is available to download! v0.9.7 is focused to improve user experience by adding a controls tutorial, reworking objects selection and movement, as well as some features that will prevent mistakes. It also contains one of the most requested features - free camera rotation.
If you have any questions about the demo version, or if you find any problems, please write in one of the following places:
📝 ‼️ After you've tried out the demo, it would be fantastic if you could complete a short survey. Your feedback will greatly assist me in enhancing both the demo and the full game. https://forms.gle/FQmBFFxePjYJABBi8
v0.9.7 Change log
General changes
Tutorial for controls at the start of the game
The camera can now be freely rotated at any angle. To rotate, hold RMB or LB (gamepad).
Now you must hold a button to pick up an object. This was implemented to prevent accidental pickups.
Added an undo last action button (Ctrl+Z). Currently, it only works for moved objects.
Collision mode was added. In this mode, objects take into account surfaces of other objects and try to position themselves without overlapping others. This feature can be disabled in the snap settings (button with magnet icon).
Snap settings window has also received a design change.
Objects can now be deleted from the actions menu.
Holding a button is no longer necessary to access the object actions menu.
The actions menu now supports more than 6 options.
Improved gamepad controls in the actions menu.
Curtains and radiators can now be moved or deleted.
Room can be fully cleared from the main menu.
A confirmation popup now appears when exiting the game.
A block with the latest news and feedback buttons has been added to the main menu.
Bug Fixes and Optimizations
Removed the graphics setting for medium global illumination. The high setting now has the quality of the medium setting from before the update, as the high quality was too resource-intensive and the difference in quality was not very noticeable.
The animation for placing objects on slanted surfaces should now be correct.
Increased cursor sensitivity when playing with a gamepad.
Fixed navigation in the objects menu when multiple columns are active while using a gamepad.
The camera can now be rotated and moved during object painting and menu navigation while using a gamepad.
Fixed an issue where objects would be placed on the surfaces of other objects at a slightly different angle.
The paint option no longer duplicates after copying an object.
Fixed some errors in localizations for different languages (thanks to the volunteer localization team)
Gooood morning, afternoon or evening everyone! Hoping the first week of September is going swimmingly for you all, though I know some of you are probably not super happy being back at school..
Today, I wanted to check out something a little different. Or someone a little different, perhaps?
On your adventure through Vahrin and its surrounding areas, you'll meet all sorts of fantastical beasts and creatures; some friendly and some....not so friendly.
Anyway! This little dude is who I wanted to talk about today! Without spoilers, it's a mysterious creature that you may or may not encounter while out exploring..
Getting this thing fully implemented has kept us pretty busy, as it needed a unique set of animations to match its rather unique body. You'll be able to talk with this little fella, so here's a little look at some of the animations we've been busy working on!
It's been really cool watching it slowly develop from nothing but an idea, to a fully modelled, textured, rigged and animated creature that now inhabits the world. The recent addition of voice acting especially has really helped bring it to life.
Part of me wants to go into more detail and explore this creature further with you guys, but where's the fun in that? Discovering all of Vahrin's hidden secrets and unravelling the story is a big part of what makes Vahrin's Call fun, and that's a unique experience I don't want to take away from you all.
With that being said, keep an eye out when you begin your adventure into Vahrin, you never know what might be around the next corner!
As always, I hope you guys enjoyed today's update.
We've been making great progress across the board lately, especially when it comes to the voice acting side of things, so maybe we'll check that out next Friday!