Warhammer 40,000: Gladius - Relics of War - FremboT3
We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
The team is currently hard at work. We'll have news about new content soon.
Changes since 1.12.02
Bug Fixes
Fixed Anti-Aliasing for AMD graphics cards.
Fixed negative ore not affecting population growth for Necrons.
Fixed negative biomass not affecting population growth for Tyranids.
Fixed Bulwark of the Emperor working on enemy units.
English ############Content################ [Cave of Mountain Keao]New location: Cave of Mountain Keao 4F [Cave of Mountain Keao]Added placeholder maps for Cave of Mountain Keao 5F, and Dr. Kyoryu's Research Station [Butterfly]Butterfly Wings now work in the "Cave of Mountain Keao 4F," "Cave of Mountain Keao 5F," and "Dr. Kyoryu's Research Station." [Fishing]Added fishing data in the "Cave of Mountain Keao 4F," "Cave of Mountain Keao 5F," and "Dr. Kyoryu's Research Station." [Menu]You can now also check your relationship with other characters/factions in the archive option. [Skill]New skill icon for the "Flesh to Stone." [Skill]New Skill icon for the "Petrification Attack." [Skill]The report window from the inspect skill now has a less transparent background. [Teammate]Alicia, Mark, and Harold now start with the "Inspect" skill. (It does not affect any ongoing games where their data has already been initialized.) [North of Marinas]Added the "Love Tree" and an altar in this location. 简体中文 ############Content################ 【柯奥山洞穴】新地点:柯奥山洞穴4F 【柯奥山洞穴】加入了临时占位的柯奥山洞穴5F和恐龙博士研究所地图 【蝴蝶】蝴蝶之翼现在可以在柯奥山洞穴4F、柯奥山洞穴5F、恐龙博士研究所使用。 【钓鱼】加入了柯奥山洞穴4F、柯奥山洞穴5F、恐龙博士研究所的钓鱼数据。 【菜单】你现在也可以在菜单的【档案】选项中检查和其他角色/阵营的关系。 【技能】为【石化术】增加了新的技能图标。 【技能】为【石化攻击】增加了新的技能图标。 【技能】【观察】技能的报告窗口背景透明度降低。 【队友】艾丽西亚,马克,哈罗德现在初始拥有【观察】技能。(不影响已经在进行中的已经初始化过他们的角色信息的游戏。) 【玛丽娜斯北部】加入了【爱情树】和一个祭坛。
We trust many of you have already played the refreshed story and explored the new features. For those catching up, we've rolled out a substantial update for our launch! Below, you'll find a rundown of the release notes for Black Skylands 1.0.
Play as Eva in a newly reworked storyline.
— Uncover the secrets of Black Skylands and rescue Aspya!
Meet new characters!
Discover new islands with fresh quests.
Visit redesigned islands with better visuals and layouts.
Battle new enemies
And face revamped challenges from known foes.
Find powerful Amulets with both passive and active abilities to tailor your gameplay.
Look out for special health-boosting plants along the way.
Try to find them all and get a solid HP boost!
Move the Fathership to new locations to stay close to your ongoing quests.
Process ore into steel in your ship’s factory to upgrade your weapons and fortify your airship.
Upgrade weapons directly from your inventory using Gun Steel or Gold Coins.
Build and improve your base while collecting resources on your adventures.
Enjoy a smoother gameplay experience with our adjusted game balance.
Four difficulty setting options.
So whether you're an experienced captain or a newcomer to the world of Black Skylands, there's a difficulty level that's just right for you!
Other:
added Steam trading cards, wallpapers, emoticons and badges
updated in-game collectable notes
new art direction for most islands
new art for some Falcon airships
updated main NPC’s portraits and animations
removed Falcons’ Assaults on liberated islands
added new control map for gamepad
optimization and performance fixes
(These release notes are for our most recent update. They detail the main changes, but there have been numerous other enhancements and performance improvements in the months leading up to 1.0.)
Pre-Orders / Founders Bonus
Good news for our Early Access supporters: pre-orders are now up and running smoothly! We faced a few challenges on the first day, but we're thrilled to announce that the 'Founders Bonus' should now be accessible to everyone. Thank you for your patience, and enjoy the rewards!
Guiding Old Voyages
Leading up to the 1.0 release, and with the major changes introduced in the 1.0 version, we recognized that some of you might have wished to continue your original Early Access journey. In anticipation of this, we created a separate branch on Steam for the Early Access build, giving you the option to either try out the new 1.0 experience or finish the story in the version you began with. Our main goal was ensuring none of our players felt their progress was disregarded.
Here's how to access your old save to continue your adventure:
1. Right-click on Black Skylands in your Steam library and select 'Properties'. 2. Choose 'Betas' from the left menu. 3. In 'Beta Participation', click the drop-down menu currently showing 'None'. 4. To continue pre-release adventures, select the 'early_access_game_version’ branch. 5. Close the window. The game will now update. 6. To return to the release version, choose 'None' in the 'Beta Participation' drop-down, close the window, and wait for the game to update.
Thanks for sailing with us on this journey. Stay awesome, and see you in the skies!
Hi everyone - my name’s Freddie and I’m a Game Developer at Wix Games. Recently, I’ve been having a lot of fun writing dialogue for Duck Life 9, and I’m looking forward to giving you all a sneak peek into how it’s shaping up. We’ve put a lot of effort into filling Featherhaven Island with fun, engaging characters - let’s see some of them in action!
Speak easy
For those of you who don’t know what dialogue means: it’s just a fancy word for the conversations you’ll be having with characters you meet in the game. And in Duck Life 9, it’s the best it’s ever been - we’ve given unique personalities to every character on the island, while also retaining the relatable, approachable, and slightly absurd personality of the series. You’ll never quite know what to expect when you start talking to someone!
Personally, I’ve taken a lot of inspiration from the Animal Crossing series of games and how well they get across an animal’s character in only a few lines of text. In Duck Life 9, the dialogue is as short and punchy as it can be - it’s something you’ll look forward to, not just something to mash the A button through.
The bird is the word
An important part of Duck Life 9’s dialogue is how interactive it is: the responses you choose to give while talking to other characters will greatly affect how the rest of the conversation goes. To make this possible, we’ve written dialogue that branches off in lots of different directions - this means that you’ll be able to have multiple unique conversations with the same character. In this example, you can either choose to question the legal grey area that Em’s found herself in, or side with her and ask about what’s on the TV. Your choice will take the conversation in one of two drastically different directions - and you’ll have to talk to her twice if you want to see both of them!
With this new approach to dialogue, we’ve been able to breathe life into a cast of new characters, as well as some returning faces from previous titles - but more on that another time! We hope you’ll enjoy uncovering all of the possible dialogues for each character and learning more about them along the way.
Quack of all trades
As fun as it is to think of funny things for the ducks to say (and trust me, I’ve been doing a LOT of that!), there are also other things that dialogue can be used for in Game Design. For example, characters can tell you about the area you’re in and help you progress through the game. So, if you’re ever stuck and not sure where to go next, we’ve made sure that there’s always someone nearby you can talk to to help you out.
I’ve also been using dialogue to help each area in Featherhaven Island feel rich and vibrant. Many of the ducks will give you some interesting backstory about the area they’re in - so, for long-time fans of the Duck Life universe, there will be plenty for you to sink your teeth into! Some ducks, on the other hand, will have more whimsical, personal stories and opinions to share, but these are just as important as explicit worldbuilding when it comes to making an area feel alive. Our Art team has been working hard to create some awesome-looking environments for this game, and so it’s only right that we do them justice by creating fun, engaging stories for every inch of the island. Wait… where is that duck, anyway? Is that a new area?
That’s going to wrap up this week’s Devlog - I hope that you’ve enjoyed discovering more about Duck Life 9 and maybe even learned a thing or two. If you like what you’re seeing, then feel free to join our Discord server and get stuck into discussion with other fans of the series. We’ve also launched a Steam page for Duck Life 9, so be sure to wishlist it there!
There are 56 days left before the start of your mission on Regis III and both the Signature Edition, and the Standard Edition, is ready to be pre-ordered for PC, PS5 & Xbox Series X/S.
Inside the Signature Edition you will discover a comic book with The Invincible side arc story, a digital soundtrack, unique poster, notebook, enamel pins, postcards and more... Game boxes contain Steam keys.
We hope that these artifacts will remind you of home during your long journey, astronaut.
Almost three weeks ago we announced the continuation of the Q&A and just like last time, you delivered! We can see that you care about the game and that you want to know a lot about it. We've gathered quite a few questions here on Steam and on social media from you, so thank you very much for that!
Hopefully we were able to answer a few questions with update 0.1.3.0 (markers and zoom). Of course, we are still working on the game and besides the fixes and quality of live improvements we are also preparing content and performance updates that will be released in the upcoming weeks and months. We will also be introducing the Public Stage to Sengoku Dynasty, which will move the "testing" of new content etc. to a second branch. More on this shortly.
But we digress.
So today is the next round of questions and we'll get started right away: As we chart our course through the captivating landscapes of the Sengoku era, we're thrilled to share a glimpse of our envisioned future for the game - based on your questions.
Imagine sprawling mansions reflecting the pinnacle of luxury, alongside intricate character customizations that let you immerse in Japan's rich sartorial history. Yet, amid the tranquility and artistry, the first whispers of gunpowder promise a seismic shift in gameplay dynamics. Join us as we answer your questions showing the glimpse of a future where architectural splendor meets impending firepower.
Will there be muskets?
This is one of the most common questions on forums and discord. Given that we are making a realistic game taking place during the Sengoku period, we are considering all types of weapons that were used back then, with muskets being very high on our to-do list. You will have to wait till the combat update though!
You mentioned character customization on the co-op video. Will this be for single player as well?
When it comes to the starting clothes for player characters, it is something that we plan for co-op only, as it will simply differentiate players. All other customization options (starting specialization, clothes, etc.) are going to work exactly the same in single player and in multiplayer.
How much depth is planned for the skill tree?
Four skill trees are planned right now, each will contain a few dozen perks. We want you to be able to roleplay different kinds of archetypes and we want to do it right, so it will take more time.
Will there be building opportunities for estates?
Yes, there will be a possibility for a player to build an estate. It is quite possible we will make it modular so you will be able to choose its shape. For the smaller buildings we wanted to adhere to the historical standards, thus we made them prefabricated, so your villages can look as authentic as possible.
Why do the townsfolk idle instead of collecting things?
For your workers to use their tools or interact with the workplace furniture, you need to increase their production above zero. We have also introduced some AI fixes that should help villagers behave more naturally, and according to their occupation. When it comes to certain workplaces, mainly those which rely on harvesting raw resources, we are still working on AI.
Will it be possible to make the jobs already taken either in a different color or have it in another section above or below?
We plan to add sorting, grouping and filtering to all UI lists where it would make sense and improve the usability.
Can we hope for a different start in the future? Something different than what we have seen in the EA.
Yes, we plan both starting specialties for a player character, as well as different starting locations. We need to implement more character skills so they can truly give you different gameplay experience. It won’t affect the story, but your gameplay, having different skills and items available at the start of the playthrough.
Will you change the way NPCs gather and make it more like in Medieval Dynasty? Now the way they work seasonally makes it feel like a dead village.
Villager behavior is not affected by the seasonal production logic. Villagers are going to perform work activities and villages are going to look alive - we are constantly trying to improve their AI, add more animations, and streamline the management system. There were some bugs that resulted in NPCs not doing their animations. We will be constantly investing time into making the villages look busy and lively.
Will any deployable road (stone or mud one) be added in the future?
Yes, we plan to add a way for a player to build a lot of structures that can extend, like fences, walls, and roads.
Will there be Steam Achievements?
Yes, when we are happy with all the mechanics that are still pending implementation, we are going to introduce Achievements so that you can explore them all.
Welcome to the new era of Ratings. EA SPORTS FC™ 24 brings you closer to the game with data-driven Ratings and PlayStyles for your favourite men’s and women’s footballers. Pre-order the Ultimate Edition now and start playing up to 7 days early from 22 September.
Welcome to the new era of Ratings. EA SPORTS FC™ 24 brings you closer to the game with data-driven Ratings and PlayStyles for your favourite men’s and women’s footballers. Pre-order the Ultimate Edition now and start playing up to 7 days early from 22 September.