■ How to Participate - Record cool or fun moments captured while you were playing Warhaven. - Upload the video on Twitter, TikTok, YouTube, or other social media platforms with the hashtag; #Playwarhaven, or #Warhaven. - The winner will receive a Google Form to enter the event participation information via DM on the channel where the video was uploaded on 10/16 (Mon) to the Warhaven official account. - For SNS platforms that do not have DM feature (YouTube), please share the video you uploaded to the platform to the Discord "#wh-screenshots-videos channel", and if you are selected as a winner, the Google Form will be sent to you via Discord DM. ※ If you are not allowed to receive DMs, you will be removed from winners list.
■ Event Prizes - 10 Warhaven Gift Sets
■ Winner Announcement - The winners will be selected and their prizes will be sent to them after the event ends. - 10/15 (Mon) 7:00 PM PDT
* Please Note - Videos submitted as a part of the event may be used in Warhaven social media channels. Please note that any submission must agree to those terms. - Uploading videos that belong to others or duplicate videos may lead to disqualification without notification, so please submit your own work! - Videos that are unrelated to the event (Ex: videos of other games or subjects unrelated to Warhaven) will be disqualified, so be careful.
■ How to Participate - Visit the Warhaven official Discord server (Go Now) and join it. - Read the official Discord announcements and notes and participate. - Your Discord level will increase based on your activity on the server. - Claim your prizes for reaching certain levels. - The prizes are coupon codes that can be used in-game and will be distributed to players through Discord system messages.
■ Discord Activity Level Guide - Send a message in the open chat channel of the Discord server to earn EXP and level up. - Level up by earning the right amount of EXP. The amount of EXP needed for each level is different. - You can check your current level in the #rank-check (to be added) channel, by typing in the !rank command.
■ Event Prizes - Reach Lv. 2 in the official Discord server. > Profile Card Frame: Bejeweled Coupon Code - Reach Lv. 5 in the official Discord server. > Profile Card Background: Country Estate Coupon Code
■ How to Use Coupons - Log in to Warhaven, enter the lobby screen and press [Esc] > Game Settings > Account > [X] > Enter Coupon Code > Obtain Item
* Notes - Prizes are given out at Lv. 2 and 5, and the rewards are unique for each. - Coupon codes obtained by leveling up can only be used once per account. - When each level requirement is achieved, a channel dedicated to receiving coupons will be exposed that can only be viewed by members who have achieved the requirement. (Example: Achieved level 2 - #Soldier_Rewards / Achieved level 5 - #NCO_Rewards) - The coupon can be redeemed by clicking the gift button in that channel. - If you've already obtained a coupon code, you can't get a duplicate of it. - Coupons sent for this event don't expire, and can be used anytime.
This update improves SDNL and adds water volumes for Condo Creators!
Water Volume!
Water volumes are here! Players can now place water volumes in their Condos with the Condo IO tab. These volumes simulate water physics and have swimming animations.
There are several water types for visual differences, and you can color the water and adjust its friction as well.
SDNL Improvements/Balancing
Changes have also been made to improve and balance SDNL!
Workshop models are now adjusted to better reflect the size of hitboxes in SDNL.
You can also disable workshop models in Content > Workshop settings > Workshop Player Models In Game Worlds and the players will stay at normal scale.
Dino Battle has gotten some balancing changes. Dinos now have less health and can no longer grab armor or ammo. The win condition for Dino Battle is now based on the amount of kills a team has (30), rather than a time limit.
Players in 1st through 3rd/4th place in any game mode now have higher payouts! There is also an increase to the “Player Killed Bonus”.
Workshop Uploading Fixes
We have fixed several issues regarding uploading Workshop Condos to the Workshop. One of the major bugs was an issue with Condos not uploading when there were too many tags set. Another issue was that Condos that were large in file size (over 30mb) would not upload, which we fixed. And lastly, the screenshot tool now takes pictures properly again and at the right brightness.
Changes
Condo: More material improvements
Plaza - Dark Voyage: The time chamber transition effects now happen more quickly
Plaza - Dark Voyage: Ride gun is now a machine gun
Plaza - Dark Voyage: Ride gun now has improved hit FX, laser tracer, and is colored per player to make it easier to see what each player is shooting at
SDNL: Adjusted workshop scales to more accurately match hit boxes
SDNL: Increased Payouts
SDNL: Increased 1st Place Payout from 1,000 to 1,500 units
SDNL: Increased 2nd Place Payout from 800 to 1,200 units
SDNL: Increased 3rd Place Payout from 600 to 900 units
SDNL: Increased 4th Place Payout from 400 to 600 units
SDNL: Increased Gun Game 1st Place Payout from 1,200 to 1,500 units
SDNL: Increased Gun Game 2nd Place Payout from 800 to 1,000 units
SDNL: Increased Gun Game 3rd Place Payout from 400 to 750 units
SDNL: Increased Player Killed Bonus from 10 units to 50 units
SDNL: Dinos no longer can grab armor or ammo
SDNL: Dinos have a little less health
SDNL: Dino Battle is now first to 30 kills
SDNL: Changed Cash to Rating
SDNL: Egon Cannon damage increased (12 > 18)
SDNL: Flag held now shows up in view model
SDNL: CTF weapon loadout now spawns you with 1 machine gun (Dual UZI or Bullpup)
SDNL: Hinderance: Adjusted one of the ramped areas to become a spiral staircase to clean up the geometry in the area and make pathing more clear
SDNL: Hinderance: Widened up the blue side room to make it less cramped
SDNL: Hinderance: Improved the art for the cavernous entrance to lava area to look better and be slightly bigger
SDNL: Hinderance: Widened up the side passageway that goes to the lava area to be less cramped and flows better
SDNL: Hinderance: Replaced dirt pile that goes up to winding staircase with stacked blocks to look better and make more sense
SDNL: Hinderance: Widened and expanded various doorways
Condo IO: Added Water Volume. This volume lets you place swimmable water anywhere in your Condo. You can change the water type, color the water, and adjust the water friction
Condo IO: Added Ladder Volume. This volume lets you place invisible ladders anywhere in your Condo, allowing players to climb up how you'd like
Condo IO: Added Hit Target Volume item, an invisible box that has health and takes damage and outputs when it is dead. Comes with hit FX and damage notes and optional blood effects. Has OnDeath, OnHurt outputs and AddHealth, ResetHealth, and TakeHealth inputs, along with DefaultHealth and BloodType settings
Condo IO: Added Test Fire Relay button on the relay settings panel to easily test Relays
Condo IO: Added lock icon on relays when FiredOnce has been set
Condo IO: Added glow effect when a relay was just fired (only when Inventory or Tool is opened up)
Little Crusaders - Dragon: Reduced ground speed of dragon (back to what it was before SDNL)
Little Crusaders - Dragon: Reduced air control speed of dragon
Little Crusaders - Dragon: Added 0.35 delay before the bite deals damage
Libretro: Portable consoles now display game select when you first left click to use it (if you have not loaded a game already), then loads into game mode when you select a game (this will help lessen confusion on how to use these portable consoles)
Optimizations
Improved performance for volumetric fog
Bug Fixes
SDNL: Fixed player scales on models being smaller when workshop setting is disabled
SDNL: Fixed players dying or taking damage to themselves when shooting at other players in Gun Game
SDNL: Fixed results screen list not fitting all players on the screen
SDNL: Fixed flag/oddball not returning sometimes
SDNL: Fixed team list on HUD not swapping teams properly when team swap happens on a new round
SDNL: Fixed Garand playing empty clip animation/sound too early for clients
SDNL: Fixed fire input issues with Toy Hammer and gun game
SDNL: Fixed Magnum Laser search for targets not always occurring when holding alternative fire
SDNL - Hinderance: Fixed a cliff wall with bad collision
SDNL - Hinderance: Fixed pickups clipping through the floor
Virus: Corrosion: Fixed collision on cable railings so you can now shoot in-between the cables
Virus: Corrosion: Fixed collision on ornate railings so you can now shoot in between the cables
Plaza / Virus: Corrosion: Fixed missing collision on bent pipe models
Virus - Corrosion: Fixed bad collision on small standing tank model
Virus - Corrosion: Fixed bad collision on double tank model
Plaza - Dark Voyage: Fixed an issue where the exit door from the final time chamber back to the station platform was not opening
Plaza - Dark Voyage: Fixed an issue where exiting the first time chamber from the station platform to the wild west area had a long delay before ride movement
Plaza - Dark Voyage: The entrance doors to the time chambers no longer chop into the back portion of the ride vehicle
Plaza: Dark Voyage: Time chambers now reset properly after a cart finishes passing through it
Plaza: Dark Voyage: Fixed an audio bug that was causing the wild west's entry time chamber to not play door sounds when the exit door was opening
Plaza: Dark Voyage: Fixed being able to shoot the blood bottles in the blood kitchen before they are even visible
Workshop: Fixed crash when uploading or updating workshop addons when they have more than 5 tags
Workshop: Fixed not being able to upload workshop condos that have save data larger than 30MB
0.1.1 (Trois) comes with tons of new features, changes and improvements ALL across the board. From Combat to RPG Elements, a lot more bits of ParAdise, UI, camera and backend improvements – this one has it all. And seeing as the two of us are already here –
Let's have a little chat!
You've already seen it: Achievement(s)! This one's awarded for completing ExcommunicAtion and goes hand in hand with unlocking ParAdise. If you've already done that during 0.1, you'll get it when you start 0.1.1 for the first time.
Status Screen
As announced in the preview, the Status Screen displays an extended overview of your current character's stats. Noteworthy are HP (Hitpoints), ATK (Attack) and DEF (Defense). These directly drive damage calculations, and you can track their growth throughout the phases of ExcommunicAtion and your playthrough of ParAdise.
Target Info HUD
In a similar fashion, you can also get more info on the currently selected target. The Target HUD now comes with a little Info Box you can fold out to show both extended stats and passive abilities.
Currently, passives are just cosmetic and mostly there for lore reasons. They're however already set up to individually customise combatants through passive (unlockable) traits.
Glyphs
These were already touched upon in the preview, as well. You've also likely spotted them in the previous sections. These dynamic glyphs display input keys and have now been implemented all over the game. They update automatically to reflect your individual key mappings set in the Input screen and your current input device.
!Conversation
A new option – Conversations – allows you to toggle ExcommunicAtion dialogue on and off respectively. Think of this as the equivalent of a "story-mode" difficulty – just reversed. You'll get all the combat and gameplay segments, without being interrupted by dialogue.
Mono Trouble
ExcommunicAtion's phase 3 has undergone a rework focusing on AI target selection. Previously, Ganymede had a 5% chance to hit an enemy Monolith and turn it back to his side. Going forward, he'll be much more persistent.
Un Deux Trois
Starting with 0.1.1, Ganymede has his eyes on the field. He'll probe it for Monoliths you've turned and collectively hits them with a shiny new ability. It's pretty unfair, all things considered. But also something that can be dealt with.
ProvocAtion
To counter Ganymede's fixation on Monoliths, our very own Daphne will receive a new ability to apply a provoking status effect on herself. This not only increases her Defense, but also forces Ganymede to attack her and only her.
Green Country
Speaking of combat encounters, battles in ParAdise have been almost completely restored and enemies now have their own status developments. A prime example of this change comes with the addition of a new big bad enemy that haunts Lorna during the early parts of her adventure.
Progression
Naturally, the player's people won't be stuck at level 1, either. Contrary to ExcommunicAtion, levelling up is not done through beating up Ganymede (over and over again), but driven by EXP instead. EXP itself is gathered by – you guessed it – killing things. But there's also completing quests and challenges, among many other ways to further progress your characters.
Equipment
The equipment system is already present in ExcommunicAtion, but without a way to functionally interact with it. For ParAdise, equipment will play a massive role. So it's only reasonable that you're provided with both the individual pieces and the infrastructure to see and modify who's wearing what to which effect.
Last but not least
The few story segments in ParAdise have also been completely restored. This paves the way for future updates to continue the story of Lorna and her – soon to be introduced – friends. I'm super excited to get into this once the initial segments have been fleshed out a bit more.
Speaking of Story
It's more of an outlook than anything else. But since we're approaching the end of the post anyway, I'd like to at least give you an idea of what's next. I've teased it a couple of times already. This time around, I want to be a lot more concrete.
That's right!
InvAsion is coming home! I won't get to deep into it here, but 0.1.2 will put a heavy focus on polishing dialogue interactions and creating a sustainable tile-mapping infrastructure. InvAsion is thus the perfect poster child to not only prototype and polish these features, but also the perfect opportunity to integrate it into ANARCHY proper.
To Conclude
If you're reading this, ANARCHY 0.1.1 is live. Even though it's a huge update, the game itself is still in the early stages of Early Access. I can't express how thankful I am both for your trust and continued interest, especially from those who've already invested hours into either ANARCHY and/or AUTONOMY.
It's nothing compared to the kindness you're giving me. But I want to leave you with a little something. Boot ANARCHY and grab the achievement for completing ExcommunicAtion, if you haven't already. Word on the street is, it's good to have it when 0.1.2 comes out.
Beyond that, feel free to grab a licence of InvAsion, too – if you don't mind. There'll be more announcements down the road, but chances are it won't be available the way it is right now forever.
As always, thank you tons for reading this. I hope you'll enjoy both 0.1.1 and all the future updates to come! If there's anything I can do for you, you're always welcome to get in touch.
On this patch, we're implementing some of the requested quality-of-life features.
Added No Rush mode for the base game. Gems will no longer disappear after a set period of time. The end screen will indicate this mode, just like Easy Mode.
Item performance in Survivor mode is reworked. Now, item descriptions and the end screen will show the total cumulative performance (mana, damage, etc.) in the last 30 seconds.
Added an interactable object in the Root Chamber that allows you to refund all upgrades in the base game. It's a book with a question mark.
Added an option in the settings to enable instant item craft on crafting circles.
Weapons or classes can be hovered over in the inventory. This will be useful to check your class in Survivor mode and serves as a foundation for something exciting in a future update.
Pyromancer's Tome artifact has a limit of 1 activation per frame as a safeguard measure.
Fixed the attack speed not resetting when playing Survivor mode with a weapon.
The mouse will no longer try to select a hovered item slot if it remained idle for the last 0.2 seconds. This change will probably not affect players who used the mouse to organize the inventory but will remove the 'sticky' feeling of the inventory for players who used a keyboard and mouse.
Frontier Hunter: Erza’s Wheel of Fortune - sitruunaice
Hello everyone! In conjunction with the STEAM TGS2023 event, we're rolling out a 25% discount on our main game and introducing the Hairstyle DLC. Mark your calendars: this begins at Eastern Standard Time (EST): 9 p.m. on September 20th.
We've created a DLC that includes 9 universal hairstyles. As the main game goes on a 25% discount, the Hairstyle DLC will also be available for purchase.
Initially, we designed it so that each of the three characters could only use three hairstyles specific to them. However, we later felt that making all hairstyles universal was a better choice. As a result, we've adapted these 9 hairstyles to fit the faces of all three characters.
Additionally, we've optimized the facial models of the characters.
Now, for the main event! The hairstyles only took up less than 5% of our workload. We've dedicated over 95% of our time to creating new main content, which will be introduced in the version 0.8 update, set to release around the end of September or early October.
In this update, we're introducing two new level maps, two BOSS battles, and a plethora of new items, gear, and skills. What's even more exciting is the introduction of the most powerful BOSS in the game so far: the Guardian Knight - Alicia. This BOSS will be a significant milestone in the storyline, and after defeating her, players will break the seal and enter the realm of the undead. We hope this BOSS provides players with even more excitement and challenges.
Fixed audio source position becoming messed up after switching views or visiting a shop (resulting in much louder transmission whine).
Fixed broken audio positioning in Garage, Shop, Car Lot, and Car Market.
Fixed wrench, spray & decal SFX not using 3D audio.
Part shops
Fixed unintended "raids by FBI" in the demo.
Added rev modules, exhaust pipes, and all running gear parts except wheels to shop 2.
Minor part positioning improvements for shop 2.
Shops 3 & 4 are no longer marked as WIP.
Garage
Fixed infoline not always clearing when selecting an empty slot in first person mode.
Fixed first person inventory line number not updating when filtering parts.
Fixed being able to remove parts without disassembly by dragging them from the world into inventory. (there's a cheat for that :D)
Fixed part world-to-inventory drag breaking the camera, if it's looking at said part.
Aero
Fixed parts not directly attached to the chassis (door/hatch windows, most spoilers) not affecting drag.
Spoilers and few appropriately-shaped wings now reduce drag.
Slightly reduced minimum drag of Codrac and Yotta.
Properly balanced drag reduction logic for all cars: Drag reduction won't be 'maxxed out' early, only starting to increase drag after some parts have been lost. Now, all major body parts need to be attached, and in good condition, to achieve minimum drag!
Misc
Opponent engine start assist for rare cases of them failing to start the engine before race start.
More aggressive opponent racing AI.
Fixed a case of failure to generate Badge with a cut hood.
This update primarily focuses on the pack editor, with some miscellaneous fixes and improvements elsewhere too.
Major Enhancements
Pick ANY color for your walls now, with a color picker tool
The fill tool now works instantly
Added an option to disable colored walls in the settings. Turning this on will cause all walls to appear light gray.
All your packs in the editor menu will sort by most recently edited, so you don't have to scroll to the bottom anymore
Loading and resetting packs is now 15-20 times faster. This is mostly noticeable on packs with lots of spikes, keys, goals, and portals.
Minor Enhancements
Link lines in the editor now have transparency so it's easier to see when they overlap each other
If you try to place two links on the same two endpoints, it will ignore one
Links that aren't valid will be removed when saving the level
Improvements to the UI in the pack overview editor
Making a new pack will jump straight into the editor
Bug Fixes
Changing tools while creating a link will clear the link in progress instead of creating a bad link
Quickly unpausing and pausing will no longer put you in a weird half-paused state
Tooltips should no longer get stuck on the screen
Paging left or right too quickly in the search area will no longer let you page past the last page or down to page zero
The page left button in the search area will no longer flash and then disappear when opening the community tab for the first time
Pressing escape from the win screen will now take you back to the pack on the play menu instead of going back to the main menu
System Upgrades
These are upgrades that make my life easier but users won't recognize them.
New pack file format: after launching the game for the first time, your local packs will all be converted to the new format. It uses a single JSON file for the entire pack rather than a folder with separate files for each level. Changing the file format was necessary for adding color palettes, so I went all out on the file format upgrade while I had the opportunity.
Updated the level editor scenes to use my scene manager system for passing data around when switching screens
Modernized a large percentage of my codebase to centralize major pieces of functionality and to make it easier to develop new features
News banner and message are only loaded once when you launch the game instead of every time you go back to the main menu