Added a new rare event, where your match can be blown out (like in the trailer)
The creature now has a second spawn location, which it will use if the player is too close to its normal spawn location
The creature will now always run away from the player when transitioning into its hiding state, its move speed when looking for a hiding spot has also been increased
Increased the duration of the chase state, and the hiding state
Fixed an issue that caused the match to be lit for longer than anticipated
It has been 8 months since EA released, the official version will finally be released on September 29th!
In the past 8 months, I have seen various suggestions from the community and player groups, striving to make a game that satisfies everyone as much as possible. In the official version, in addition to experiencing the unique marble + card + mercenary group development gameplay of drifting mercenaries, you will also experience the following content that EA does not have:
Put this at the very front! Your girl team members can move! With the help of publisher BD Games, all 19 main girl heroes are equipped with dynamic renderings! No longer a paper girl with only one action!
[Basic content]
Reworked some relic functions
Adjust some character skill effects
Adjust the effects of some skill cards
Adjust the roles and functions of some group leader attributes
Add a new mechanism for multiple actions within the enemy's turn
Added injury system
Added new group leader attributes such as forging, cooking, alchemy, and charm, as well as corresponding functions and a large number of items
[NPC and social interaction]
Added new NPC generation besides tavern mercenaries and slaves
Sixty new male and female NPC vertical paintings have been added
New male NPC generation
New NPC personalities and preferences
New NPC independent behaviors such as travel, adventure, acquisition of equipment, and interaction with other NPCs
Added basic interactions between the protagonist and NPC, such as giving gifts, doing activities together, learning skills, getting married, etc.
Added child birth and teaching functions
Add new random events related to the protagonist and NPC
Added NPC-specific team functions and various useful features
Added story endings for NPCs who have a marriage relationship with the protagonist
[World Interaction]
Added a new small map inside the town
Expand the functions of towns. Towns may reject and attack the protagonist, or they can also attack and plunder towns.
Added new urban emergencies, such as resident entrustment, economic fluctuations, competitions, monster crises, etc.
Added travel emergencies
The above is the new gameplay and content added to the official version. You may not feel it by looking at the text list, but the actual game content is more than three times that of EA! I hope you can enter the game and experience more than 100 hours of gaming fun!
Victory at Sea Atlantic - World War II Naval Warfare - James Evil Twin
As we set sail toward the highly-anticipated release of Victory At Sea Atlantic, we're excited to dive into one of the game's most immersive and dynamic features: the weather system. Here we'll explore how weather impacts naval warfare in the Atlantic theatre during World War II and how it adds a new level of realism and strategy to our upcoming game.
The Power of the Elements
The Atlantic Ocean during World War II was notorious for its unpredictable and often harsh weather conditions. As you take command of your fleets in Victory At Sea Atlantic, you'll quickly discover that the elements are not just a backdrop but a formidable force to be reckoned with.
Dynamic Weather Patterns
Our team at Evil Twin Artworks has worked tirelessly to create a dynamic weather system that mirrors the unpredictable nature of the Atlantic. In the game, weather patterns evolve in real-time, affecting visibility, ship handling, and combat tactics.
Huge Waves and Water Splashes
Picture this: You're about to enter a battle, and you have notifications of a fierce storm rolling in. Massive waves crash against your ships, causing them to pitch and roll dramatically. Water splashes from these waves interact dynamically with the vessels, creating an incredibly immersive experience. You can practically feel the salty spray on your face as you navigate through the tempest.
Night Battles with a Fiery Twist
Night battles take on a whole new level of intensity. Ships on fire at night emit a fiery glow that not only looks stunning but also affects visibility. You'll find yourself making split-second decisions as you try to spot enemy ships through the darkness and smoke.
Depth Charges and Plumes of Water
Submarine warfare becomes even more thrilling with depth charges. As they detonate, they send huge plumes of water spray into the air, obscuring vision and adding an element of danger to underwater combat.
Environmental Challenges
It's not just the enemy you need to worry about. The weather itself becomes an adversary as you navigate through heavy rain, dense fog, and treacherous storms. Visibility can change from combat to combat, making surprise attacks and ambushes a constant threat.
Strategic Adaptation
Adapting to these weather conditions becomes essential for success. Do you risk a night engagement with reduced visibility, hoping to use the cover of darkness to your advantage? Or do you wait for better weather, even if it means your enemy might slip away? Enemy subs are harder to detect using sonar in adverse weather conditions; they might be right under you and you wouldn’t know it, will you withdraw to safety?
Community Involvement
At Evil Twin Artworks, we've always valued our community's input, and the weather system in Victory At Sea Atlantic is no exception. Your feedback has played a crucial role in shaping this feature, and we can't wait to see how you tackle the challenges posed by the elements. You can talk to us on our Steam Community Page and on our Discord Page
Final Thoughts
The dynamic weather system in Victory At Sea Atlantic is more than just eye candy; it's a game-changer. It immerses you in the unpredictable and often brutal conditions faced by sailors during World War II, adding an exciting layer of realism and strategy to the game.
We can't wait for you to experience this firsthand when Victory At Sea Atlantic sets sail. Stay tuned for more blog posts as we continue to explore the intricate mechanics and features of the game.
After an overwhelming response featuring more than 100 submissions, the top 15 tracks of the 2023 Space Engineers music competition have been selected by multiple judges at KeenSWH! It was no easy task selecting these winners as there were many high quality and unique entries.
The judges tried to select a mix of music styles so that there is variety and hopefully something for every player to enjoy! All of these tracks should be making their way into the Jukebox in a future update.
Enjoy listening to these amazing tunes!
Our contest winners, in no specific order:
Clang the Conqueror by Utho Riley
Oxygen by HarkaH
Space Funk by Touko Kinnunen
Motherload by Jonathan
To the Moon by Pharozen
The Hunt by Neuroklast
Memory by Loki
Voyage to Andromeda by Allpline
Quasar by Amenopali
Space Guardians by Bart Zeal ft. Sanne Carolyn
Aye by LunixiaLIVE
Outnumbered by KhydroDjent
New order by Schxfer
Space Engineers Main Theme Remix by Happy
The Day of Battle by Deus Nebula
Honorable Mention:
ClangDrive by Black5heep
Many thanks to everyone who entered and big congratulations to our winners. It was a joy to listen to so many incredible entries which also made it especially difficult to decide on the best of the best. We hope you enjoyed the competition as it’s definitely something we would like to do again in the future!
Added : [Content] Image to Material - Improve microdetails generation in normal maps [Content] Image to Material - New delighting intensity parameter [Layers] Images can be added in the Image Import layers [Layers] Images can be removed in the Image Import layers [Layers] Invalid layers can now be deleted [2D View] Shift+C shortcut to cycle back the channels [3D Capture] Display a warning toast when user import less than 20 images [Application] New preferences to set the default material texture tiling value [Onboarding] Updated tutorial UI for Image to Material (AI) and Upscale [Scripting] 3D Capture API: DatasetInfo has more data when Capture3dState is set to aligned [Scripting] New select_asset argument to create_asset(). New functions: wait_for_computation() and clear_render_cache()
Fixed : [Layers] Crash when Crop region is very small [Layers] Crash when adding or tweaking the Crop filter [Layers] Making crop region square leads to incorrect material output resolution [Layers] Outputs sometimes disappear when several layers are disabled [Layers] Render cache may not properly be invalidated with the Image to Material (AI) and Upscale filters [Layers] Unable to add Upscale filter when selecting "Do not show this message again" in the warning popup [Layers] Unable to restore the image in Embroidery filter once modified [Export] Exported normal map resolution changes when changing normal format [Export] Remove "_environment" file name suffix when exporting an environment [Export] Unable to export an .sbsar file when there is a Warp Transform layer in the layer stack [2D View] "Fit to screen" does not work when resolution changes [Application] After closing the application window while computing, the application process could still be running [Application] Crash at exit [Application] Invalidate render cache when toggling GPU accelerated neural networks [Scripting] Naming a plugin as an existing panel name causes unexpected behaviors [UI] Clicking on a item with a tooltip will cause the tooltip to disappear until restart [UI] Height scale value may change when switching assets [UI] Incorrect margin in comboboxes
This update has a number of small fixes and improvements, as well as additional languages for eSail Pro. A huge thank you to all our community translators!
Added missing throttle handle
Better debugging when leaving a challenge
Added French, German, Spanish, Greek, Italian, Dutch languages for eSail Pro.
Changed hand compass scale to make it larger
Binoc and hand compass icons in drawer. Moved tooltip down as was fighting cursor on certain resolution/scaling combinations
Fixed bug where in central mooring sometimes crew could not pull line
Fixed bug where boat heading was not being restored in Sandbox
Now saving ‘wind’ mode and ‘true wind’ setting. Also made sure that Autopilot settings were applied on restoring
We are thrilled to announce the new trailer and pre-orders for Eiyuden Chronicle: Hundred Heroes! We are live at the 2023 Tokyo Game Show sharing brand new game play, interviews, and details.
Watch the trailer:
Eiyuden Chronicle: Hundred Heroes launches April 23, 2024. Pre-order now to get some awesome bonuses including 1x Rune, 1x Accessory, and 1x Headquarters Custom Object (Flag).
If you pre-order and upgrade to the Digital Deluxe Edition then you will get 48-hour early access on April 21, in addition to all the Standard edition bonuses
In addition, if you upgrade to Digital Deluxe Edition then you will also get the Digital Soundtrack which includes 15+ tracks, Digital Mini Artbook with 60+ pages, 1x Headquarters custom Object (R&B Statue), Season pass, and the Easy journey pack with 6x HP Recovery, 2x Revive, and 1x Evacuation item.
Add Eiyuden Chronicle: Hundred Heroes to your wishlist now and follow us on Steam!