We're thrilled to announce that the Feudal Baron: King's Land Prologue will be available soon. We've put a lot of hard work and passion into giving you this sneak peek of our medieval world.
The prologue is not just a preview - it's an introduction to the game we've designed for you. As you immerse yourself in this medieval landscape, we genuinely hope you'll share your insights, feedback, and experiences with us.
Starlight: Eye of the Storm - Strides Interactive Game Studio
Quickfix v1.07.1
As promised, the bugs were looked into and resolved.
Bug Fixes
Campaign Tutorial achievement will no longer appear everytime the game launches. This was probably a state-confusion between the game, Steam and the game's anti-cheat algorithms.
Fixed a bug where if you've completed a Campaign, you can never start another game with Arcade, Boss Rush, Survival or even Duel PvP.
Conclusion
We'll try to live stream some of the new features on Steam and/or Twitch. Stay tuned! The announcements will be made. Have fun!
Take two! We had some technical difficulties and will be attempting another stream tomorrow!
As part of Melbourne International Games week, Ghost Cat will be streaming a first look at Starwisp Hyperdrive's gameplay. A cozy atmospheric exploration game about making your home in space, finding your way in a strange and whimsical universe, and the impact you have along the way.
With this update I took help from the new commuunitymanager that I'm working with to create a little summary video!
Check it out!
I'll still post everything in textform too tho, so heres that
NEW STUFF:
The Drone! - this will warn if there is no clear path to the core, in the future, more things will be added to it
Ooglimass! - this has a chance to drop when an ooglian dies. there's a maximum of 15 spawned ooglimass at a time, so after that, no more will spawn (there's a temporary counter in the corner, that will be removed later on) The ooglimass deterioates every turn. if left outside it will dissapear after 3 waves
Factory - there's currently only one factory. it takes oglimass and energy and creates a battery that can be triggered to shoot out an electric pulse to all connected modules in it's area
Burner - this takes ooglimass and converts it into energy!
Laser rework - the laser has lost it's piercing ability, but it's still a constant beam. it's damage has been upped a bit
New secret module - takes alot of power, but it might be worth it if your base can keep up
Minor things / QoL
brought back some autoaim to the cores since the purely manual mode still makes it way to hard before you've set anything up
The switch is now portable, meaning you can move it around during the wave, this is less of a fix and more of a quick solution just to make it work since it comes with the problem that you can push around ooglians and alter the paths during gameplay making it highly abuseable
Removed the force that drags your hand back to the grabbed object. This was kind of a relic from the past to make things feel more physical but I agree that it might not serve a real purpose
Reworked how explosions works to hopefully make them more performant
Made it so sounds are not mirrored anymore (lol idk how i havent noticed that before)
Conqueror’s Blade: Knightfall has descended, bringing new Units and inspiration from the medieval Teutonic Order and its knights.
Bai Yi Qiu, Lead Designer at Booming Tech,answered your burning questions about the new Season and future plans for Conqueror’s Blade.
Conqueror’s Blade: Knightfall was released on September 14; what inspired this Season?
Initially, after two Seasons with Eastern themes, we aimed to introduce content from Western battlefields to enrich the game. When considering themes, we sought to capture the raw, early-warfare essence that the game had during its initial launch. This led us to the concept of the Teutonic Order, which was a popular choice among players in one of our previous surveys.
The Units have a medieval German-inspired look and names. Can we refer to Knightfall as a “medieval German season”?
We did draw inspiration from the Teutonic Knights and the combat styles of that time and region. However, the Teutonic Order included members from various countries and cultures across central and eastern Europe. While it conveys a hint of a Germanic theme, it doesn't represent the entirety of what "German" means to us. So, we can't definitively label this Season as exclusively "German."
How did you choose which Units to add to the Season?
Firstly, we examined authentic historical references to understand how knights of that era engaged in battle and identified the most iconic weapons and combat styles that could pique players' interest. Secondly, we considered how introducing these new Units would positively contribute to the diversity of the battlefield in the current game ecosystem, offering gameplay experiences players may not have encountered before.
The Schutzdieners Unit combines both offensive and supportive abilities, including the ability to heal allies. Can you tell us about the process of designing this Unit?
We believe this unique gameplay style will introduce different tactical possibilities and alter the game's dynamics. Inspired by the stories surrounding the Knightly Orders and their association with holiness and healing practices, we created a Unit that possesses the ability to provide healing and support in addition to combat prowess.
The Zweihander is an iconic weapon carried by the new 5-Star Zweihanders Unit. Many players are asking if there are plans to introduce this sword as a separate Weapon Class for Heroes in the future. Do you have any plans for this?
For this year, we don't have plans to introduce a new Weapon Class for Heroes. Currently, we have a variety of Weapon Classes and Units, and our focus is on balancing and developing new mechanics for Units. However, we recognise that the Zweihander is a highly anticipated weapon. If we were to introduce a new Weapon Class in the future, it would certainly be a strong contender.
The overall tone of the Knightfall Season trailer is notably different from the previous Sengoku Season. It’s darker and more brutal, and many players praised it for its "warlike" feeling. How did you achieve this?
In the previous Season, we experimented with a style reminiscent of action-packed manga in our video trailer, which is a characteristic Japanese artistic approach. For Knightfall, we aimed to portray how the people who inspired the Season engaged in warfare driven by their faith. They were more zealous, and their environment and struggles were harsher, naturally resulting in a heavier atmosphere. Every video trailer atmosphere we create is indeed intentional, aiming to convey the essence of the season's theme.
Can you share some details about the development team's future plans?
Our top priority is improving the game ecosystem, addressing several challenges such as the gap between new and veteran players, PvE content, Territory War gameplay, Unit and Hero balance, and the upcoming Performance Optimisation Campaign "Nirvana”.
You recently engaged with players during China Joy, directly answering their questions. Do you plan to organise more meetings like this in the future?
Absolutely, engaging directly with players face-to-face is part of our ongoing strategy. We will continue to hold similar events to communicate with players, share our thoughts, and listen to your feedback. Your input helps make the game better, and we're preparing to meet players around the world in various regions.
Finally, is there anything else you would like to say to Conqueror's Blade players?
Conqueror's Blade has been online for over four years, nearly five, and we're immensely grateful for your support throughout this journey. As we make significant adjustments to the game's ecosystem and optimisation in the future, if you have any thoughts or suggestions, please don't hesitate to reach out to the development team via livestream events and social channels.
NARAKA: BLADEPOINT is committed to creating a fair and healthy competitive environment. We have not only used new anti-cheat technologies, but also established special cheat-reporting reward activities to encourage those players who defend the fairness with us. From now on, players who make outstanding contributions to reporting cheats will get the Legendary spear skin 'Righteous Polearm' .
More details: 1. Players who successfully reported 1 time will get [Immortal Treasure] X1;
2. Players who successfully report 10 times with low misreport rate will get [Immortal Treasure] X10 (In order to ensure the efficiency of detecting, please report reasonably);
3. Players who have successfully reported for many times or made great contributions to anti-cheat will get the Legendary spear skin [Righteous Polearm] X1.
We strongly recommend that players report via in-game report system, so that we can confirm the cheat as soon as possible and record successful report times for you!
From 09.18 to 09.24, there are 6 players who have successfully reported the cheating or hacking in total and get the reward [Righteous Polearm]! We hope that more players can become the Justice Supporter on the Morus Isle in the future.
N***N l***C M***e b***o S***e P***g
From 09.18 to 09.24, the development team has banned 287 cheated players. The list is as follows:
One day, Scar AB found an old magazine with images of cars that existed before Crossout and got the idea to gather a collection of such cars. Rumours of Scar AB’s collection quickly spread throughout the Valley. People from all parts of the Valley began to flock to see the wonders of the automobile industry. Of course, many of them expected to drive back behind the wheel of a new car. But Scar AB wasn’t rushing to get rid of his beloved “toys” that were so hard to obtain. Thus, the idea of the “Destructive toys” store was born. Wasteland engineers, this is your chance not only to become famous and get unique awards, but also to become the author of a new armoured car, which will be sold in the in-game store. Plus, you’ll earn some coins!
Stages
Entry submission: from 10:00 UTC, 26 September 2023 to 09:59 UTC, 1 October 2023
Voting: from 10:00 UTC, 1 October 2023 to 11:59 UTC, 4 October 2023
Awarding: 12:00 UTC, 4 October 2023
Entry submission: from 10:00 UTC, 26 September 2023 to 09:59 UTC, 1 October 2023 Voting: from 10:00 UTC, 1 October 2023 to 11:59 UTC, 4 October 2023 Awarding: 12:00 UTC, 4 October 2023
Objective
Build an armoured car that meets the requirements. The armoured car must be able to move on its own. Share your entry on the Exhibition during the submission stage and don’t forget to add the ABS tag to its name. Pay attention to additional requirements and limitations in the conditions!
You can see full conditions of the contest, as well as the prize fund, at the Exhibition in the "Clash of Engineers" section. For more information on Crossout, follow these channels: