Albion Online - andreina.gennaro
Following our recent introduction to the Island and Farming Rework coming with the Wild Blood update, Game Director Robin Henkys takes a closer look at a massive addition to Albion’s sandbox world: Awakened Weapons.


Awakening Weapons
Weapons can be awakened:
  • At the Artifact Foundry
  • If they are .4 enchanted
  • At the cost of Siphoned Energy, Avalonian Energy, and Silver
    • The exact cost depends on the item’s tier
Once awakened, the weapon is attuned to the player:
  • Attunement Points are then earned when you earn PvE Fame
  • Weapons of Tier 6 or higher can only earn Attunement Points in full-loot PvP zones

Traits and Strain
When your weapon has enough Attunement Points, Traits can be added at the Artifact Foundry:
  • You can choose one of three randomly selected traits to add
  • You can reroll this, though that will increase Strain on the item (more below)
  • Initial values added will be low, but can be increased later at the cost of further Attunement Points
    • This adds a random amount of power to a particular Trait
  • Upgrading Traits increases the item’s Legendary Rating
    • As this increases, more Traits can be added


Each action taken on a weapon increases its Strain. As Strain increases, so does the cost of making further modifications. Therefore, players must consider which Traits to keep and the amount to upgrade them, as the cost in Silver and Attunement Points escalates rapidly.
Benefits and Legacy
Players can customize their .4 weapons this way to add strength and versatility to their builds, or create a remarkably powerful weapon if they invest enough time and Silver.



But they can also leave a lasting impact on Albion:
  • As a weapon’s Legendary Rating increases, its chances of being destroyed on death are reduced
  • Therefore, it stands a greater chance of remaining in the game, with a record of its creators and owners
  • Players can then choose to add to its history themselves, or trade it - maybe even back to the original owner
    • Awakened Weapons cannot be traded on the Marketplace, so this must be done personally
    • Traded items (but not looted items) must be re-attuned to the new owner for their traits to work
While these weapons cannot be crafted, Focus Points can be used to reduce the attunement costs of adding and upgrading traits.



Awakened Weapons are a significant addition to Albion’s sandbox world, giving players new possibilities both in combat, and in leaving their mark on the game. Stay tuned for more Dev Talks on the Wild Blood update coming soon!
Sep 27, 2023
Foxcrate - AgentParsec
After launch, I will continue to work on the game's first content additions, such as:

  • More customers to answer doors
  • Additional daily effects
  • Other challenges?

However, first I would like to add additional player character choices! The default character will still be available, but I'd like to have a few more, each with their own stat differences. The first one will be this arctic fox:



She doesn't have a name yet... and actually, neither does the default character come to think of it. I'm happy to take suggestions on their names!
Sep 27, 2023
Wisdom Watcher Playtest - rever22411
Free Demo
Backrooms Rec. - oxprimestudio
I'am excited to announce that closed playtest sessions will be opening in the course of October. Stay tuned for more updates!




Sweet Transit - Cocoseinius
Experimental v.0.6

A long time has passed since the last blog post, but fear not, I have been working on new features all this time. My goal with this blog post is to introduce most of what is new and invite you all to try these features out in the experimental branch. v.0.6 is still in development and there are probably quite some bugs that need to be fixed, but just to be safe turn on autosave and make it every 5 minutes to not lose any meaningful progress.

To enable the experimental branch go to Sweet Transit Properties -> Betas and select experimental in Beta Participation.




Before we dig in I just wanted to mention:
- All old saves will be unplayable for the most part. You can load and fix them, but with all of these new features it will not be easy or fast to do.
- There are old tutorials, but they are outdated and only partly working. This will be the main feature I will be working on.
- The Paris preset is outdated.
- Please join the discord server to share your progress, solutions and frustrations. This will help tremendously in polishing v.0.6 before pushing it live.
- Enable advisor in settings at least for the start of the game.


Roads

Let's start with Roads! Roads now will be global same as with rails. They will be required by all structures such as stations to be used by workers and have goods transferred. If you wish you can connect everything with roads even if that is not the most efficient way to go.




Work

With global roads, workers will only go to local workplaces in range. In v.0.5 workers could go to any workplace connected to a settlement no matter the distance. Now workplaces connected to any part of the settlement get workers automatically from any residence in that settlement. You can have multiple settlements sharing workers, industries around residences and mix everything up as you desire. Furthermore, workers will start to get tired if working in settlement workplaces and will require replacing. If workplaces are out of range then stations will be needed to transport them. This will allow settlement to have "tram" systems to balance workforce.




Stations

I am sad to say, but stations will be able to connect to any number of workplaces in the road range. This hits the most people who love stations connecting to a single thing. This change is required to allow workers' management in settlement. If there is a sawmill, coal mine and water tower in range then the station will allow trains to swap workers with those workplaces. Stations can be seen as a workplace finder.




Workers

Workers got more intelligent too. Now swap workers action will balance the workforce between multiple stations. You can populate and mix workers from all settlements everywhere on the map. Once they are tired they will hop through trains until they can get back home no matter how long the trip will take.




Travelers

Travelers got this brain addition as well, once they know where they want to go they can take as many trains as needed to their destination. Stations that are not connected to anything can act as hubs for workers or travelers. Furthermore, travelers' system is reworked completely to allow much more predictable income and travelers generation.




General Storage

Stations will no longer teleport goods from trains to connected structures. Because stations will have their own general storage that will be able to take any type of good. Capacity will depend on station type and size. This allows to have stations that mimic classification/shunting yards with trains unloading and loading from it. General storage will self-balance, but you will be able to specify how many different types of goods to reserve space for.




Local Goods

The next big change is that goods will be localized to structures now. This means that instead of settlement in general houses goods, but structures themselves. Goods will have to be transferred by workers from one structure to another. Sawmill to station, fishing dock to storage to market and so on. This brings logistics to a whole new level with even more interesting settlement designs.




Courier

For goods transferring you will need couriers that will transfer goods from one storage to another. Storage is anything that contains goods. Courier also provide more control in what to transfer and how much to take. They will be required for the Warehouse or settlements.




Residences

Residences will take goods from storage in range instead of the settlement goods storage that does not exist anymore. By default, market will be preferred due to its superior range, but taking goods directly from potato farms or fishing docks is possible.




Warehouse

Warehouse build block range will be removed allowing settlements near it. This will change the start of the game quite a bit to accommodate new mechanics because now even the warehouse will require workers. Players will either transfer goods from stations with couriers or have production facilities transfer goods to the Warehouse through roads. Also, you will be able to build multiple warehouses now with separate storages, but only one Warehouse can be active at a time. This is mainly for easier relocation or having backup storage in case everything goes wrong.




Trading

Warehouses will allow the exchange of goods for money. This functionality can be found in the tooltip and is only available once you are producing goods that you wish to trade.




Rails

Rails can be built on roads as well with some limitations. You can have trains that are going through the settlement and handling goods in the middle of it. This will probably be a must for bigger settlements that need a lot of goods transferred inside them. I definitely use this system a lot to transfer fish from the docks deeper into the village. However, this blocks people's movement when the train is passing, which is not good for goods that are transferred by road.




Train Stop

With the ability to build rails on roads compactly inside settlements a new compact station needed to be created named "Train Stop". While this station does not store a lot of goods it is perfect to transfer workers inside settlements or to other stations.




TT10 and TT20

New smaller trains are also included in v.0.6 that go hand in hand with train stops. They are basically more compact DMU10 siblings.




Honorable Mentions

There are other minor features that I have been working on. For example, now you can remove mountains for a reasonably high price and carve new paths in mountainous regions. A copy-paste tool to copy instructions for carriers using Shift mouse clicks as other games do. Improved tooltips for workers to also show where they are from. Routes UI path visualization taking into account requirement signals. And multiple other smaller UI and balance improvements with bug fixes.


This will be the biggest gameplay change build with features that I wanted to add for a long time. Join the experimental branch and provide feedback to help Sweet Transit become more enjoyable! Big changes usually mean some big problems, but I believe we can fix anything if we know what needs fixing.
Guardians - 100EvilEye
Dear players, today with the SHMUP Festival, our players were included in the demo.

Your feedback is very important for our game. With the start of the festival, we made many corrections and bug fixes in the feedback we received.

You can read the innovations and the list below...

What's new;
  • New missions have been added to the game.
  • The tracking system of new missions has been added to the mini-map.
  • The bullet variety of new weapons has been activated.
  • Turkish language option has been added to the game.

Corrections;
  • Fixed an issue caused by the time slowdown effect when activating an ability in single player game.
  • Survival charge time of characters on planets has been limited to 25 minutes.
  • Reroll - Lock - Banish / Reroll - Lock - Banish has been activated for abilities.
  • Adjusted the spawn frequency of gas zones.
  • The spawn frequency of global abilities has been adjusted.
  • Languages have been activated in the settings menu.
  • Fixed a bug with the display of collected resources in inventory.



DeadOS - Benn
Hi everyone! A bit of a small update for you this week!

First off I've adjusted the line of sight code so that units can see other units stood on stairs where they could not before. In the previous version units could only see other units that are on the same set of stairs or on the first step. Now there is a proper system that allows units to see up staircases at the correct angles. This should help resolve more conflicts that revolve around stairwells.



Ammo piles have been altered to match the vertical update! They are now smaller and appear on the correct floors.



I've fixed a bug where the cop overlay screen was not updating it's information in real time and was causing issues.

Thanks for playing and I'll see you in the next update!
3on3 FreeStyle: Rebound - [GM] Caleb


Dear ballers, please download the latest patch to fix the following issue:

-Fixed an issue where the character freezes when using a screen.

To avoid any unexpected issues, please always download the most recent patch.

For Xbox users: The patch is expected to be available on 9/27 around 18:00 PDT.

Thank you for your continued support!

- 3on3 Freestyle
Sep 27, 2023
MetaDock - null
We added a feedback tool inside MetaDock, no longer going to a different website.

Fixed other small bugs.
Warframe - Juicy
Tenno!

Join the development team on a special date: Tomorrow, Thursday, September 28th at 2 pm ET for our first Devstream post-TennoCon 2023! The couch crew is eager to recap TennoCon 2023, reveal our next in-person event, and deep dive into our upcoming October update Abyss of Dagath. It might be a long one - get comfy!!

Watch to earn yourself a Twitch Drop of a Tauforged Archon Shard!

See you over at http://www.twitch.tv/warframe Tomorrow, Thursday, September 28th at 2 p.m. ET!
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