I'm proud to announce that the first multicellular lifeform has evolved out of the single celled soup! It is a simple oscillating creature but this is a huge step forward simulating more advanced critters!
The v0.5 version showcased here is not yet out, but stay tuned, it is planned to be released in the near future. I have an itemized list of small things that I want to add/fix before the release.
We've been hard at work for the past 1.5 months, and we're excited to announce that our biggest update yet is set to launch on October 6th! We can't wait to share all the fantastic improvements and new features we've been cooking up for you.
"The Stalker" - Teaser Trailer
Here's a sneak peek of what you can expect in this major update:
NEW CREATURE
Prepare to encounter a brand-new creature that will challenge your survival skills in thrilling ways.
REVAMPED INVENTORY SYSTEM
Say goodbye to inventory frustrations! We've overhauled the system, allowing you to manage items more efficiently, including the ability to drop items when needed.
UPGRADED TASK SYSTEM
Our revamped task system will help you stay on top of your objectives and guide you through your adventures like never before.
NEW ANIMATIONS AND BETTER LOCOMOTION
Immerse yourself in the game with improved animations and smoother movement. It's all about making your experience more enjoyable.
PROXIMITY IN-GAME TEXT CHAT
Communicate with fellow players in real-time using the new proximity text voice chat feature. Team up, strategize, and make new friends like never before!
And that's just the tip of the iceberg! There's so much more to discover in this update.
We want to extend our heartfelt thanks to each and every one of you who has supported us along this incredible journey. Your feedback and dedication mean the world to us, and we're committed to delivering the best gaming experience possible.
Discord Have suggestions or want to chat with our community? Join our Discord server and become a part of our growing family here: https://discord.gg/surrounded
Review If you've enjoyed our game, please consider leaving a review on Steam. Your reviews help us immensely and motivate us to keep pushing the boundaries of what's possible.
We can't wait to see you all in-game on October 6th for this monumental update. Thank you for being a part of this incredible journey, and together, let's make our gaming world even more amazing!
Due to some potential legal issues, there will be change in the scope of our game mechanics.
Track FieldBreakers will no longer feature obstacles that change AI drive paths. For Example, In Docks, the Crane Collapse, the Container Shortcut, and the Container Explosion Track Switch will no longer be available.
We are still designing unique Track FieldBreakers that will be included in the future, despite the mentioned limitation.
There will also be a change to the UI. Most vehicle UI will now be an On-Screen HUD.
While we are saddened by these changes, we will move forward and not let it hinder us in creating a fun action racing experience.
Thanks, Reactive Entertainment Team
Please visit our discord here: Discord Server Check out the Development Youtube Playlist/Channel: Playlist
The Director's Cut of SALVATIONLAND is a significantly enhanced game, essentially a re-release. Version 2.0 includes new cutscenes, significantly improved pacing in the first half of the game, numerous stability, detail, and optimization improvements.
- Added an alternative ending that is optional and unlocked by successfully completing additional quests - Added new cutscenes - Added new graphical effects (Depth of Field, Bloom) - Additional optimization work: performance increase on levels ranged from 25% to 50% - "Beginning" level: reworked initial scenes, added a new first-person cutscene, fixed errors, improved level detail - "Old District" level: removed guard, now the clinic area is accessible and leads to the "Clinic" location. Some posters from Leonid's subquest have also been moved to this area. - "School's basement" level: reduced size of one of the internal corridors - "Shopping District" level: increased tree density - "Shopping Center" level: reduced playable area size, decreased likelihood of crashes on low-end hardware - Added sound of shell casings falling when shooting firearms - Fixed an issue where dialogue text could overflow the window and be cut off at certain resolutions - Headshot damage multiplier for firearms increased to x2 - Grenades now dismember enemies' limbs - Improved quality of certain voiced lines, added voiceovers for some previously missing lines - Increased sprint duration and speed - Decreased rain volume - Added engine muffling sound for motorcycles - Added more collectible items on certain levels - Various level tweaks and detail improvements
A NEW GAME MUST BE STARTED. Saved games from previous versions are NOT compatible with version 2.0.
- Update to language selection menu so name in own language is also displayed at the same time as the name of the language in the currently selected one. - Year, day, season and game speed controls also displayed in unit recruitment screen now. - button 3 slice updated. - Reviewing layout details in various screens. - Unit buttons in the HUD now display small animated icons when in melee/bombarding, being bombarded and freezing/starving. - New tutorials added to The Prospector - More Research topic icons added. - Fixed text color update of affordable improvements when taxes are collected while viewing the Improvements screen. - Text colors now update in Unit recruitment screen when lingering there and # of affordable units changes over time.
Bug
- Fix an issue where settlements would be revealed in the fog of war when they shouldn't be. - Fixed update and coloring of the strengths-bar in the combat panel. - Fix accidental camera zoom when in menus. - Fixed issue where units would remain visible in the edge of fog of war when exiting fog of war visibility. - Fixed so unit base plate and boat aren't rendered simultaneously.
Audio
- German and Japanese SFX added.
Localization
- Fixes to localization of settlement statistics and multiplayer screens (jp, de, fr, sv). - German localization ready for player testing. - Japanese localization ready for review.
Technical
- Added caching for nation general info updates to reduce some lag. - Adjusted how often Combat panel is updated to reduce lag.
Greetings bored mortals, I am back sooner than expected with a small patch. I just bumped into very harsh bugs in combos so I had to fix it quickly. I also improved AI a lot, making them more spammy dangerous. They aren't high level yet but every bit helps. The last 48h were quite tough to deal with the AI logic, mostly reworked from scratch.
Artificial Intelligence
The objective is to make them smarter at hard mode without having long term strategies. ☼ Medium mode can now select random combos, but less frequently than hard mode ☼ Hard mode gains additional experimental behaviors ► Stuns more often an attacking player ► May pick more often an attack moving the AI away if the player is attacking ► If agile enough will jump to dodge non-aerial player attacks ☼ Each class and stances may gain special behaviors in the future, putting more character to each combination
Chopstick
☼ No longer spams down opener attack too often ☼ May start an neutral attack if the player attacks ☼ May start a down attack if the player starts a non-aerial attack
Ballpen
☼ Better alternates between frontal and backward attacks if the player is too close or far enough ☼ Blue and red gets additionnal behaviors
Combat
Any starting attack will put a player on ground level if bellow it by default. This avoids true combos putting the attacker lower and lower. Some animations may ignore this rule, called ungrounded.
Unarmed
Heavy
Shortcut moved from animation frame 6 to 8. This puts more reactivity to this very short range combo.
Heavy Neutral [Down]
Becomes ungrounded. Pushes more downwards.
Back Heavy [Side]
Becomes ungrounded.
Interface
☼ Transitions between solo selection and difficulty less bugged : sounds and fading now plays correctly. ☼ Going back to difficulty selection now returns to the previous selection
Bug fixes
☼ [Demo] Gravity doesn't kick in for killed hands Fixed ☼ [0.1] Going back to difficulty menu could set the cursor to an invisible spot on top of the easy mode, which go back to the previous menu if selected Fixed ☼ [0.1.?] Endgame doesn't show the right winner and looser, neither the loosing jingle Fixed ☼ [0.1.?] Dead players can benefit from debug commands Fixed ☼ [0.1.?] Dead plauyers can be resurected while an endgame Fixed ☼ [0.1.?] Finishing blow sound effect does not play Fixed ☼ [0.1.0.4] AI difficulty increased when there's a higher FPS Fixed ☼ [0.1.0.4] Hitting someone with an attack directly jumps the animation to last frame Fixed ☼ [0.1.0.5] Going back from terrain selection after vs AI class selection goes back to the AI class selection instead of difficulty Fixed
Let's roll up with the patch notes for the latest update and ACT II Finale.
SOH Patch 0.2.9 Notes
Main Game & Additional Content
ACT II ECHOES Story Finale
STEAM Achievements for ACT II
SELENA, NEITH & The Illusions added to ETERNITY Menu
EMMA's Moods are now Color Based (Retroactive/Current, still a WIP)
Fixes/Bugs and UI Issues
Script adjustments to the ACT I and ACT II
Visual Fixes for ACT II
ETERNITY Click-through bug fixed
Various UI fixes
And with this update, we're closing ACT II - Echoes, at least for now. Regarding ACT III, as I said, its name is revealed by Omikami during the final scenes of ACT II. In ACT III, we're going to meet some new characters and revisit old connections of Michael.
As expected, all aspects of the game will be updated, so expect UI enhancements, more content in SHADOW REALM, and ETERNITY in 0.3.0!
Gradually, I'll also start to add content for Community Items, but that will have its own topic in the Discussions Tab.
496: Early Access 0.18.96 October 1, 2023 3:50 PM EST • Finished Rogue talents. 🗡 • Fixed Wizard's Fireball spell. • Fixed Shadow Knight's Doom Thrust talent. The multi-hit DoT now works as intended. • Fixed Shadow Knight's Death Strike talent. The multi-hit heal now works as intended. • Fixed Monk's Tiger Strike talent. The multi-hit DoT now works as intended. • Fixed Ranger's Blade Storm so that it can hit one target multiple times. • Fixed the wizard talent tooltip to properly indicate Stamina for the Stamina talent. • Added attack bonus to Monk's weapon mastery talents. • Rogue's Backstab now triggers global cooldown, but a talent gives you the ability to bypass it again. • Re-enabled a bunch of animations that I accidentally disabled 😂. • Girded Everliving Golem now gives armor instead of defense. • Updated the translation for "Flurry" attacks. • Improved combat skill animation caching. Maybe it's noticeable? • Fixed a bug that sometimes output an error when trying to load the zone name before the player fully zoned in.