We have just release patch 1.2.0 codenamed “Buns” that focuses on quality-of-life combat improvements. In addition, “Buns” offers tons of bug fixes and general improvements.
Highlights
Fast Speed – speeds up the time during the enemy turn to shorten waiting times. The Fast Speed button appears in place of the End Turn button during the enemy turn.
Inaccurate attacks may hit other body parts – There is a small chance to hit another body part of the target with an inaccurate attack (Community suggestion).
Free Aim firing mode changing – You can now cycle the weapon firing modes during Free aim using the Free Aim shortcut key while setting up the attack.
Improvements for modders – various improvements to modding, especially regarding weapon modifiers. Improvements to the Blender exporter (Community suggestions).
Combat
Ricocheting shots are now simulated and have a chance to damage characters and objects nearby.
The remaining number of overwatch attacks will now be shown on the combat badge above the merc's head
Various improvements to melee attack animations
Fixed some cases where conflicts would not end
Made the "Run and Gun" attack sequence more fluid
"Run and Gun" would no longer make shots against dead enemies
Enemies no longer redeploy when a merc retreats
Handled cases where melee attacks would fail to execute
Fixes to free aim melee attacks and melee attacks against objects
Melee animations connect better when the attacker and the target are on different elevation
Fixed some cases where the Surprised enemy state was applied incorrectly
Grenades that don't deal damage will no longer destroy objects
Fixed some cases where the camera was in the wrong position or got stuck
Bug fixes and improvements to the "Remote Detonation" action
More fixes for combat effects never ending (incl. Zoophobic and Claustrophobic)
Fixed an animation issue causing enemies to sometimes start displaying a crouching animation before dying
Fixed a rare case of neutral units walking around during combat
Smoke objects will no longer provide a cover spot
Infected are no longer incorrectly considered to be in a crouched stance
Fixed some attacks being incorrectly labelled as Free Aim in the UI
Fixed cases where wrong firing modes would appear for weapons that do not have these modes
Made the AI units reload more visible (community suggestion)
Fixed the AP costs when using doors and windows
Improved performance on combat start
Handled cases when entering the overwatch area did not trigger an attack
Civilians killed by allies or neutral units no longer incur a loyalty penalty (community suggestion)
(Spotter talent) The Marked combat effect is now applied only during combat and on start of combat
Combat tasks that require something to happen in the same turn now work correctly when reentering combat
The "Put this apple..." and "Make them suffer" combat tasks can no longer appear together
Certain Combat tasks objectives (e.g. “Killing Spree”) now properly handle animals
The "Knife Juggler" combat task can now be completed only by the merc who has the task
Improved the logic for civilian units cowering during combat
Aim effects from weapon mods are now applied to overwatch and interrupt actions (community suggestion)
Fixed a case where applied wounds did not lower the max health
When using the Revenge perk, the damage is checked for the whole attack and not for each separate shot
Tired and Exhausted voice responses will no longer play during combat
Fixed some cases when prone units faced the wrong way
Fixed some cases where a merc will get stuck in an aiming pose when interrupted by another player in multiplayer
Improved how some terrain objects affect cover and line of sight
Light/darkness indicator is properly updated during deployment
Added spark FX when bullets hit hard walls
Fixed cases where the flare burning sound was not played
Added additional FX on buckshot burst
The burning FX on objects will no longer disappear after save/load
Visual FX are now properly removed when disarming landmines
Exploration
The Suppressed combat effect no longer persists out of combat
Enemies are more likely to react to their buddies getting shot nearby
Fixed some cases where enemies would not redeploy properly when they are attacking a sector
Searchlights are turned off when defending a sector to not compromise sneaking mercs
Fixed cases where searchlights were not revealing mercs
Improvements to how/when mercs stop movement in Exploration mode when seeing mines (community suggestion)
Improvements to the Hyena roaming logic
Fixed a case causing mercs in Overwatch to teleport at combat start
Fixed interactable discovery not working occasionally
Handled rare cases where windows and doors became invisible
Fixed some appearance issues with electricity wires
Inventory
Some stackable items like knives can now be scrapped (community suggestion)
The “Weapon shipment” item can now be opened from the sector stash.
Fixed the recipe for disassembling the TNT proximity detonator
Mercs no longer lose their special items when their contract expires
The “Cash stack” context menu option no longer appears for single items
Fixed cases where weapon mods that changed the magazine size did not update the remaining ammo properly
Removed the "Equip" option in the context menu for the “Weapon shipment” item
Mercs were are no longer able to equip or give items when they are too far away from each other using the context menu
SatView
Balance changes to shipments and enemy attack frequency
Fixed some rare cases when a conflict would break when assigning mercs to squads above and underground
Fixed timeline icons for shipments not updating in some cases
Fixed a case where defeated enemies were not shown in the auto-resolve UI
The route line of highlighted squads can no longer be hidden behind other route lines
Fixed rare cases when double-clicking a squad in SatView did not position the camera properly
Mercs that are being trained are automatically removed from the operation when they reach the highest possible stat with the current trainer(s)
Travelling from an underground sector to the above-ground sector will no longer trigger a voice response
Fixed some cases where the Well-Rested status was lost when wounds were healed
The R&R operation will no longer trigger a voice response on finish
Fixed not being able to un-pause satellite time in some rare cases when pressing multiple buttons at once
Opening the SatView when all mercs are dead no longer causes the game to freeze
Fixed an infinite money exploit based on starting and cancelling Operations
Using herbal medicine to remove the Tired combat effect will now properly update the timeline
Fixed incorrect timeline icons remaining in the SatView for aborted or stopped operations
Added an icon to distinguish inventory and sector stash items when selecting items for a Repair operation (community suggestion)
Repair operations will now also allow repairing items from another squad in the sector (community suggestion)
Fixed some cases where the Travelling voice response was played in sectors with enemies
Starting an operation will now properly play a sound effect
Quests and scripting (Spoilers)
Fixed a case where the conflict would not end if Biff was already dead when you enter Hill Station
Fixed a case where some of Pierre's banters after the world flip at Fort L'Eau Bleu were not playing
Pierre is no longer unarmed when returning to Ernie Island
Stopped some of Pierre's banters from playing when the combat at Fort L'Eau Bleu was initiated through stealth
Bounce will now play a banter when you interact with him after defeating Siegfried
Fixed conversations with too many options causing a freeze (e.g. Emma’s conversation in Port Cacao)
Characters killed by overwatch or interrupt attacks are properly counted by quests
Fixed a discrepancy between the written and voiced text in the Bounce conversation
Bug fixes and improvements to "The Docks" quest
Handled a case where the note about the machine gun in the "Helping Ernie village" quest appeared before talking to Basil
Fixed some cases where dead NPC would still play banters
Minor fixes to the “Twin Manors” quest
Fixed multiple problems in the Boss Blaubert conversation regarding Smiley and Luigi
Handled some cases where the "Voodoo people" quest would not progress
Fixed a note in the "Chalet de la Paix" quest pointing to the wrong NPC
Bug fixes and improvements to the "Herman is missing" quest
Properly handled the cases with the remaining treasures after the main treasure is found in the "Treasure Hunting" quest
Fixed some banters in Ille Morat not playing occasionally
Disabled the phrase for reuniting the Coffee Beans if they are already reunited
Properly show some disabled phrases in Headshot Hue's conversation
Improved the wording of the notes in "The Dead Poachers" quest
Several voiced lines are now played correctly instead of being text only
UI
Added a welcome message when starting the game after a new major patch has been released
The "Show More" info is now disabled by default
Added a different icon for mechanical traps (community suggestion)
Added Depth of Field sliders in Photo mode
Tutorial popups will no longer appear if the player has no controllable mercs
Player badges are now visible in the enemy's turn
Added a fade-in to the end turn button at the start of the player turn
Fixed cases where quest and item badges would appear over nothing
An incorrect warning about multiple allies in danger no longer appears
Weapon and grenade damage no longer appears as 0 in the sector stash after auto-resolving conflicts
Enemy badges will now update properly when the unit visibility changes
Fixed some UIs that were not scaling properly in 4K resolution
UI improvements to the Mercs Control menu
Improved selection for some interactable objects
Typo fixed in the “Ice Storm” talent
Fixed a rare case where the melee attack avatar was not in the right place
Fixed not being able to get to 0 points in the IMP stats UI when using the arrow keys
Restored the Aiming article in the Help section
Added "Action Cancelled" notification when an action gets interrupted
Fixed shipment badges sometimes missing in tactical view
Disable the Next/Finish button when no answer is selected in the IMP test.
Stopped displaying scrollbars in the Conflict screen when they are not needed
Units will no longer change their color when they die
The keyboard shortcut for accessing the inventory works properly in the A.I.M. Evaluation screen
Fixed a case where joining a multiplayer game will produce an empty error message
Fixed how menus expand when the UI scaling is less than 100%
Fixed an issue with mercs appearing twice in the UI when a merc being bandaged dies
Fixed some cases where the Snype messages were getting cut off
The Outro images are now properly fitted to the screen
General
Fixed some cases where sounds are still played when the master volume is set to 0
The "Modding Expert" achievement will no longer unlock on a failed modification
The "Time Is Money" achievement is now unlocked as described
Many tweaks and improvements when using a controller including new QoL options
Desyncs fixed
Various optimizations and stability improvements
Added a functionality that checks for keybinding conflicts when new keyboard shortcuts have been added
🌧 The mansion is on the verge of disaster! Water flows from all the cracks, and the downpour outside the window does not think to stop. Now it is critically important to maintain the condition of the mansion, everything will help: from cleaning the fountain to catching fireflies for a lantern.
The puppeteer is ready to help his dolls: a 30% discount on all activators within the next 3 days. Help the inhabitants to maintain a delicate balance in the mansion.
Throughout the previous week, we’ve been evaluating how the new “Confrontation” schedule affects the world of the Wasteland, as well as your questions and suggestions about it. We are pleased to announce that we are changing the default schedule of this mode: now it will be available for 1 hour every 2 hours (regardless of whether it overlaps with “Clan war” or not).
Good luck to everyone on the battlefields of the Wasteland! For more information on Crossout, follow these channels:
We wanted to talk about an upcoming change that will improve the visual quality of Robocraft 2. A new lighting system! Check out a preview of it below:
The Robocraft 2 engine uses “Deferred lighting” which means that it can support many lights in an environment with minimal impact on rendering performance. If these lights were set to cast shadows, this would be more impactful on the performance.
We are planning to provide a number of graphical settings that impact how many lights are active.
Fastest graphical settings lighting will be disabled
Fast and Normal will have lighting enabled but fewer lights active
Good & Beautiful will have lighting enabled and the maximum number of lights active
This is just the first of our graphical improvements to the game during the development of Robocraft 2. This lighting may make it into the Next Fest demo on October 9th, so stay tuned!
It's October and we have some exciting news for you!
👀 New CLOSED Playtest Sessions
We're nearing the final months of Circle of Kerzoven's development for Early Access and we need YOU to make Kerzoven even better. To ensure top quality, we're starting focused playtests with a limited number of players today!
Wait until you have been accepted for the playtest.
Play the latest playtest version of Circle of Kerzoven.
Fill out our survey to tell us how you liked the game.
BONUS POINTS: Record your play session and send us the video privately.
For those of you who don't make it to the first playtest round. Don't worry, we will invite new players for each round. Until then, feel free to play our public demo:
We are happy to announce that the two new animals, cat and cow, will also be included in the game at Early Access!
Thanks to you ❤️ we reached the Kickstarter Community Goals this summer! We are now 1100 settlers on this Discord and have collected over 25k wishlists!
That's it from us for now, back to work. Thank you for making Circle of Kerzoven possible.
We are excited to invite everyone to the exclusive alpha testing of Space Battle Royale, a zero-gravity space action. You’ll be one of the first players to try the game – and directly influence its development, as we value your thoughts and input.
We run regular sessions on Wednesdays and Fridays, join our Discord to get the details – and get access to the game.
Our weekly playtest schedule is as follows:
Wednesdays: 13:00 – 13:45 UTC
Fridays: 13:00 – 13:45 UTC
Excited to see you in Space Battle Royale and hear your thoughts!
Hello everyone and welcome to the second devlog for SUPRACORE!
Many things have changed in the past months, mostly "under the hood" stuff that made it so the game functions correctly and it is playable. Most of the systems of the game were reworked, further improving performance and making the development of the game easier and faster.
A few of the most important things that have been added in this update are:
The shop, which can be used to buy towers
Research station, which can be used before each run to unlock new towers
The ability to buy "plots" to expand the base
Powerups that are awarded to the player after every successful wave.
There is also going to be a demo of the game which will be available until the release on 17.03.2023 You can also join our community on discord! ( https://discord.gg/JX8mm5Umqm )
We've been quite busy with live expos lately (thanks to everyone for coming to our booths at TGS, PAX West and Gamescom and for your positive reaction and support!) and have been working on more development of Enotria: The Last Song vast sun-lit world…
…and so we decided to swing the door wide open for pointed answers of some of the most frequent questions we’ve gathered from y’all on Steam, Discord, expos and wherever else.
And now, let the first official Enotria: The Last Song Q&A Session begin!!
A: A Mediterranean sun-soaked take on the Soulslike genre Action RPG, inspired by Italian history and folklore. It is defined as a Soulslike but unlike other Souls-likes we are depicting a world based off Italian summer colours, as we call it, ''Summer Souls''.
A: Strategically choose which mask will face the dangers of Enotria and swap up to three custom loadouts at any one time. Each loadout lets you try out a new playstyle, without the burden of a respect.
A: Enotria: The Last Song has been designed specifically for the current generation of console, and will release on PC, PS5 and Xbox Series X/S.
A: Enotria: The Last Song is set to release on September 19th, 2024.
A: Enotria: The Last Song is being developed by Jyamma Games, an independent video game studio based in Milan, Italy. For more info visit: https://jyammagames.com/
A: Enotria: The Last Song is a single player game.
A: Like any game, the completion time for Enotria: The Last Song is largely dependent on an individual player's skill level. However, we estimate it will take between 40 to 45 hours to finish a single playthrough of the game from beginning to end. For 100% completionists and those less experienced with the genre, it will take longer.
A: It is inspired by the Commedia dell'arte. The world has been gripped by the Canovaccio - a twisted eternal play that keeps the world in unnatural stasis. You, Maskless One, are the only free from a given role and master of your destiny. Defeat the mighty Authors that created it and free the world from stagnation, by harnessing the power of Ardore.
A: The central feature of the game. The story revolves around them. Quests revolve around them (NPC’s, bosses etc. react to diff. Masks being worn). Think of them as a pre-made armour set with powerful passive modifiers. Each new mask is a new potential build that couldn’t exist.
A: Up to 3 customisable builds, revolving around a mask. Each loadout has its own set of weapons, parry gem, quick items, Lines and Path of Innovators perks. You can have up to 3 loadouts and swap between them at any time.
A: Our skill tree, or as we call it - a skill pool. Powerful passive perks that can be placed into the slots of each mask/loadout. Greatly modify how you play. No boring statistical increases.
A: Special spells that drop from enemies. Versions of their abilities that you can use. You can equip up to 4 of them in any Loadout. Charged by attacking enemies.
A: We have a chainable parry system. Partial parries reduce damage taken. Perfect parries negate damage depending on gem equipped, deal unraveling posture damage to enemies and have no stamina cost.
A: Yes, there’s a stats system on top of Path of Innovators.
A: There will be multiple endings that could be unlocked with your choices.
A: Enotria's soundtrack is inspired by several italian folk musical traditions. We absolutely plan on releasing the OST onto platforms in the near future. We’ll have more information to follow soon.
A: The backstory was created explicitly for this IP
A: Yes, we are working on this too.
And that’s about Enotria: The Last Song thrilling world! Thank you so much for sticking around and we hope that we have answered some of your questions about Enotria: The Last Song. We’ll have more Q&A Sessions in the future, so don’t forget to follow us on Twitter and join the Discord server to stay up to date on all the latest news!