This patch re-works Cave D (the gold armor/rifle cave) adding a bunch of cool additions and some big surprises. We also added a new extension to cave B (the rope gun cave) two new ??? items, and 3 new findable blueprints.
Additionally we added a new skinned enemy type who is very aggressive, gave twins the ability to burst out through the ground, and lots more. For the full list check below
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.
Features
You can now use tarps to build walls
Added 3 new findable blueprints including a new trap
Added two new ??? Items
Complete re-work of cave D (and added some surprises)
Added extension to cave B
New skinned face mask enemy type ‘Henry’
Added new round table buildable
2 new magazine props added
Bunch of new gore and hanging gore props
Added some new note pickups
Twins can now breakthrough and emerge from the ground in both caves and overworld
Improvements
Items in inventory will now wobble for a moment when the inventory is opened
Reworked the item plating structure so that you do not need to use the grab bag to add the Solafite
Updated the notes tab in the blueprint book to be grey
The blueprint book will now show the current category page numbers at the top right of the page as well as on the previous and next buttons
Added Tab Collections to the blueprint book so that any page can be directly accessed
Updated the blueprint and tutorial books with the new tab images
Item plating structure can now be destroyed if it is attacked
Added an FPS limiter to the pause menu to fix GPUs being overworked
Switched a lot of item colliders to primitives to improve performance and reduce risk of falling through terrain
Player is now more easily knocked down when hit by a golf cart
Added left handed item support while using the log sled
Added ranged weapon aiming sensitivity support to the spear, bow and slingshot
Smoothed out transition between default and aimed sensitivity
Added localization for item perishable states
New backings and shadows added to all blueprint images
Some details and tweaks to cave b
Improved bunker entertainment lighting
Improved details in fishing huts and added breakable planks
Improved Solafite texture detail
Moved PJ’s to sailboat
Improved look of bloody katana
Improved fade range for portable light
Small wood bridge added over jump area in hell cave
Added missing rocks to hell cave merged collision to stop enemies occasionally falling through floor
Some improvements to cave A detailing
Merged collision meshes for cave and bunker transition groups and ice caves
Dynamic hanging skull lights added to some caves
Added weather occlusion to old fishing huts
Wall torch now has a fixed orientation, fixes edge cases where the slight tilt causes it to be visually not touching the supporting structure and not be linked for destruction
Lights are now positioned inside the light bulb for the freeform lightbulb and the powered cross instead of floating in front of it, so that bringing objects near it looks more realistic
Being inside now prevents snow clumps from spawning at player feet
Added new unfold animation when placing tarp ramps
Feather bursts tinted to match different colored birds
Kelvin can now retrieve nearby spears
Added additional smoothing of head look rotation on characters
Balance
Regular Puffies can no longer be skinned for creepy armor, and John2 increased to give 2 creepy armor
Can no longer parry helicopter attacks or body slams by end boss
Reduced dismemberment on Heavy cannibal kick and club attacks, increased on boat engine
Fixes
Fixed John2 phasing through walls
Fix John2 not triggering Mace trap and radio trap
Fixed incorrect year listed on some magazine props
Fixed issue where structure lights and FX wouldn't start deactivated after loading save
Fixed some breakable cave boards being misaligned on clients
Fixed Demon not colliding with player, not pushing bushes, and getting stuck on hanging crosses
Fixed the most common causes of eagles or ducks flying on the ground
Fixed clients in multiplayer games not seeing muzzle flashes from Virginia
Fixed Kelvin not being able to cut Arbutus trees, which could stop his progress in getting logs
Fixed Kelvin notepad icon left active when other player starts interacting with him
Disable notepad on Kelvin while mid-air, which previously froze player in mid-air
Disabled torch block since it didn't block any damage
Fixed flashlight not matching the aim of revolver or pistol when aiming down sights, and not matching rope gun aim
Fixed issue causing ragdolls to sometimes have distorted poses (especially neck joint)
Fixed some issues with enemy weapons not detaching and dropping when the holding character ragdolls
Cannibals will no longer place effigies overnight in peaceful mode
Fixed Puffies standing up after jumping even if they continued to run later
Fixed Puffies sometimes not waking up when hit
Fix rare case of some village cannibals spawning in ocean
Changed character name on sundowner magazine
Fixed radio trap triggering randomly on dead bodies
Player is no longer blasted into space if they open their inventory while standing on an armed spring trap
Fixed issue where pickups with a ranged amount (ammo boxes) would never include their max value in their random value calculation. Example: A chance of 1 to 2 would always result in 1
Fixed issue that if the player is already wearing the gold armor, and it is then forced on from the gold room or hell door cutscenes, it would be permanently visually stuck on
Simplified the colliders for the flashlight mod and fixed issues with its emissive material application
Fixed issue with player never losing their warmth status after stashing their lit held torch
Spears can now be picked up even if the player is already holding maximum spears
Fix for Night vision goggles being visible on other players when in gold room cutscene.
Large log storage structure can now be destroyed and will also wobble on dismantle
Left hand items can no longer be re-equipped while the left item was stashed to reload the right hand item
Fixed issue with the healing effects of items being lost if they were used when low health and the low health instant regain triggers
Fixed issue with fade to black not showing up if the player triggered sleeping when crouched
Fixed issue with Duct Tape and C4 Bricks moving/floating when spawned in a container and the container is pushed around
Fixing offset colliders on the crossbow when it is on the crafting mat
Player can now jump while riding the Knight V and holding a structure
Fix for GPS icons on the edges of the tracker screen not staying upright
Updated many of the structures with better collision. This fixes projectiles going through them
Fix for errors in multiplayer games when armor pieces are removed from other players because they equipped the gold armor
Fixed errors when clients would take the weapon out of the item plating machine
Notes pages should no longer be visible on other players when they have the book equipped
Fixed chance of players being kicked from multiplayer games when some items were fake dropped
Fix for pause not blocked when entering mutant boss cutscene
Added delay to activate stump damage (1s) to prevent stumps being instantly destroyed
Fixed Dead Cultist arm visual issues
Removed tree Skeletons from addressable load to reduce risk of pop
Item Plater fix for structure erroring out if the item is removed after plating has started
Item Plater added check for placed item while running plating update and will force stop if missing
Fixed some issues where lightning would not appear
Fixed ambient music not playing in bunker entertainment for clients in multiplayer (bar, spa, gym)
Fixes ranged weapon aiming sensitivity broken state during reload for guns
Trying to ride zipline with a mounted Knight V is not possible anymore
Fixed inventory left click icon not refreshing properly on the item info view when switching from keyboard to gamepad and the reverse
Fixed zipline early disconnects
Fixed player being nudged to the left when equipping a right handed weapon
Inventory can no longer be opened while using the log sled
Fixed non uniformly scaled ammo swap icon
Fixed menu can be opened during inventory animation causing a bad game state if quitting the game to title screen
Fixed various bad game state cleanup when kicked or banned from a multiplayer game
Fixed the counter top radio pickup in bunker entertainment spa area not being interactable
Fixed remaining case where placing free wire would snap floating far from the target structure
Fixed ramps switching to combined LOD elements after being repaired
Fixed repairing preset tarp not repositioning the element
Fixed breaking a pillar supporting a beam with a strut not collapsing the beam and the strut
Fixed tree houses staying floating when the tree they're in is chopped down
Fixed player sliding when standing on corner ramps
Fixed being able to dismantle pillars supporting deck rails
Fixed second point of free wires not always lining up accurately with the second support
Preview UI for second point snapping when placing free wires now conforms with the second support
Fixed placing climbing rope from above hard to target at some angles
Fixed corner ramp log quarter switching LODs very close to the player
Fixed rope bridges disappearing if player flips the beam supporting it by adding a strut
Fixed getting knocked down in multiplayer while placing construction elements not properly cancelling the placement for remote players
Fixed lifting beam in multiplayer resulting in the beam getting repositioned from its original position for remote players
Audio
Added audio to hanging objects when pushed
Edited the lighter on off to have no ultra high frequency peak
Added ice impacts to water impact events
Guitar track set to not loop
Added crafting sting to crafting zipline rope
Tuned Puffy idle audio and mutant rock footsteps
Added female puffy idles and sleeping events to meta list events. Tuned distances and reverb levels of idles and sleep audio
Reduced reverb on some events and made metal objects hopefully not spam so much
Added burning sound to lit torch and molotov
Added audio for wet molotov/torch light event
Hooked up additional audio for Puffies while sleeping, idling or running around
WORLD OF HORROR fans have been through a lot, we know! Through thick and thin, you've been waiting patiently for a long time for the game’s v1.0 release. We're stoked to announce the game has finally left Steam Early Access today, and we are also able to offer everyone the original Early Access price one more time as part of today's Steam Daily Deal!
To celebrate, witness this incredible (and incredibly vicious) animated trailer, handcrafted for us by the amazingly talented Karl Sia and scored by the game's composer Joseph "Qwesta" Bailey:
A side note for players looking to visit Shiokawa on Switch and PlayStation: The game's digital console releases in North America and Europe have been delayed to Thursday, October 26th.
The Ysbryd Games team and panstasz have been laboring until the last possible moment to try and clear the necessary certification requirements and paperwork in time for our originally announced release date of October 19th. However, certain DOOM got the better of us, and we'll need one more run to finally clear these obstacles in North America and European regions - but we’ll get everyone to Shiokawa in time for Halloween!
Now, please savor your time in WORLD OF HORROR as it was truly intended to be!
Send to anyone you think would like complex roguelite shooters.
We're releasing the 3d FPS sequel GUNHEAD next month on November 8th, so wanted to give more players a chance to check out Cryptark before then. Can wishlist Gunhead here: https://store.steampowered.com/app/704000/GUNHEAD
Along with that we also updated Cryptark: adding a 'Easy Mode' option (asks for 'Easy Mode' on first time playing, and can be set in Settings). 'Easy Mode' reduces costs, and adds more player health. We also add a No Screenshake toggle.
Innovative rotor configurations, sleek cockpit designs, and formidable thrust! These are just a handful of features that define the helicopters in Airport CEO, a new type of vessel that can now traffic your airport! Featuring iconic models like the Bell 206 and the Boeing CH-47 Chinook in a passenger configuration, the Airport CEO Helicopters DLC showcases a quintet of distinct helicopter models that have played a pivotal role in aviation.
This DLC also enables you to operate a new type of airport: Helicopters only! Of course, a hybrid configuration is also supported per your airport’s requirements.
New features:
Five new helicopters
Two new airlines
The small helipad
The medium helipad
Helicopter only airport operations
Helicopter research projects
Helicopter incidents
As a small celebration of the newly arrived choppers, we put together a small trailer showing them from their best angles...
Read more about the Airport CEO: Helicopters DLC here!
Today we are happy to announce Airport CEO 1.1-0, a new major content update to Airport CEO primarily featuring the new Airport CEO: Helicopters DLC! Part of 1.1-0 are also a subset of other small changes and improvements, some of which already shipped with version 1.0-46 including a major game engine upgrade. And yes, with 1.1 there's finally some proper new Airport CEO content available for those who wish and while the work and development of Atmosfar continues in a mostly quiet state, we have during our free time and in-between sprints been working on realizing something of a personal dream of ours: Implementing helicopters in Airport CEO! You can read more about them here, but now it's time to check out the patch notes below:
Release notes - 1.1-0
New feature
MERC-3: Small helicopter pad
MERC-4: Medium helicopter pad
MERC-5: New helicopter: Bell 206
MERC-6: New helicopter: Robinson R44
MERC-7: New helicopter: Boeing CH-47 Chinook
MERC-8: New helicopter: Sikorsky S-92
MERC-9: New helicopter: Eurocopter AS350
MERC-13: R&D project: Small helicopters
MERC-14: R&D project: Medium helicopters
MERC-15: Helicopter flying simulation
MERC-16: Helicopter turnaround simulation
MERC-17: Helicopter incidents
MERC-18: New airline: HeliJet
MERC-19: New airline: BladeLift
MERC-20: Helicopter flight planning
MERC-21: Helicopter flight generation
MERC-29: Helicopter UI icons
MERC-30: Helicopter flight auto-planning
MERC-56: Helicopter landing particle effect
MERC-89: Helicopter sound effects
Improvement
MERC-221: Curved connection lines
MERC-240: Almost any object can now be quickly copied by hovering over it with the mouse pointer and pressing "C"
It's likely that we'll be back in a few days with an additional update stabilizing the Helicopters DLC, keep a look out here and we'll do the same!
The following tape has been procured from the offices of COMUNITV as decisive evidence in the Walter Martens case. Its contents are currently unknown and considered to be extremely dangerous, we recommend contacting officials and implore you NOT to watch the tape due to high chances of ■■■■■ ■■■■ ■■■■.
To: All Staff From: Rasmus - President, Clarion Corp. Subject: Omega Strikers Patch 3.1.0
Hello my loyal and dedicated Clarion Corp employees! I am writing you all to inform you of a couple changes coming to Clarion Corp.
First, I would like to announce that our very own Director of Special Projects, Nao, will be joining the roster of Omega Strikers. Please send congratulations to her office.
Second, we are proud to announce the opening of Clarion Corp Test Chamber. This new map will rotate between 5 "submaps" each game. We are very excited to observe this new map and monitor the strikers.
Finally, we will be hosting a New Event to help us determine which of the temporary "superpowers" is most favorable among the audience. We will analyze the data with Nao's assistance. Also, on a personal note, I recently picked up a new hobby. If you see me, Magician Rasmus, around, let me perform an illusion for you.
Find the details of all the changes below. Thank you.
SYSTEM CHANGES
MAPS AND MODES
[NEW] Clarion Test Chamber
Deep underground below Clarion Corp HQ hides Rasmus' private Corestrike Arena. However, there's more to this technological marvel than a simple love for the sport. Here is where Rasmus and Clarion Corp's Director of Special Projects, Nao are testing the effects of Omega energy on humans. They've found a way to replicate the magic and technologies of some of the League's strongest strikers, and now they're using those powers to push the players to their limit...
The Test Chamber is an indoor Arena with 5 different 'variants.' Before each round, the Arena morphs into a new variant, changing its terrain and incorporating a new mechanic based on the powers of other strikers. After each Set, the variants reset!
Use invisibility vents to surprise your enemies on Project XENO
Knock enemies into the crippling auras of Project OBSCURA
Trigger the cosmic power of Atlas on Project EXPANSE
Use high-speed bumpers to send the core (and enemies) flying on Project BASS DROP
Fight with your team to secure a massive size buff on Project MAELSTROM
Maps Rotation
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta. Rotated Out: Oni Village, Atlas's Lab Active Rotation: We're reducing the number of maps in the active rotation from 6 to 5. We expect to rotate maps in and out more frequently during future patches and micropatches. The standard rule is that all maps have an equal chance to be selected. Clarion Test Weekend: In Normal and Quick Play queues, Clarion Test Chamber will have a heightened (50%) chance to be selected this weekend. On Monday, Normal and Quick Play queues will be changed back to have an equal chance for all maps in the active rotation to be selected. Ranked queue percentage will be unchanged and follow the standard rule.
UI / Systems
USE ENERGY BURST!!!!!!!!!!!!!! Something long requested - we've finally be able to add in some more callouts for all of your in-game communication needs
7 Total pings!
KO Them!
Get Orbs!
Sorry!
Use Energy Burst!
Spread Out!
Let Me Defend!
no more "help help help..." sorry.
Custom Games
We've overhauled custom games. It's now MUCH easier to join/host custom games with a bunch of new features.
Choose lobby size
Enable/Disable spectators
Premade lobby codes
Lobby owner can rearrange teams (drag and drop)
Map selection
Game mode selection (Normal, Quickplay, Tea Time Tussle)
Server selection
Skins/Content
Not only Rasmus, Zentaro gets a skin too. Lookin' a little cyberpunk over there, dude.
Magician Rasmus
Neon Soul Zentaro
STRIKERS
[NEW] Nao
Nao is Clarion Corp's Director of Special Projects; a calculating businesswoman who uses drones to support her allies and create zones of power on the field. While her offensive capabilities are limited, this supportive striker offers players a high skill ceiling and a suite of utility and core control tools. To make the most out of Nao's kit, you'll have to think two steps ahead by placing her long-lasting creations in strategic spots, and know when to warp into the action to take matters into your own hands.
SENTRY DRONE [PRIMARY]
Launch a drone that hits the first enemy struck. At max range or upon recast, it halts and creates unstable energy that increases in power and size over time, hitting the first enemy struck in the direction cast.
PROXIMITY DRONE [SECONDARY]
Deploy a drone at a target location that lasts up to 15s and detonates on contact with a friendly player, hitting enemies away. Nearby allies restore 20% max stagger and gain a 50% Haste BUFF for 1.25s. Enemies can disarm the drone by briefly standing on it.
LIFELINE [SPECIAL]
Become ELUSIVE and BLINK to a target location near yourself or an ally, restoring 50% of nearby allies' missing stagger on arrival. Within the next 3.25s, recast to BLINK back to your starting position.
Ai.Mi Ai.Mi simps, erm, players I mean, were KOing others too easily with her combo. This will make it just a tad trickier to pull it off.
As we mentioned previously, Finii has struggled to find her footing despite living it up in buff city. We've decided to give her whole kit some love with QOL changes, numbers buffs, and a mini ability rework! We expect she'll now sit at Finii percent win rate.
Missile speed increased (ability resolves about 10% faster)
Initial forward speed :: 2900 → 3000
Minimum speed going forward :: 0 → 500
Backwards speed :: 6000 → 6125
[BUGFIX] Attempted to fix a bug where Finii PRIMARY occasionally fizzled out without switching directions
BIG FINISH [SPECIAL]
Improved ability to initially capture the Core
Ability to hold captured Cores unchanged
Cores that have recently been boosted by Core Burst will more consistently escape.
Recast lockout :: 0.5s → 0.25s
Recast channel time :: 0.15s → 0.1s
PvP Slow reduced :: 25% → 15%
Juno
Juno can now consistently strike the Core at ALL points of her jump.
BLOB BOUNCE [SECONDARY]
[BUGFIX] Juno can now consistently strike the Core at ALL points of her jump.
Kazan
Kazan has been underperforming in win rate in most tiers of play. We're giving him a slight nudge to his most devastating, but also most fair, ability.
Everyone is banning Rune. Stop it. This should make him less annoying to play against in the goal but keep him relatively the same Forward.
UNSTABLE ANOMALY [PRIMARY]
Pillar duration :: 1.75 → 1.6
SHADOW SWAP [SECONDARY]
Pillar duration :: 1.75 → 1.6
X
In many tiers of play, X is not a popular choice! Why? I mean look at him, he is so fine and so cool. His hair is so rad. I am glad I am getting this buff. I mean he is getting this buff. haha.
Gain 20% Speed for 1.5s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.
[NEW] Knife's Edge
Gain 40 Power and 30% Speed whenever you're within 400 range of the Arena's edge.
[NEW] Demolitionist
Gain 25% Size. Whenever you destroy or assist in destroying an enemy barrier, your cooldowns are reduced by 8s.
[ROTATED OUT] :: Catalyst, Fire Up!, Rapid Fire
Hotshot
The era of hotshot is coming to an end. Cores in general have been flyin' that we need to slow it down. Just a lil'
Core Hit amplifier :: 15% → 14%
CD reduction :: 35% → 30%
Max CD refund: 3.5s → 3.0s
One-Two Punch
As with Hotshot, we want to slow down cores a bit with One-Two Punch as well.
Hit amplifier for second hit within 2.5s :: 30% → 28%
Core Hit amplifier :: 15% → 14%
Pummelers
Overshadowed by the other schmoovement picks, Pummelers wasn't giving players what they needed!
Speed boost during power plays :: 20% → 30%
Spark of Resilience
We undid the "base" stagger buff from the last patch but are looking to have this particular spark scale better.
Base stagger :: 150 → 100
Stagger Bonus per spark :: 250 → 350
Strike Shot
Strike Shot has been underperforming other options as of late, so we're giving it a decently large bump in the right direction.
Missile Speed :: 1750 → 2000
Range increased by 75
Cooldown :: 11s → 10s
Timeless Creator
Strikers with creations were leaving them on the playing field timelessly. This will make them a little less timeless and smaller, but still effective.
Duration increase :: 70% → 65%
Size increase :: 50% → 40%
Vicious Vambrace
An unpopular choice, Vambrace was only kinda good on a small subset of characters. This will make it a better choice for anyone in the cast to pick.
Healing from hitting core :: 4% → 10% of damage dealt
(Ex: Healing from strike on Core 54 → 135) (Yes striking the Core counts as damage. The core feels pain. Think about that when you play.)
BUG FIXES
Kai no longer cancels his PRIMARY when his SPECIAL hits something.
Strike Shot indicator no longer disappears.
Sakura Wildstyle Rune now shows correct model when using in-game expressions.
Finii's Misdirection projectile will no longer disappear when it reverses course.
Kazan can no longer hit elusive allies with his Open-Form PRIMARY
Inky's Splash Zone water cannon audio will no longer sometimes play indefinitely
And welcome to the Regular Home Renovation Crew! We’re the best in the business when it comes to bringing all kinds of living spaces back to life: rusty houses, abandoned lodges, old churches, d̴̩̤̚e̶̞͇͊m̸̧͕̲͑̕o̷̡̪̅̌̎̂n̶̬͠i̴̙̐̋̈̊c̴̡̤̼̮̀ ̶̠̩̬̃́a̵̞̟͎̪͋̾̊l̸̝͆͘t̴̡̛̀͜â̴̜̌r̴͚̐̾s̷͎͕͉̽. Our motto is ”Any house deserves to be renovated!”
Here are a few of the tasks you gotta master to succeed here at Renovation Crew:
Paint the walls and change out the floorings. Just make sure to scrub off any… unwanted mess first
Fix the electricity. Don’t worry — all crew members are equipped with a handy flashlight, so you won’t be stumbling in the dark while you’re working on that.
Refurnish everything. New life starts with new furnishings, so feel free to destroy those broken beds and tables with your trusty sledgehammer.
Be thorough. The Renovation Crew doesn’t deal in half-measures; we will renovate every nook and cranny of your house, no matter how much mess is hidden in all those… oddly dark corners
Word of mouth is important in this industry! Here are just some of the reviews our crew received from satisfied customers all over town:
#Discussions_QuoteBlock_Author
What the hell are you doing here? You don’t belong in this place, outsider.
Whether you joined us because of your love for renovation or you wish to become The One That Wakes The Mother, it’s nice to have you at our Renovation Crew, newcomer.
Wishlist Regular Home Renovation Simulator to join the team!
Age of Empires IV: Anniversary Edition - Lady Eridani
Zhu Xi’s Legacy is a variant of the Chinese civilization in Age of Empires IV and will be available with The Sultans Ascend Expansion!
The teachings of philosopher Zhu Xi reshape the Chinese civilization. With Zhu Xi’s Legacy, the Chinese boast a sophisticated administration with superior Imperial Officials and advanced technologies. As a technological powerhouse, early bonuses in the Tang and Song Dynasties help the civilization advance faster and build toward a bountiful economic foundation. The brimming treasury helps to establish powerful dynasties and research a breadth of unique technologies. Recruit Palace Guards, Zhuge Nus, and Grenadiers early on to protect the Empire.