It's Halloween in Heathmoor! In our Halloween Edition of the Y7S3 TU2 Warrior's Den livestream, we went over the spooky new content coming to For Honor in the upcoming title update on October 26th. In case you missed it, or want to refresh your memory, this recap article has you covered.
Theater of Bones - A Limited Time For Honor Halloween Event
The rules of the Ghost Festival were broken by poor warriors. Now the malevolent White Bone Spirit has risen from the lower realm to snare their souls. In twisted celebration, the ghastly creature is hosting a theatrical performance where the trapped warriors are forced to take part in the story. Warriors will have to face the White Bone Spirit's illusions, as she prepares to feed on their very souls. But the arrival of a surprise guest may change the fate of all...
From October 26th to November 16th, warriors can take part in a limited time unique Halloween PVE game mode event "Theater of Bones". Players will fight alongside Monkey King Wukong to defeat the menacing White Bone Spirit and save her captives. Also available during this period will be a free event pass filled with treats to be unlocked.
Monkey King Wukong Shaolin Hero Skin
For Honor Y7S3’s hero skin drastically transforms Shaolin’s silhouette and design to embody a hero of legend, the Sun Wukong, made famous by the epic “A Journey to the West”.
Sun Wukong was a hero of legend known as the Monkey King. Eons ago, he stole the peaches of immortality from the gods and crashed down from heaven. Intending to share the fruits’ power with his fellow monkeys, Wukong was punished for his crimes. After spending centuries imprisoned in a mountain, he has now been freed. Devoted to protecting the people who can’t fend for themselves, the Monkey King has followed the trail of a terrible evil to Heathmoor.
Y7S3 TU2 Armor Variations
This season players can expect new armor variations for the Knights and Samurai factions. Also releasing this season are Sets 5 A&B for Highlander.
Patch Notes
For those of you dreaming of a "Barracks Sorting Filter", our latest title update on October 26th will be a treat for you. For more information on changes coming to For Honor, please check back on October 26th for the patch notes. For Dev Team comments on all the changes coming, we recommend you check out the VOD of the Y7S3 TU2 Warrior's Dev Livestream.
This was a brief overview of everything presented in our latest Warrior's Dev. If you are excited about For Honor's limited time Halloween event and want all the details, we encourage you to check out the VOD on our Twitch channel. Our Halloween event will begin next week on October 26th and last until November 16th. Looking forward to seeing you all on the battlefield!
This week's build brings a few new minor additions to the game to spice up some things:
Environment Additions
Lots of new environment destructibles added to Linden Forest to help build out the vibe of the scene. We've had requests to expand on this more with unique points of interest and we think it's a great idea and we'll add a few new things as we remain in version 0.6.x of development.
New Additions
Lots of small additions such as a critical hit powerup, a new achievement, and loads of QoL improvements and fixes have been added.
Coming Soon
We are developing a new XP system to replace Gold for upgrading class-specific talents. Due to the work involved with developing this system, as well as our constant efforts to work on new content for version 0.7.x, we will most likely not release another update for at least 2 weeks from now, minus any hot fixes of course. Thanks for understanding.
Price Increase
The price of the game has been increased from $3.99 USD to $4.99 USD. Judging by the amount of content that's now in the game, plus the effort involved and the cost of development, we feel the price increase is reasonable. If anyone would like further justification as to how we base the price of our game, feel free to reach out and we'd be happy to explain in full detail, but we are not trying to be greedy by any means. We are simply trying to charge for what we believe the current state of the game is worth.
Patch Notes (v 0.6.8)
- NEW: Linden Forest destructibles added - All sorts of new props to smash up and collect some souls
- NEW: Powerup - Critical Hits. While the powerup is active you have a 50% chance to crit with any attack
- NEW: Achievement - Collect 15 Tomes of Knowledge
- Added controller support for navigating over the skill icons and stats on the pause menu
- Increased spawn rate of props during world generation
- Knowledge Skill: Overheal - Boosted overheal % from 2 to 3% per rank
- Health potions now have an increased drop rate while overheal is active
- Shadow Monk: Vortex - Improved performance of code through various optimizations and refactoring
- Ranger: Increased the number of targets the wolf summon will attack on ranks 2-5 by 2 additional targets per rank
- Velya: Added a 1 second delay when spawning her X attack to allow the player more time to prepare for the move
- Chancellor Autlaic: Improved hitboxes and collision detection system
- Improved altar spawn logic to prevent overlapping of altars on challenge event platforms
- Bug Fix: Shadow Monk's Vortex Combo Talent was scaling range much larger than it was supposed to be. Fixed and now properly scales
- Bug Fix: Damage text and debuff icons will now display at the proper position above the Wraith Enemy's Head
- Invader: When sparring, the Invader's speed is reduced by 25%
- Invader is now immune to Blind
- UI: Added controller icons to the Knowledge Menu to inform the player how to add/remove points while using a controller
- UI: Fixed level up navigation allowing proper button navigation between selections and re-roll button
- Refactored and improved the layer sorting code to account for extremely large value changes if the player runs far from the origin point
Thank you for continuing with us on our journey as we develop Keeper's Toll. We appreciate all of your feedback and support, and please don't hesitate to reach out to us.
Some sad news requiring an update. I was using a chat program used to chat with players and find out information in the game about what to do where to go and to guide you on your adventure in a cool way. It is no longer available, and I have not found a replacement. If you already have played it won't effect you too much, but if you haven't played it will be a little difficult to find out what to do. I am looking into options that are available and will update and replace the parts that are missing in future updates. But for now the characters have gone silent.
Halloween Update V0.88 is finally here and comes with another load of content, updates, community suggestions and bugfixes. Thanks again to everyone submitting bug reports and suggestions, I wish I could've got to them sooner but here we are. If you don't see your suggestion added, it's possible it may come soon, there is a growing list of content I plan on adding in the near future. There has been some balancing changes across the game, let me know what you think in the community forum. As always, if you find any bugs please let me know.
After some technical difficulty, I am happy to announce that my hiatus is finally over. Thanks to the help of some good folks, I can now resume production of Endgame: Road to Salvation as intended!
I've removed the original "Enemy Count" option that originally modified enemy spawn rates from 20% to 150% in favor of a new multiplier allowing more freedom for those that wish to experience the true apocalypse, or try out adventure mode with a peaceful roadtrip. The new enemy count multiplier option goes from 0% (adventure mode with minimal enemy encounters) to a massive 400% enemy spawn rate multiplier. This will impact performance severely, but the option is there for those who wish it.
I've added massive demon-sized double doors on the towers, so now they can be assaulted and destroyed on foot. Turret locations have been modified on the towers as well to potentially provide better cover fire. Short range cheap lights have been added to the turrets as well to indicate when a player is being targeted.
Some players have reported running into invisible walls at random locations, even NPCs seem to be affected. This issue started happening to me as well so I've been able to test the issue a little better. So far, I noticed that turning on Vsync seems to completely remove the invisible walls. (I'm not sure of the exact cause yet, but possibly something to do with high refresh rates?) If Vsync is already on, then turn it off, apply, on, apply, and that should fix it. I've added an invisible wall fix to the options screen, pressing the new button should also fix the issue. This is a temporary workaround, hopefully I can get to the bottom of the issue and get a proper fix in soon.
I have removed instant kills with melee weapon headshots and added critical damage, making heavy weapons more useful again. Players with faster PC's were having trouble performing certain actions due to the progress bar not taking delta time into consideration. Now certain important timed features such as get up progress and support drops should run at the same rate regardless of frame rate.
I've altered the storage capacity of the day cab, long haul, and gravel trucks, representing the cargo space in the storage compartment at the bottom of the cab, adding extra space for a long haul truck's additional cab storage space. The gravel truck no longer has a massive storage capacity, but I will offset this by adding either cargo storage type trailers or adding some extra trunk space for all trailers in the next content update. Boss spawn code has been altered, I've removed the limitation of one boss at a time. The Titan wasn't behaving properly either, now Titans will spawn in front of a player in an attempt to block your path as you flee, until they run out of jumps (jumps now based on distance travelled) and give up or the player reaches a checkpoint.
The Halloween Edition comes with enemy variants that will drop limited edition candies that can be traded at the new Colony Event kiosk for rare equipment and other special prizes. Players can also go trick-or-treating at any merchant to collect extra candy. The Halloween Edition can be deactivated at any time from the options menu, this will remove the variant enemy spawns and colony Kiosk, but the candies already collected will remain in the game.
Hotfix V0.881
-Fixed controller aim for firing from trailers and the passenger seat -Fixed Unpausing the game would cause p1 mouse to remain visible -If a vehicle mod is uninstalled by a player other than the driver, that player will now properly receive the mod -Split screen Mouse now limited to the player's screen unless the game is paused -When the mouse is shown, it will relocate the mouse to the center of the screen -Fixed controller unable to activate save slot 10+ -Fire station and Police station are now destructible -Trying out a new feature - steer with the mouse while holding down the right mouse button. I will soon make it optional and configurable, let me know in the community forums what you think.
Updates and Content V0.88
-Added new Halloween Kiosk in the colony to spend collected candies for some rare equipment (Limited time only!) -Added trick-or-treat for the Halloween event/ Collect candy from merchants (Limited time only!) -Added an interior to the Demon towers, allowing players to destroy them from within -Replaced the "Enemy Count" option with a new float multiplier, allowing 0-4.0X the enemies spawned (The old "insane" setting spawned 1.5 times the enemies. 0X allows for an "adventure mode" removing almost all spawn events) -Invisible wall movement bug workaround -Removed melee instant kills and replaced with double damage on head impact -Lootables that have already been tagged as searched will have a dim interaction notification -Added a visual indicator for health/aid item activation delay -Slightly increased the rate of fire for the assault shotgun -a variety of firearm stat balancing -Lootable objects now provide specific resources dependent on their material when dismantled -changed long haul/ day cab/ gravel truck storage, but added an overflow to protect players with an excessive amount stored in these trunks -Slowed down tornado speeds a little -reduced the difficulty of standing up after ragdoll on all devices, regardless of game speed -Leaving the credits screen now plays the proper BGM -Credits screen can now be scrolled at will -BGM volume option now properly saved -Balanced Scavenge and Rally survivors support options -Reduced cost of fuel bypass cards -Boss jump count now based on distance to salvation -Reduced frequency of the plane crash event -Added more horrors late game/ increased endgame difficulty -NPCs will teleport closer to the player in formation -Multiple boss types can now potentially be spawned at once (sorry in advance) -Slightly less enemies spawn at night, more during the apocalypse events -Reduced the amount of battery drain when starting a vehicle -Changed tower eye turret locations -Eye turrets now have close range spotlights that focus on players they are targeting -The stamina system received a few tweaks, low stamina will no longer prevent a player from attacking -Running out of breath will no longer slow you down temporarily, just prevent jumping, sprinting and blocking -Any key will now close the income screen -Damage to vehicles/trailers is now only mitigated based on damage type -Lowered the volume of the radio crackle audio -Halligan bar does more damage -The shop purchase widget will now close if the player opens the action menu -Added green lights to more interactable objects -Changed taillight lighting style -Upgrading follower equipment now properly removes inspiration -Bows/Crossbows now receive the full effect of the electric/fire mods -Sniper rifle fixed description/ now uses .50 ammunition -force NPC lose focus on enter/leave transition -MP5K and Tec-9 now use 9mm ammunition -Fixed gamepad profile selection bug in Load game menu -Fixed followers occasionally getting into vehicle sideways -Fixed typos Macaroni - balaclava - Flannel -Fixed the bread crafting recipe -Fixed dry pasta recipe -Fixed auto turn on flashlight if game loaded at night/exit vehicle at night -Fixed some objects had with gravity when hit by explosions -Fixed air support drop speed regardless of game speed -Fixed issue with kiosk menus that would leave the mouse cursor visible on close -Fixed Aid delay even if item failed to activate -Fixed Deadfall zombies disappearing after get up -Fixed Titan teleport location on chase player -fixed some actors not being properly cleared from memory when entering a colony -Fixed jerrycan disappearing when filled at pumps with a full inventory -Possible fix for the invisible zombie bug related to zombnado spawns -Fixed summon trader summon location to avoid spawning underwater or on uneven terrain
Button pressing should feel smoother and more responsive.
Boss could sit still for no reason, fixed.
Stuck on infinite loading screen, fixed.
Tutorial presentation bugs (Sometimes info bubbles would stick around when they should have been removed).
Button would disable when energy hit zero, fixed.
New Features -
Upgrade and build info (On hovering a build option Eg. Bolter, two smaller bubble pop up showing the difference in energy and damage after purchase or upgrade.
Accessibility Setting (options) -
Colour blind options
Hold button Toggle (Instead of Key Mashing)
Hold Mouse Toggle (Instead of clicking)
Incoming indicator arrows have been moved to the "Incoming stage" and made more visible.
Options to change the difficulty after death have been added.
Super Sampling Setting (Up to 200%)
Balance-
Enemy numbers have been tweaked, introducing a "Spawn curve" as the game develops (Only applies to Baby Button and A Button difficulties)
If the player is struggling early on in the a mission, crates will spawn to help them out (only on A Button difficulty)
Thank you for playing the Button Pop Demo, I hope you have enjoyed it! For more info check out our Devlog series and join the Button Army on discord!
We are so excited that for the first time since SPIRITUS Early Access launch, we have a whole rework and new team working on the game, that have made significant strides in bringing the product vision to life. With this new build you can experience the classic tank controls, fixed camera angles and wonderful presentation along with new mechanics!
More specifically, these are all the new additions in the game as it has now reached a late Alpha stage. We are currently working towards delivering a Beta of the game by the end of the year.
-Static camera angles for thematic presentation -Fully optimised controls -New introduction cinematics and cutscenes -Full limited inventory management system -Maps -Files -New character models -New enemy AI and AI path finding, enemies follow you up the stairs and suprise you! -New sound production -Much more polished game play and hundreds of bug fixes
Known Issues in this build
Since this is still alpha quality software, there are bugs, some we know of, some we don't. That's where our wonderful Early Access players come in. Help us this halloween make a really special game by getting those reports coming in, suggestions and feature requests!
-Some doors can sometimes bug out, returning you to the same room as before. We are working to resolve this issue in the next patch. -Sometimes the camera switch over can be delayed when moving to the next scene. This is especially more apparant on weaker hardware. We are working to resolve this issue. -Some sound effects, such as when Albert takes damage or when a monster dies currently is bugged and will not play. We are working on this.
Thank you all for your support, and (early) happy halloween!