Supports defining multiple sets of biological orientation map mappings. When creating an action unit, a random set will be selected and used continuously thereafter.
The character has been doubled in size.
To make it look better, you can specify the drawing offset of the biological tile, so that the infinitely small volume center point is at the foot of the tile. The position of the center point of the volume can be determined from the circle of the attack range, which is its center.
Adjusted the drawing offset for humans and robots, and added multiple sets of character materials. (Some side and back views have not been customized yet)
I’d like to share that I just updated the game to the latest version (10.5).
Now this update completes Lorza her story, which means Keen will finally get his long awaited massage :) And I also updated the ship map and brought together all story elements involving the repairs of pink shuttle... which can now be fully repaired.
Well, I hope you like it!
This has been added (in more detail)
New Map Art: (largely) updated the art, to match the more recently designed rooms again.
New challenge: Pink shuttle repairs
New scene: Opening the shuttle
New Location: Pink shuttle interior
New scene: Keens massage
New XXX scene for Lorza (containing 5 new animation sequences)
Story update: many dialogs were updated, to get a consistent story around the pink shuttle.
Other additions: Many new character poses, various new items, and some additional story art.
I fixed the bug around 'Hank's screwdriver' (and build in a safty to get around it just in case...).
I also fixed the spelling errors you found, thanks!
Good to know...
If you just want to see the new content, you can best start playing from the Doctors story.
Generally, when someone tells you to come back later; pass through keens room.
And please don't forget ...(for returning players)
Old save games cannot be re-used after an update & will get you stuck if you do; because if code changes, saves break.
Instead, use the chapter select screen to get back to where you were.
You can also find it again in the sidebar of the store-page, by clicking on the ‘ manual ’.
Behind the scenes
Well, I always like to share some of what I made...but I don't want to spoil things :) So, therefore let's have a look at the map.
It was once the first thing I made for Space Rescue, and it was a big help when designing the actual rooms for the game. But after detailing a room, it wouldn't always look like it's map-icon anymore. And so it was about time to bring the map up to date again. But it wasn't just cosmetics. For example the medbay really needed a door & so I finally added one :)
Next?
Well, and that's all the news I have for now. But meanwhile I already started working on the next update, which I hope to release again in few months.
0.7 THE ABYSSAL TEMPLE In this patch we finally release the second cultist mission, The abyssal temple!
ABYSSAL TEMPLE -NEW MAP- The Abyssal Temple, the second map, offers a more linear and shorter gaming experience. A complete playthrough on Sentinel Island typically lasts around an hour, or longer for those new to the game. In contrast, a session in the Abyssal Temple should take about 15 to 25 minutes.
-NEW CREATURE- The Abyssal one, is the main antagonist of the temple, it will constantly try to stop you from achieving your goal, becoming stronger and faster as you progress
-NEW NPC- -Added a new guide NPC in the coucil temple, interacting with this new NPC will start an Abyssal temple mission
-Main Objective tracker- -Added a new UI element that helps players understand the main objective aswell as track their progress (side missions are not displayed on the objective tracker) The new objective tracker is not exclusive to the new temple map, it also tracks the main objective on Sentinel Island After the objective updates the text fades away, but players can always bring it back up by press the "TAB" key (default key, it can also be rebound)
-Added the option "Hide objective tracker" in the gameplay settings menu, for players that want to disable this UI element
OTHER -Added a new interactable item in the game, a chest that can grant you resources The chests are available on both maps, Sentinel island and Abyssal temple -Added new collectables exclusive to the Abyssal temple, aswell as a new shrine, in the lobby library, where you can view the collectables obtained -Added 4 new achievements that can be unlocked by playing and completing the abyssal temple content -Important items necessary for progression (to open a door or for a side objective) now have a black highlight of the shape -Changed input settings menu layout to make it easier to read and use -Changed and tweaked cult guide layout and added new entries with details about the abyssal temple -Fixed some text of the cult guide to explain that monsters appear as you obtain book pages instead of blood spheres
-Temporarily added an ¨Unstuck Player¨ button in the top left of the in-game menu, pressing that button will teleport you to a random area nearby (While we improved collision and fixed many reported issues, we still wanted to add this to prevent players having to restart a game after getting stuck inside broken collision, this feature will be removed once the game is fully released)
FIXES -Fixed a bug in the photo mode, where the player fulll character would appear instead of the head if they were dead -Fixed a bug regarding the cursed tomes, the creature wouldnt spawn if the player was standing on the book -Fixed a posible bug where you could pick up more than one wax head at the same time and they would overlap and mess up left hand animations -Fixed a posible bug where the announcement wouldnt trigger to notify players they unlocked the grand cultist aspect -Fixed a few floating foliage assets and some terrain texture errors reported by the comunity (island map) -Fixed a texture issue regarding the creatures stuck to the walls beneath the primordial pit (island map)
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.7 Abyssal temple
FUTURE CONTENT Expect a few quick patches in the upcoming weeks where we fix any bugs reported and some tweaks and balancing of the abyssal temple, after that we will begin full focus on the next map, Inssmouth We already started working on it, so here is an early preview!
Major Updates "Aincrad 38F" and a new quest has been implemented.
《New Quest》 Main Quest Biting Factor Start Map:Wantia Castle
Boss Monster Invi the Propinquus Nocte [expand type=details] Details The beginning of battle, it uses a "Critical resistance" buff.
You can break it with Dagger skills.
Depending on the boss monster's status ailment (Bleed, Frostbite) stacks, the damage it takes increases.
Some attacks will remove buffs from the players. Weakness Slash Element Water Element Resistance Thrust Element Blunt Element Fire Element Wind Element Earth Element Holy Element Dark Element Critical Damage Buffs used Buff "Critical resistance" Status Ailments and Debuffs used Status ailments "Debility", "Frostbite" and "Sleep" Debuff "Seal item" and "Decrease Defense" * Break: Filling the entire Break Gauge will temporarily immobilize the boss and remove all of its buff effects. * Debility: Lowers max HP with each hit (up to 99%). Recover using items like Cleansing Potions. [/expand]
There are two (2) ways to participate in the Draft Event.
1. Choose from the selection and create a character.
Press the "Enter Draft" button and choose the participated Draft character you prefer.
2. Choose any of your owned character
You can select any of your owned character to participate in the Draft Event season by pressing the "Select Owned" button.
Note:
STEP level rewards cannot be received when you participate with your owned character. But you can still do the quests (Daily, Weekly, and Seasonal) and gain Draft Exp.
STEP Level Rewards
Daily Quest
Weekly Quest
Seasonal Quest
Unlock the Seasonal Quest using the Draft Pass Ticket
Final Reward
You can select one Character Changer coupon based on the Step Level progress you reached.
Gain Draft Experience and increase your STEP level by doing the quests (Daily, Weekly, and Seasonal) or by purchasing the STEP Level Up Tick
Which SPC you wanna get?
- Jake - Dominic - Draft Violet - Draft Golden - Draft Yoshino - Draft Noah - Draft Mika - Draft Deacon - Draft Charlotte - Draft Elias - Draft Razak - Draft Nari - Draft Cabernet - (KING) Ido - (Queen) Alice - Draft Fei
Reward Character List preview:
* Transformation and Parts characters will be granted while holding all of the abilities or items.
Important Reminders 1. The character changer can be used once the draft event has ended. 2. Character changer can't be used for returnee event character. Note:Returnee Event = Back to the Court 3. For Characters that were created via Crazy 5 days, and Draft Event, users must complete their pending missions before they can use the Character Changer item. 4. Characters currently training in Growth Mode are not eligible. 5. If the character has an equipped skin.
Note: They will be granted while holding the Parts and not the transformation abilities of Draft Golden, Draft Violet, Draft Cabernet, Draft Nari, Draft Razak, Draft Elias, and Draft Charlotte.
* You can use the points to change the final reward to a reward you like (Wild Rookies, The Devil's Door, Draft, etc)
* The result reward can be received by any of the characters in the account, and the character changer will be given as a character reward.
It's been a few months since our last update, but we're excited to announce that we've now successfully transitioned to Unreal Engine 5! To accompany this, we've also made several improvements to enhance the game's performance, reduce resource consumption, and reduce the overall load on both the CPU and GPU.
To achieve this, our first step was to optimize the bullet management system, ensuring that the frame rate no longer dips during intense firefights.
Our goal was to minimize the overall GPU load to ensure a smoother gameplay. Hence, mission 1 and 7 in particular should noticeably benefit from these improvements, allowing for a much more enjoyable experience.
In general, PCs that previously struggled to run our game should be able to do so with ease now. Besides the frame rate issues, we've also made additional refinements, including balancing the volume of new sound effects for a more immersive experience.
Regarding gameplay balance, we've made a major change by equipping ships with shotguns instead of flak turrets, significantly increasing the threat, as it now employs the same shotgun as the S-47 Berkut. The giant floating turrets have also been refitted with a new 75mm rapid-firing railgun, aptly named the Archer Rapid Fire System, or ARFS for short.
You'll notice that the current patch is dated today, October 25, 2023, and the code name for this build is "Akagi."
While this may seem like a minor update judging from the length of the patch note, it's actually a significant overhaul involving not just an engine upgrade but comprehensive game adjustments. The keybind issue should be fully resolved, and if you encounter any lingering problems, please don't hesitate to reach out to us for assistance.
We have just delivered Railway Empire 2’s massive Update 1.1 for Steam, Xbox Game Pass across console and PC Game Pass for PC, the Epic Games Store, PlayStation 4|5, Xbox Series X|S and Xbox One consoles (supported through Smart Delivery): When Railway Empire 2 was released, a lot of you expressed a desire for more control regarding your signals. We have been working hard to respond to your wishes, and with this update we have implemented the ability to choose how you place your signals. Automatic signaling mode with track directions is the recommended way to play Railway Empire 2, but for those of you who would prefer to take full control over your Railway system, the new "Manual" mode can now be selected at the start of a new game. Please note that you have to select one of the two systems at the start of a game and these modes cannot be changed afterwards and are incompatible with each other.
We have also implemented some additional tweaks to the train logic, Interface and, among other things, have added the option to play your game at x5 speed (PC Only). Furthermore, we have added improvements to the warehouses to address goods that did not reach their destination.
Please find the full Changelog below.
Signals
Added manual Signal Mode as a separate game mode where the player can place signals manually:
When starting a new game, you can now choose between two different signal modes: "Automatic (recommended)" and "Manual". Since the two systems are incompatible with each other, you must decide at the beginning of a game and cannot change the mode during a running game.
In "Manual" mode you may place individual "stop" and "directional" signals, or place several signals at once within a certain distance. You can also remove all signals on a track section.
All signals allow a train to wait at them if the next signal section is used by another train. Sometimes trains stop at signals even though the next section is free to avoid blockages. "Directional signals" allow trains to pass in one direction only, "Stop signals" may be used in both directions and are primarily intended to divide long tracks into several sections.
This mode is intended for more experienced players, as with great power comes great responsibility: If you do not set up your signals correctly, blockages will occur!
Fixed a bug where signals did not update on competitors track properly, after the AI has built new tracks, resulting in sub optimal signal placement.
Fixed signal positioning at gridirons so that signals no longer spawn in the middle of the track.
Warehouse
These fixes address reported issues of "trains not delivering goods" and "goods not reaching their destination".
The farther away a factory or farm from a well-supplied city, the less likely it is, that goods will be delivered to that city. If a city is undersupplied, goods will be delivered anyway.
Added additional tooltips to cities and warehouses showing detailed information about goods in transit.
Added some hints and warnings if goods are not picked up from warehouses due to insufficient trains.
Train logic
Fixed a bug where goods were not delivered, while a waypoint in route planning.
Fixed some rare cases in which trains were not entering track segments.
Fixed an issue where trains were waiting for other trains that were behind them.
Fixed a rare bug where trains were stuck after refueling at supply towers.
Options
Added option to enable x5 game speed. [PC ONLY]
Added option to display/not display warnings.
Added option to skip non-tutorial voice messages from characters.
Added option to adjust scroll speed.
Moved the "Icons at Edge of Screen" option from “Display” to “Gameplay “
Interface
Fixed some layout problems within newspapers.
Users are now able to input non-Latin-alphabet text.
Maintenance costs are now properly displayed in the quarterly report.
Miscellaneous
Fixed a bug where the refrigerator car was available without unlocking the tech.
Fixed some performance issues during videos.
Fixed a bug where AI competitors would participate in auctions even if 100% of their shares were owned by the player.
Further stability improvements and smaller bugfixes.
Fixed several tutorial soft blocks.
Trains without sufficient water supply now have their max speed halved instead of only their acceleration speed being halved.
A shocking new update is here for Primal Carnage: Extinction on Steam! HALLOWEEN HORRORS returns to haunt you all...
Our annual frightfest brings a terrifying assortment of nightmarish new looks, along with a new game update packed with feature tweaks and improvements suggested by our scarily dedicated players!
Game Changes
Before we get to the gorey details of this year's special event, here are some of the highlights of our latest game update...
Tyrant Buffs & Bonus EXP
As of now, everyone can see Tyrant buff overlays (red, green and blue for rex / spino / acro boosts). Previously these would only be visible to the dinosaur who received the buff.
This change allows Tyrants to see who they just gave a boost to, and lets humans know if they are fighting a buffed enemy. This is something which has been long requested, and we feel it's a positive change for everybody.
Another tweak related to this is that Tyrants no longer automatically get bonus points for roaring. Instead, they now gain additional EXP for every dinosaur buffed within their roar's range. This rewards actually helping your team instead of just roaring for fun with nobody around.
Taming the Tupa
Flyers have always been one of the most problematic classes to balance, but we still keep trying. This update brings some major changes to the Tupa that make it slightly less of a nightmare to fight...
Aside from fixing bugs and exploits with the class (such as Tupa being able to land charge hits while hovering) we have added extra sound cues for when a nearby Tupa reaches charge speed, and adjusted its stats significantly.
Tupa players will now need to watch their stamina closely, as a more noticeable chunk is taken out of it whenever you ram into humans. This coupled with higher stamina drain when sprinting means you can get into situations where ramming is not allowed due to low stam. So watch that bar!
Remember you can conserve energy by simply diving downwards to gain speed, just angle your Tupa directly toward the ground while flying. This is more than enough to land deadly hits with Tupa's charge, allowing you to save stamina for an escape instead of relying on it to attack. To make up for higher stamina usage in general, Tupa's roar now provides much better stamina regeneration.
Fixes, Fixes and More Fixes...
Circle 5 remains a small and mostly part-time team with only a couple of programmers, so we're doing our best to address issues as they're reported by the community. This update we have worked with our players to improve wherever we can, resolving many edge cases with weapons and various exploits such as being able to deal extreme knockback by hitting humans in midair as a Bruiser.
We have now started our PlayStation beta but will continue deploying any fixes and improvements we can to the PC side while that is underway. Some small but fun changes this time include new community animations for the machete... (thanks to SpinoRavenger!)
Other community-requested changes include adjustments to the UI - such as a small but helpful tweak to class counts and their availability on the Class Select screen that now sees them update in realtime. Previously, they wouldn't refresh until you reopened the menu.
There are many other fixes, for example the flamethrower failing to delete Dilo puddles (they still like to leave a smelly cloud, but don't worry about that). You can view the full changelog further down, which also includes details on a few more balance tweaks such as making Oviraptor's pounce less of an "instant win button" and reducing the deadliness of zap traps a tad now that they hit more reliably.
Special Event:
Halloween Horrors
It's that most terrifying time of the year again! Our annual Halloween Horrors event is now LIVE, bringing a gaggle of ghastly new looks to strike fear into your enemies!
In-store we have a double-sized featured store set filled to the brim with horrifying new mutations! There are two new spooky skin packs -- the Jasper collection with their mesmerizing ghostly glows and the Nightmare collection which features a whole range of creepy creatures.
Capping it off is the 2023 Halloween Gift - open on a server to scare up to 24 other players with spooky items! The gift opener is cursed with a spine-tingling Satanic Royal Acro for their evil deed.
And of course, hundreds of previous Halloween items are back with devilish discounts!
Outside of the store SPOOKY DROPS have been enabled! These include new mutations, skins, and some seriously spooky sprays along with the creepy classics from yesteryear.
Keep an eye out for the Ultimate DLC Collection coming VERY soon! From centigrade to thalassic, these beasts are pulsing with energy and have unique particle effects.
Full Changelog
Flyer Changes:
increased base speed needed for Tupa charge to activate
added a new sound cue when Tupa reaches charge speed
hitting humans with Tupa's air ram now costs a chunk of stamina
fixed Tupa dealing charge damage when moving slowly or in hover mode
fixed impact effects still playing if you fly slowly past a human without hitting them as Tupa
longer charge impact cooldown for Tupa
reduced tupa charge sphere radius
increased Tupa sprint stamina cost
reduced Tupa stamina regen rate
shorter Tupa roar cooldown period
increased stamina regained from Tupa roar
fixed Tupa gliding animation not playing properly
flyers must now be in hover mode for at least 1 second before they can sprint out of it
increased audible radius of Flyer whistling wind while diving
fixed one of the flyer diving wind sounds quietly looping forever
made flyers slow down from sprint in-air quicker
marking many targets at once as Ptera now combines the total EXP into a single onscreen message
Tyrant Changes:
Tyrant buff overlays are now visible to all players
Tyrants now get bonus points for every player they buff when roaring
Acro now takes reduced damage when using its stomp attack
minor increase to Spino clawswipe range
improved blending between head and body for a couple of T.Rex skins
reduced audible range of distant Tyrant footstep booms
Ovi Changes:
reduced Oviraptor pounce maul damage from 50 to 40
doubled Oviraptor stamina consumption while mauling
Oviraptor's roar ability now has a buff timer in the corner to show its duration
Bruiser Changes:
allowed Carno to sprint while stunned
reduced stunned duration for Bruisers
longer charge impact cooldown for Pachy
increased Pachy's charge hit detection radius
Bruisers are now forbidden from landing charge attacks while in mid-air
increased knockback momentum from Ceratosaurus tailswipe attack
Weapon Changes:
increased effective range of Desert Eagle
regular shotgun now has a 1.25x crit multiplier
reduced assault cannon fire interval slightly
increased assault cannon unscoped recoil
lowered assault cannon crit damage from 2x to 1.5x
removed auto-firing for the assault cannon when holding primary fire down
fixed flameslammer grenades not working correctly when spam clicking
fixed flamethrower and flaregun not destroying dilo spit puddles
fixed a couple of exploits relating to weapon fire rate
increased total flaregun ammo from 4 to 6
increased ammo picked up by stungun
fixed zap traps not working when submerged in water or when clipping into models/terrain
stun animations now correctly end at the same time the stunned status effect ends
updated machete with new community-created animations
fixed most of the golden gun skins being too dark and contrasty
Other Changes:
reduced GTTC capture speed when dinosaurs are on the point to 25% of normal capture rate
class select screen now refreshes total class counts and availability every few seconds
added a Quit Match option to the class select and team select screens
item descriptions no longer break when hovered on the right side of the screen
server gifts now display a warning that it's impossible to open them while in the main menu
fixed a rare crash related to gift opening
fixed glow and reflection masking on certain dino skins
changed distance falloff behaviour of dino footstep sounds
added new Halloween Horrors cosmetic content
added support upcoming Ultimate DLC Collection
unique nameplates now show in the Esc menu while playing
set gas masks to use the secondary item slot, clipping be damned
re-enabled skeleton skins in the default inventory for halloween
allowed skeleton skins to equip all cosmetics, because why not