- Forest background changed to autumn - Loot chests will now be displayed as pumpkins - Added female dwarves! - Added 1 new Weapon: -- Scarecrow - Banner (2H) - Ultimate: Terrify (Shop Tier 11)
*Changes*
- Changes to Warlocks: -- Fear can now stack up to 6 times (from 5) -- Crows now have a more chaotic behavior - Increased weight of Trolls and Wyverns - Increased possible number of simulataneous Orcs in Endless battles - Increased 'Wizardry' formation chance from 20% to 25% - 'Pack of Thieves' formation now also adds 1 max stack of poison per Thief - Arrows can no longer become stuck in a character if they have been blocked/dodged/parried - Increased arrow speed and flying distance of 'Staggering Shot' - Changes to 'Axe Throw': -- Throws an additional axe for every 40 STR -- Axes cannot be blocked or dodged -- Increased throwing speed - Changes to 'Tornado' -- Now deals physical damage based on INT for all races -- Base damage is 0.25 x INT [Dragon damage was 0.1 x INT] -- Damage will be dealt on impact and every 0.05s -- Damage cannot be blocked or dodged - The following attacks cannot be dodged: -- Smite (base attack and 'Deliverance') [unchanged] -- Thunder (base attack and 'Thunderstorm') [unchanged] -- Pyromaniac [unchanged] -- Staggering Shot [new] -- Axe Throw [new] -- Tornado [new] - Battle text (dodged, blocked, etc.) will now be shown less frequently - Optimized animations on the battlefield
*Bug Fixes*
- Fixed several bugs when attacking dragons with magic - Fixed a bug where Avalanche could get interrupted - Fixed a bug where Armor Penetration was not applied correctly - Fixed a bug where raid bosses could appear in a tavern brawl - Fixed a bug where Holy and Dark Crystal where not displayed on activation - Fixed a bug where you could have more than 10 dwarves
Dear fans, Thank you for playing One Way Heroics and One Way Heroics Plus. This message is to inform you that a new update has gone live.
Update Contents Fixes
[OWH/OWH+] Improved loading speed when generating maps
[OWH/OWH+] Fixed an issue where your default Character perks are set as "Strength+", "Agility+", and "Vitality+" when launching the game for the first time.
[OWH+] Fixed an issue where the option "Gauge Placement" would reset to "2. Everything Center B (Default)" when transferring data from OWH.
Bug Fixes
[OWH+ English version] Fixed a text bug where one page of text in the description would get garbled when transferring data from OWH.
[OWH/OWH+] Fixed a bug that sometimes caused a green box error to occur immediately after starting the game.
[OWH/OWH+] Fixed a bug in which the left analog stick did not respond properly to each 45 degree angle increment when moved in 8 directions.
[OWH/OWH+] Fixed a rare crash bug that occurred when multi-threaded processes for communication were underway when exiting the game
[OWH/OWH+] Fixed a bug that prevented an error from being displayed when the system save data failed.
[OWH/OWH+] Fixed a bug that caused the "Open X (Twitter) in browser" function to not work properly.
Dear Survivors, this is NAKWON Governing Committee.
This Q&A list was written based on your questions on Discord. Visit our official Discord and join the discussion.
Q. A question about the 'crafting system'
As a user who prefers hardcore, realistic gameplay, I beliefe if objects looted within the play field, such as clothing and water bottles, can be used to create armor, tools, weapons, and medical supplies, it can provide another charm beyond simple looting and survival escape.
For example, if you can create items like bandages, splints, makeshift firearms, and reinforced melee weapons (such as a spiked baseball bat) in the field as in Unturned, it would be helpful in any situation.
Do you have any plans to implement such a system, or is it already under the makes?
A. The 'crafting system' will be introduced from the pre-alpha version. In the pre-alpha version, you can create simple armor anywhere, anytime. Although the performance may not be as good as the armor available in the store, the point is that you can quickly create and wear it on the spot using materials around you.
We are considering dividing the crafting system into two types: 'field crafting', as mentioned above, and 'precision crafting', which can be done through crafting facilities. ‘Field crafting’ that can be done anytime, anywhere is considered as a temporary measure to immediately respond to situations that arise during the game. ‘Precision crafting’ done through specific facilities in your accommodation, etc., will be considered as rewards based on housing and growth factors in the future. However, since it is still in the planning stage, this information is subject to change.
Q. A question about hacks
In every game, the presence of hacks is not avoidable, and the extent to which the developer prepares for it determines how much impact it has on honest players. Given the scarcity of bullets in this game, it seems that esp hacks, which reveal the locations of other players, zombies, and items, will be more prevalent than auto-aim hacks that help to shoot accurately.
In games like Battlegrounds, players can report suspected hackers based on the kill cam footage, but it might be difficult to determine whether someone is using an esp hack in "NAKWON" if they are smart enough to avoid encounters while farming. Since the game is free to play, there could be an increased risk of encountering hackers. What are your plans for dealing with hackers in this game?
A. In such a genre, unfair experiences can lead to tremendous discomfort and a sense of loss. It's not just about dying but also about losing assets. Furthermore, as you mentioned, various inappropriate programs like esp hacks can greatly frustrate people and drive them away.
Therefore, we consider preventing hacks to be just as crucial as creating the game itself. There are various ways to prevent hacks. Apart from using different security programs and operational methods, setting a price hurdle by selling the game in packages can also be a method. However, regardless of the approach, as popularity and user base increase, the prevalence of hacks tends to rise naturally. This is because the demand for hacks increases with the growing user base. Ultimately, the fundamental approach to preventing hacks is to continue investing in manpower to counter them. Whether it's a game sold in packages or an MMORPG that supports free play, continuously allocating resources to prevent hacks is the fundamental solution to ultimately eradicating them.
We plan to ensure that we have the necessary resources to continue preventing hacks. (Please consider the pre-alpha testing as an exception.) However, it is a priority to first demonstrate that the game has enough value to do so. We aim to confirm this during the upcoming pre-alpha testing.
Q. Will there be some type of proximity communication/Walkie-talkie voice chat?
Such a system will allow players to more easily begin clans or alliances with new people, but they would also need to be more cautious of the environment around them in case zombies are nearby.
A. The upcoming pre-alpha test will not include voice chat features. We recognize that voice chat can add a lot of fun to the game, but there are other issues that come with it (ex. teaming, verbal abuse, etc.). Also, the mechanic where the zombies around you react to the volume of your voice chat may seem appealing and fun, but I think it can become too stressful as you continue to play the game. So while we're positive about voice chat, we're not sure if we're going to implement it, and if we do, we're going to do a lot of internal thinking about how to implement it.
Q. A question about NAKWON IP
The backstory and setting is so appealing that I'm looking forward to it. I'm curious if releasing other media is an option, such as movies or webtoons, using the NAKWON IP, depending on the popularity of the game in the future.
A. Thank you for thinking of our game as appealing. If the game becomes loved by many people, it seems like various opportunities will open up. I believe it depends on how much love it receives, so I will do my best to make it enjoyable.
Q. Easter Eggs
A zombie game similar to NAKWON is The Last of Us, which often features Easter Eggs of games from the same developer. Will we see Easter Eggs in NAKWON as well?
A. We are trying to implement some Easter Eggs, but rather than limiting it to Nexon games, we would probably come up with anything that gamers can see and like. Currently, we’re more focused on putting in strategies for each space rather than a lot of Easter Eggs.
Q. Does the game have a main objective? If so, what is the main objective?
The main objective of a game serves as an important motivating factor for the players and helps harmonize the game's setting and systems. Taking the example of Tarkov, the main objective could be "an abandoned mercenary trying to escape from the forsaken Tarkov." Of course, I am aware that Tarkov does not yet have its main quest implemented. Nonetheless, understanding that there is a main objective has been helpful in comprehending the world and system of Tarkov. In this context, I am curious about what the game's intended main objective is.
A. The basic idea is to live well and eat well, but ultimately, we are considering developing the story in some way through the concept of a main quest. Although it is still too early in the development process to provide a definitive answer, I definitely agree with the note that a major storyline that can serve as a goal is necessary.
Q. Will there be weapon building like in Escape From Tarkov?
And if so, how extensive will it be, i.e, attaching suppressors or wrapping barbed wire on a bat?
A. Weapons customization is something we're considering, and I'd like to make it as good as possible, as we think depth of custom is a great motivator for looting. However, weapon customization will be developed in the next phase after this test. We are thinking of upgrading/replacing various parts of the melee/range weapon, but it's not fixed.
Q. Are there any plans for character customization?
Appearance/Skills like in tarkov, and if so, how will you be able to manipulate the growth of a skill?
A. Character customization aims to allow swapping out faces/hair/basic outfits/etc, but it is not developed at this stage. It will be developed later.
Q. Will the servers be based on continents like "Asia server, America server" or will the game be distributed only domestically?
Also, I would like to ask if it is possible to play on the same server even if my Japanese friend and American friend wish to play co-op.
A. Playing may be difficult if the countries are different due to ping issues. We expect to prevent playing together in this test if there is a large difference in ping. Resolving this issue would require significant technical costs and time, so we anticipate addressing it in later stages. I apologize for the inconvenience.
Q. I believe that zombies don't necessarily have to be invincible.
In fact, I think that such a feature could make the game less engaging and reduce the fun.
Even if you manage to knock down the zombies, they eventually revive after a certain period and attack the players, which makes it not much different from playing a stealth game. I think it wouldn't be a bad idea if zombies could be defeated after a certain number of hits or if specific body parts were destroyed after accumulating a certain amount of damage.
If the game requires something like an 'inventory Tetris' as in Tarkov, enabling players to ultimately eliminate zombies under strict conditions might have a more positive impact on the game, both in the short and long term.
I am curious about the developers' opinions on this matter.
A. The intention behind the revival of zombies is to maintain a certain level of tension throughout the game with the continuous presence of zombies. However, creating experiences where zombies come back to life on an individual level is not our intention. Therefore, we aim to adjust the balance to minimize situations where zombies revive while you are farming. We plan to provide sufficient time for farming, and the situation where the zombie a user killed gets up in them is something we want to avoid.
Inventory Tetris is not part of our game. The system is somewhat different; the inventory continues to expand without the need for slot management. When you stuff items into the bag, it automatically expands to accommodate them. So, apart from organizing it for your convenience, there is no need to manage the slots to maximize the space. Our inventory's slot limit is purely based on the number of slots occupied by the current items, and any empty spaces in the inventory are not counted. For instance, if you have a 36-slot bag, the inventory space automatically expands and adjusts to accommodate the items until they fill up the 36 slots. Therefore, you do not need to move items to fit the shape of the inventory. We introduced this system to eliminate the stress of Inventory Tetris while still encouraging efficient farming based on slot efficiency.
Additionally, while there is a system in place for overburdening based on weight, we are still debating whether there should be penalties associated with it.
Q. In "Escape from Tarkov," there is a system where players can farm hard-to-obtain keys to unlock locked rooms.
I would like to know if a similar system exists in NAKWON.
A. Yes. In landmarks such as big buildings there will be such features. We are placing a lot of those strategic elements in each location and trying to put items only achievable in said locations. We will try our best to make this come alive for the upcoming test.
Q. Audio features
I believe that OST and NPC dialogue performances play a significant role in enhancing the atmosphere and fun of the game. I would like to know the following details about the game's audio features:
Are NPC dialogues and interactions displayed only in text form, or are voice outputs used with voice actors?
What are the plans for sound design when it comes to basic exploration, apart from the somber BGM? How will the sound design be handled during pursuits (being chased by zombies) or during combat with zombies/other players?
A.
Dialogue : In this version, there is no dialogue or interaction between characters at all. It is anticipated that any future dialogues with NPCs will likely be presented in text form, possibly due to cost considerations.
BGM : Currently, there is no BGM during Scouting. It is believed that the absence of BGM allows players to better hear surrounding environmental sounds and zombie noises without interference. However, there is still room for further consideration and feedback on whether to include BGM in the future. During internal playtesting, the current absence of BGM is considered more natural and preferable. Sound effects such as actual human actions, door sounds, footsteps, zombie sounds, and vehicle alarms are emphasized to enhance tension, rather than adding separate BGM.
Q. A suggestion about the Zombie revival
It would be a good idea to make Zombies not revive within approximately one block radius of the player that took them down. They can gradually revive once the player leaves that area. It might be preferable to have a resurrection system based on the player's location rather than a time-based revival. It was mentioned that the game would use toxic gas to naturally encourage escape rather than impose a time limit, so a time-based zombie regeneration might indeed cause stress as players would have to constantly calculate time while farming.
A. As our goal is to make Zombie regeneration unnoticeable to users, this is a very plausible idea. The fact that the location of each user must be checked constantly may interfere with server optimization, but this is still an idea worth discussing with the team. When we develop further on regeneration we will refer to this idea as well. Thank you for the great idea.
Q. Would NAKWON have testing kits?
If so, can we test zombies and/or collect samples from zombies for points/items?
A. There are no testing kits in NAKWON yet. We may consider them as some sort of reward or item to create a different strategy. But we're still in the early stages of development, so we'll think about it later.
Q. As per YouTube, there will be ‘Citizen Classes’. I am curious to know what they are.
A. Currently there are a lot of classes including Illegal Settlers, but we might have to go through many changes before we decide on the final names. We would appreciate it if you can see them in the game and provide feedback. A lot of names/images/balancing can be changed after the test.
Q. Like Project Zomboid, do we get to choose careers such as Thief, Survivor, Police, etc?
A. In this test, there is no character customization feature (such as abilities, settings, appearance, etc.) at all. We didn't have the time to create it.
However, we are considering allowing players to select various characteristics during character creation, as you mentioned, during future development. We are unsure whether it will take the form you suggested or if it will be a completely different form (although the desired functionalities will be similar). Since we are still in the very early stages, we would appreciate your patience regarding the aspect of character customization.
Q. Test Period
Once the test period is set, how many weeks prior to the test would we get to know? And how many weeks would the test be?
A. The detailed schedule for the test will be announced in the near future. I don't have the authority to disclose it personally, so it's difficult for me to provide any more information. I apologize for the inconvenience.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator. Thank you for your patience, we have started distributing the 10th DLC "Hachinohe Line" today, October 31 (Tuesday)!
About the Route
The Hachinohe Line connects Hachinohe Station in Hachinohe City, Aomori Prefecture with Kuji Station in Kuji City, Iwate Prefecture. The line was first opened in 1894 between Shiriuchi Station (now Hachinohe Station) and Hachinohe Station (now Hon'hachinohe Station), and was repeatedly extended and opened to service until 1930, when the line was extended to Kuji Station, bringing the Hachinohe Line into full service. With the opening of the Tohoku Shinkansen bullet train line extension between Hachinohe and Shin-Aomori stations in December 2010, the line between Hachinohe and Aomori stations, which had previously been on the Tohoku Main Line, was transferred to Aomori Railway, and is now a line with no connections to other JR conventional lines. In October 2013, "TOHOKU EMOTION," a sightseeing train with a restaurant space throughout the train, began operation between Hachinohe and Kuji Stations, mainly on Saturdays and holidays. The train line is divided into two separate lines: one between Hachinohe Station and Same Station for urban transportation, and the other between Hachinohe and Kuji Station for interregional transportation. The majority of the route runs along the coastline, including the Tanezaki Coast, a national scenic beauty spot and a breeding ground for petrels. From Hachinohe Station to Same Station, the line runs through factories and urban areas; from Same Station to Rikuchu-Nakano Station, it runs through rural areas and along the Pacific Ocean; and from Rikuchu-Nakano Station to Kuji Station, it runs through hilly areas. Some sections of the line offer views of the ocean, making it a popular route for passengers to see the ocean from the train windows.
Points of Appeal
[h4]
Driving with a view of the Pacific Ocean is possible!
Diesel cars can be driven!
Environmental sounds during station stops recorded at the actual site are implemented! (Hachinohe Station, Naganawashiro Station, Hon-Hachinohe Station, Konakano Station, Shirogane Station, Same Station, Hashikami Station, Uge Station, Kuji Station)
Actual voice broadcasts by the current train conductor are implemented! (Broadcasting is handled by the Hachinohe Train crew depot.)
[/h4]
Route Information
Section: Hachinohe Line Outbound Hachinohe ⇒ Kuji
Total length: 64.9 km
Number of Stations: 24
Security equipment: ATS-Ps
Train schedules that can be operated
Train Number:429D
Type/Destination: Local train to Kuji
Section where you can drive: Hachinohe to Kuji
Type of train: Series Kiha E130-500, 2 cars
Responsible for real voice train announcements: Hachinohe train crew depot
Train Number:1431D
Type/Destination: Local train to Same
Section where you can drive: Hachinohe to Same
Type of train: Series Kiha E130-500, 2 cars
Responsible for real voice train announcements: Hachinohe train crew depot
Train Number:441D
Type/Destination: Local train to Kuji
Section where you can drive: Hachinohe to Kuji
Type of train: Series Kiha E130-500, 2 cars
Responsible for real voice train announcements: Hachinohe train crew depot
Train Number:1447D
Type/Destination: Local train to Same
Section where you can drive: Hachinohe to Same
Type of train: Series Kiha E130-500, 2 cars
Responsible for real voice train announcements: Hachinohe train crew depot
The following features have been added and modified for the release of the DLC.
【Common to all routes】
Restoration of "driver's cab magnification" when switching viewpoints (Individual vanishing points are set for the "driver's cab expansion" display.)
Modified the guidance pop-up from multilingual to displaying the guidance according to the set language. (The guidance pop-up display has been moved to the upper left corner of the screen and the display space has been significantly reduced.)
Set the possible retreat distance to 50m from the operation start station when the reverser is set to the rear position. (Modified so that the emergency brake operates when retreating more than 50m from the station where the operation started.)
The maximum speed display on the HUD has been modified to reflect the speed of the signal display, which changes in real time.
Change in specification of HUD restriction warning display ・When the speed limit becomes slower : Blinks from about 5 seconds before the speed limit changes. ・When the speed limit is tightened : Flashes from a certain distance before the speed limit to allow for deceleration in time according to the speed difference between the posted speed and the maximum speed. The speed limit indicator flashes early from about 5 seconds before the speed limit changes.
Reflecting the speed of "speed improvement zones" (only for applicable routes) (Caution 45 km/h → 55 km/h, Reduce 65 km/h → 75 km/h)
Implementation of ON/OFF function for acceleration/deceleration G (Driver Console Swaying Motion)
【Chuo Line Rapid Servise DLC】
Fixed an issue in which the 45 km/h limit display on the third signal remains on even though the departure signal is still displayed as proceeding after the train departs from Shinjuku Station.
【Tokaido Line DLC】
Fixed an event that occurred when starting from Kamomiya station in the 1525E scenario, a speed pattern occurred despite the indication of progress, and the train was forced to stop due to ATS operation.
【Keiyo Line DLC】
Fixed an issue in which the order in which stops were displayed on the timetable selection screen was from Tokyo Station when it should have been from Chiba Station.
【Yamanote Line DLC】
Correction of TASC pattern when stopping at Mejiro station (Correction of overruns when using TASC)
【Shin-etsu Line DLC】
Correction of misalignment in the coordinates of the composite CG display of the in-field traffic lights at Tsukayama Station.
If you like this update and the Hachinohe Line DLC, we would appreciate it if you could reflect this in your review ratings. Your reviews are the driving force behind our work.
We will continue to update the site based on your reviews and comments.
Greetings from the Warhaven team! Server maintenance has been scheduled.
■ Match Interruptions
11/1(Wed) 22:30 ~ 23:00 PM * The "Find Match" button will be unavailable 30 minutes before the maintenance period to allow active matches to conclude without interruption.
■ Maintenance Schedule
11/1(Wed) 23:00 PM ~ 11/2(Thu) 1:00 AM PDT * The game will be inaccessible from 11/1(Wed) 23:00 PM (PDT).
Further details will be available in an upcoming announcement.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator!
In conjunction with the release of the 10th JR East Train Simulator DLC "Hachinohe Line," a live YouTube broadcast will be held on Tuesday, October 31 at 7:00 p.m. (Japan time), where our regular members will talk about the latest DLC "Hachinohe Line" with passion. In addition to the latest DLC "Hachinohe Line," we will also talk about the contents of the update that was implemented at the same time, answer your questions, and much more. Please come and watch!