The Alpha has only featured playable content from the Drakonian Dynasty, although the team has continued to make significant progress on other Dynasties during this time.
"Children of the Sky, the Foryoku Dynasty covers vast landscapes from floating cliffs in the Aer biome to the dense Cloud Forests, and their soldiers ride among flying Sentius possessing the Aer element."
The foundation of each Dynasty is its unique Architecture
All concepts and models are of the first technological "Era" from the game progression system
Strong East Asian influences are present such as bamboo roofs and yurt-style circular homes
The villager houses above are occupied by villagers from your city or spawned villages
Townhalls generate villagers and act as the city center
Each concept is carefully modeled in 3D
First era concepts for Chojin such as the base architecture and props were completed and prepared for modeling
New Sentius modeled and imported to the Engine
A distinct set of resources and corresponding source assets are available for harvesting during survival gameplay.
New environment assets were created for the Cloud Forest Biome
Aeroxen and Foryoku Ranger In Engine
"Built from stone, the Rokkuhito Dynasty ranges from the vast desert plains to the lush savannah and marsh jungle; their Sentinels command Sentius through the Terra element."
Rokkuhito - Tough as Stone
The distinct landscapes of Rokkuton such as desert
Rokkuhtio architecture adapts to its unique environment
First Era Town Halls are constructed of clay, wood, or stone, your materials will advance with each Era.
Each detail of the town hall is modeled
Unaki are the snake-like race that wars against the player
Unaki camp asset concepts
New Sentius Roxli was modeled and added to the engine
Oasis areas spawn within the Desert Biome
Ostleaf in the oasis
"Born of fire, the Drakonians hail from high mountain peaks and grassy meadow valleys with deep forests between. Their Sentinels command Sentius with the Magma element."
The First Era Paladin was introduced from Drakonia
A new character controller enables responsive combat
Coastal Meadow Locale villager at camp
Locales are the biome-specific variants for villagers, equipment, and apparel within each continent
Biome-specific variants of the paraglider were developed
New Sentius Stagma was recently added to the Alpha
Stagma Animation Previews
New set of base building assets / E1 Interiors
Some assets are shared with villager settlements
Interiors fitted with base assets and lighting accents
Boats will be commanded by the player or a crew
Runes are new locations that spawn in sub-biomes
"The world stands only for the Shoi to conquer through technology held to the plasma element"
Shoi Golems are sentinels assigned to defend Shoi locations such as temples...
Shoi drones will also patrol temples and can be found in the overworld to guide the player
Concepts for the legendary weapon each class can select
Legendary weapons never break and can be upgraded through a skill tree
"Void is limitless, void is everywhere, Void is all consuming chaos"
The Void Reaper was brought to life for a new trailer
The Foryoku Dynasty Sentipedia is complete! #101 - 200
After the concept, graphic arts are published with important data about the Sentius on our website
With Drakonian and Foryoku complete, we are now phasing down the final 80 + Sentius designs for Sentipedia 1.0
Moveset concepts are created for each attack effect
The Art team has also implemented new standards for Sentius designs, including pose sheets:
This hotfix fixes some errors that could occur when game saves were corrupted. Among other things, this could lead to new games not being able to be started. We also smuggled a small update for the dynasty system into the patch: All members of the dynasty now have their new home in the keep and the palas extension of the palace. The units now go to sleep here at night and spend part of their time in the palas during the day. We have also revised the associated building models and integrated them into the patch.
Your team from Empires and Tribes
- Added new models for the keep - Added new models for the palas - Added LOD and Shadowcaster for the keep and the palas - Added new animations and new behavior for the dynasty members inside the keep - Added button in the menu of the town hall that opens the menu of the civil servants
- Children are now spawned in new buildings only when the population size reaches 40 instead of 15 inhabitants - Fixed a bug that could lead to not being able to load new maps if a savegame was corrupted - Fixed a bug that caused savegames not to be displayed if one of the files was corrupted - Fixed a bug that could cause a crash when saving if the savegames were corrupted
A direct sequel:Modern Warfare III picks up immediately after the events of Modern Warfare II. Join Captain Price and Task Force 141 as they face off against the ultimate threat, ultranationalist Vladimir Makarov.
Open Combat Missions: New Open Combat Missions redefine the traditional Campaign level. Deploy to wide-open locations and gear up with Supply Boxes, Armor Plates, Vests, and more. Take a stealthy approach or grab a vehicle and drive head-on into danger.
Mission completion rewards: Earn over a dozen in-game rewards for completing the Campaign, including new Calling Cards, Operators, Double XP Tokens, and a special Multiplayer Weapon Blueprint unlocked at game launch for Campaign completion.
From COD HQ, head to the Modern Warfare III section and select the Campaign tile. Even though the game has already launched, we donât want to spoil anything about it. Follow the prompts when starting the Campaign to choose your difficulty setting and then get right to it. The game will tell you everything you need to know to get started. Prepare for a wild ride.
Choose Your Difficulty Level
The Modern Warfare III Campaign features four difficulty levels. The higher the difficulty level, the greater the challenge. Note that you can change the gameâs difficulty level at any time.
Recruit: For players who are new to Call of Duty.
Regular: Your abilities in combat will be tested.
Hardened: Your skills will be strained.
Veteran: You will not survive.
Campaign Mission Rewards
The Campaign consists of 14 different missions. All but one of these missions reward players with the following items upon completion:
Operation 627: âBreatherâ Calling Card
Precious Cargo: 30 mins Double Player XP Token & 30 mins Double Weapon XP Token
Reactor: âCorsoâ Operator
Payload: âGhillie Guyâ Calling Card
Deep Cover: 30 mins XP Token and 30 mins Weapon XP Token
Passenger: N/A
Crash Site: âPathfinderâ Operator
Flashpoint: âToxic Dripâ Calling Card
Oligarch: 1 hour Double Player XP Token and 1 hour Double Weapon XP Token
Highrise: âDocâ Operator
Frozen Tundra: âSkull Rhapsodyâ Calling Card
Gora Dam: 1 hour Double Player XP Token and 1 hour Double Weapon XP Token
Danger Close: âJabberâ Operator
Trojan Horse: Campaign Completion Emblem and Weapon Blueprint
Open Combat Missions
Modern Warfare III introduces Open Combat Missions (OCMs), which occur throughout the Campaign alongside more traditional single-player missions. OCMs redefine player agency, offering an unparalleled degree of freedom and greatly expanding the playable area.
Fixed objective, endless possibilities: Youâre there to complete the mission, but how you do it is up to you. Slip through like a shadow or go in loud and start blasting. Scavenge extra gear throughout the AO to suit your preferred playstyle.
Seek out essential gear: While seeking out new weapons, Armor Plates, and other items, keep your eyes peeled for Ziplines and Ascenders. Often near objective locations, these items skyrocket your movement potential across the map.
But they were just here: Caught off guard and outnumbered? Retreat into the environment, using your Ascender and Parachute to quickly get out of view. If the enemy loses sight of you for long enough, they will eventually stop their direct pursuit, and resort to searching the vicinity for you.
Your Operator
Open Combat Missions require the best of the best. In each mission, you will deploy as a designated member of Task Force 141: Farah, Ghost, Gaz, Soap, or Price.
In your first playthrough of an OCM, your Operator is assigned a starting Loadout according to the missionâs narrative, including the Spotter Scope to better scan the environment for enemy threats, tagging enemies, locating equipment, and discovering information about points of interest. One of your first tasks is to seek out better gear, of which there is an abundance, found throughout the area of operations.
Gear Up
Expect to find all sorts of useful items in OCMs, including new weapons, Equipment, Field Upgrades, and even Armaments (that Multiplayer Operators know as âKillstreaksâ) that will boost your offensive and defensive capabilities. Of particular importance, however, are the Parachute, Ascender, and Armor Plate Carrier upgrades.
Parachute: The Parachute is a game changer, allowing you to safely jump from great heights and soar over long distances. Follow the button prompt when jumping from a high point to activate the Parachute. When youâre close to landing, your Operator will automatically cut the rope and return to a standing position, or you can cut the cord manually to force a landing.
Ascender: Going up! The Ascender helps you reach the highest points on the map. With this item, you can zip up ropes that lead to places in key positions throughout the environment, or ziplines to move across long horizontal distances. Use your elevated or newly-acquired position to escape a problematic situation, snipe from a distance, or, if youâve got the Parachute, reposition far from your current location.
Plate Carrier Upgrade Vest: Initially, your Operator can only equip one Armor Plate at a time, a reasonable-enough defense in minor battles but lacking when the action gets hectic. Find a Plate Carrier Upgrade Vest to increase the number of Armor Plates you can equip at a time. When you first find the Vest, your carrying capacity will increase to two Armor Plates, and then three after finding another one. Now youâre ready for anything.
Getting Around: Your Tac Map and Minimap
Tac Map
The Tac Map is of essential importance, providing an overview of the objective and its location. A legend indicates the position of important items, and a tracker shows your most important gear and the weapons and items youâve discovered in the level.
When first deploying into an OCM, the majority of the Tac Map will be covered in a fog of war. As you explore the environment, the fog will be lifted, revealing greater environmental detail.
Minimap
Use the minimap to pinpoint items in your immediate surroundings without needing to pull up your Tac Map. Discovered weapons, Supply Boxes, Field Upgrades, and other Armaments will be displayed here along with the objective location and other points of interest.
Enemy Alert Levels: The minimap is also your cue to the enemyâs current alert level. When youâve been seen, the borders will turn yellow, indicating that they are aware of something in the vicinity without knowing your exact location. If found â or if you initiate the attack â the borders will turn red to show that they know where you are. At this time, an enemy may even throw the alarm to call in reinforcements.
The enemies themselves also follow this color-coded system. Red dots on the minimap indicate enemies rushing to engage in combat, while yellow dots represent enemies on the lookout.
With fast movement and clever repositioning, itâs possible to get out of the alert state. Red will revert to yellow when theyâve lost you but are still on guard for your whereabouts, and then will return to a less aggressive state if you continue to remain out of sight. At this point, you can resume your stealth operations, or just get into a better position before going guns blazing again.
Play It Again
OCMs reward exploration and repeated playthroughs with weapons and items found throughout the level. When you replay an OCM, you get to customize your starting Loadout based on the weapons and items youâve found in previous playthroughs.
Start the mission with your Parachute and Ascender already in hand, plus any extra Armor Plate carrying capacity earned through Vests. Use your enhanced starting gear to push into higher difficulty levels and/or try out new tactics.
Top 5 Tips for Open Combat Missions
1. Thereâs always another way. Grab a vehicle and race past the sentries straight to the objective; dive into the water and reposition out of sight; use your Parachute to soar over enemy encampments. OCMs offer endless possibilities in how you approach the task at hand. If somethingâs not working, revisit your tactics and take a new approach.
2. The right gear for the job. While at first, youâll need to make do with the gear youâre provided, with enough exploration and scavenging, youâll soon a wider variety of equipment that can best suit your style of play. If youâre going stealth, Throwing Knives and a Recon Drone are better choices than Frag Grenades and unsuppressed weapons and vice versa.
3. Know your enemy. Even if youâre not going the stealth route, it pays to stay out of sight and scout nearby enemy positions. Look for red vehicles on the minimap indicating enemy patrols, and scan the horizon for snipers and other threats you might miss when rushing straight in. Regardless of your approach, that intel will help you make better decisions in the heat of the moment.
4. Build up your arsenal. OCMs encourage replayability through the accumulation of weapons and items found in the level. Use your arsenal to build out the perfect Loadout on subsequent playthroughs and get right to the task at hand without first needing to scavenge for the proper supplies.
5. Ramp up the challenge. Use your expanded arsenal on subsequent playthroughs to push into higher difficulty levels. Tackling an OCM on Veteran is much more manageable when deploying with your preferred Loadout.
Stay frosty.
Š 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners.
For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on X, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X.
This new update introduces Golden cards, shop discounts, and some changes to the core systems. Here are the patch notes for version 0.1.0 of the demo:
Golden Cards
New Golden cards have been added to the shop!
You might rarely find Golden cards in the shop during your runs. Every card has a Golden variant, which has a significantly stronger ability!
Shop Discounts
You might find discounted cards in the shop.
Discounted cards only cost 1 gold instead of the usual 2.
New Content
Added 3 new minions, 4 new runes, and 1 new item.
Removed the Scared minion. It has been replaced with the new Scared rune.
System Changes
Coins are now carried over between rounds. Any unspent coins will be kept, and can be spent in the next shop.
The minimum deck size has been changed from 12 â 14. If you have less than 14 cards, the remaining slots will be filled with Poop.
After playing a hand, the remaining cards in your hand will be discarded instead of kept. You will draw a fresh hand of 7 cards at the start of every turn.
Shark: Ability changed from gaining summoned stats+0/1/2 â 50/100/150% of the summoned stats
Infinite Combo Resolution
A resolution for infinite combos has been implemented. It works as follows:
After the enemy attacks, if the target allyâs health either stays the same or increases, then the enemy gains +1 attack. This attack bonus resets once the ally is destroyed.
Other
The Deck List and Discard Pile UIâs have been improved. They should no longer lag when your deck contains many cards. They also now update in real-time during combat as you draw or discard cards.
The Deck List and Discard Pile UIâs now have smoother scrolling when scrolling with your mouse wheel.
End of battle popup animation speed now scales based on your current selected time scale
Various battle animations have been sped up
Fixed a bug where excess gold amount was not saved properly when exiting and continuing a run
If you have any feedback or suggestions, feel free to post them in the Discord, or on the Steam forums.
We continue to provide optimizations and fixes on the game. Our goal is to have a game that plays optimally, before our next content updates, which will mainly offer new hull models.
This update had to bring some armor and engine weights optimizations which may affect your designs, mostly positive, because you will notice a surplus of tonnage for higher tonnage ships.
The Campaign AI has been improved and is now able to adapt its ships better to the technology it has acquired.
Depending on the status of your ongoing campaign and the above, you may notice the AI to be overly active in designing ships and discard obsolete or invalid designs for consecutive turns, and you may have to re-adjust the tonnage of your old designs with a refit.
Please read the shortlist below, for more information:
*Minor Update v1.4.0.5* - More game optimizations for faster campaign turns and AI shipbuilding processes. Additionally the AI now tries to design ships of the latest tech with more persistence. After installing this patch, in ongoing campaigns the turns may be temporarily slower due to the AI trying to adapt better to the technology. In new campaigns, this process will be more progressive and subtle. - ASW of Surface ships enhanced in effect (to counter better the submarines) - Base GDP improved for the weaker major nations, reducing the economic gap between them and the larger nations. - Slight rebalance of Engine cost/ horsepower to make more distinct the difference between the various engines. This change will increase the cost of ships but may provide more free tonnage to your designs. - Armor weights balanced to not restrict so much the large ships to become armored sufficiently. In most cases you will notice a small amount of free tonnage to most of your ships, especially the larger ones. Ships that may become overweight, depending on their design and various armor layouts, will need to be adjusted accordingly to be valid designs. This was an essential improvement asked by players but also required for ships of very large displacement to be useful (the auto-design also benefited, because previously it was delayed to finalize ships trying to find optimal armor layouts that were very heavy and difficult to balance). - Fix of an old bug that caused hull cost modifiers to not apply. The fix affected the cost of ships, but now this works correctly. Mission funds were adjusted to follow all the above changes. - Fix of issue causing allies of a nation to send land army aid without being at war yet with the enemy of the ally. - Battle AI and Targeting optimizations. - Other minor improvements. Enjoy!
The Game-Labs Team
Uploaded Repaired version including the following: - AI chooses to discard, make new or refit designs in a more distributed way in relation to time so that, on average, the turns pass faster. - Further auto-design optimizations. - Added technology effect for several propulsion components that affects ship maintenance directly. In this way you can control better according to fuel consumption and engine effectiveness the maintenance cost of your ships. - Reduced base maintenance cost of ships. You have to restart Steam to get this update
Uploaded Repaired version x2 including the following: - Armor weight balance for ship classes: DD, CL, CA according to recent player feedback. This change will possibly affect the weight of your designs but it was necessary. After this change, no more critical weight edits will be needed. - Further Auto-Design improvement to "squeeze" available funds or free weight and utilize it effectively. It also will not fail so often because the AI logic will understand better when it is necessary to correct overweight or empty barbette issues, instead of discarding the design and waste the auto-design effort. - Campaign AI should protect its own waters more effectively. You have to restart Steam to get this update
Uploaded Repaired version x3 including the following: - Fixed an issue which could cause a campaign battle to not load, causing a freeze (.. "Battles" loading). The related fix will also increase the fps performance of 3D combat. - Battle AI and Targeting fine tuning. You have to restart Steam to get this update
We will be doing weekly character spotlights from A Shot in the Dark in preparation for our upcoming Steam release! This week, we are excited to introduce Mai.
Introducing Mai
A college freshman with an artistic soul, Mai's moody disposition and razor-sharp tongue can be misleading. Beneath her hot and cold tsundere exterior lie deep scars and a fiery passion. A fan of all things spooky and morbid, Mai often finds beauty in the most unexpected places.
Spend time with Mai and you'll find yourself talking about art, exploring museums, and taking photographs. Just be sure to pack your patience... If you are lucky enough to thaw her icy exterior, you can bet it will be worth the wait. Betray her, though, and you'll face the fury of her wrath.
Likes: drawing, painting, museums, all things morbid and spooky Dislikes: bullies, technology, pop culture Quote: "The fact that it's a little scary is what makes it beautiful."
Ready to start your slow burn with Mai?
Play Chapter 1 (demo) today for free on Steam and don't forget to wishlist A Shot in the Dark so you know when it releases!
It has been another exciting month. This month's release contains fixes for various gameplay inconsistencies with Terraria. Dye visuals, boss item drops, bomb damage, tool speed, and echo coating have all received fixes to match Terraria behavior. We are extremely grateful to the users that reported these issues to us. The mod configuration menu has been reworked to be less confusing for mods with multiple configuration pages.
As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.
Important News for Mod Makers
We have exciting news for modders working in a team. Modders added as a "Contributor" to a mod on the Steam workshop will soon be able to publish updates for the mod to the workshop directly. Mod owners should take some time this month to ensure that everyone listed as a "Contributor" on the Steam workshop for your mod is trustworthy enough for this responsibility. Please remove any contributors that do not meet this standard.
The feature for contributor publishing will be active November 21st starting with our preview releases to provide time to act. Please spread the word to other mod teams you know that might not have seen this announcement.
We look forward to this feature enabling mods to more reliably update to fix bugs that arise.
New Changes' Highlights
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.
- a new stats system that you can spend your blue crystals on - characters have different starting stats - rebalanced enemy speed and damage values - rebalanced item damage values - knockback shockwave when you leave the level up screen - spellcards visible from the level up screen - native controller support - various bugfixes
Also, Gensokyo Survivors is now available on Itch.io! Your save and setting files are automatically transferrable to this version of the game as well!