DANGEN Entertainment and PINIX Games are excited to announce the official release date for "Alina of the Arena," on consoles, set to debut on Nintendo Switch, PlayStation 4, PlayStation 5, and Xbox digital stores on November 23, 2023.
Winner of multiple awards in the indie space and a successful PC launch in 2022, "Alina of the Arena" transports players to a striking pixelated world of relentless arena combat where survival is the ultimate challenge. As Alina, a valiant female gladiator, players must entertain a bloodthirsty crowd, round by round, as they climb up the ranks and try to emerge victorious.
Fight for glory! "Alina of the Arena" is hitting consoles on November 23, 2023.
-Made some adjustments to Path Finding to make the puzzle easier and more clear -Added a very important reference as a new puzzle victory comment -Fixed some minor typos
We gather again just in time for a little preview of ANARCHY's next monthly update.
Point 1.3
The name Marche implies: This patch will be all about movement. Features so far include a multi-stage Fragment going way into the past, more main story quests, patrolling NPCs, a Knockback ability, and – of course – a bunch of variAtions!
ImmigrAtion 🧳
AUTONOMY-friends recognize the place. In 1913, Lorna, her sister and a close friend of the family are about to start a new life. And we'll be right there! We'll get to witness them settle and adapt to a space they'll call home for the next 5-6 years. You can imagine that there's a lot of excitement, but a fair share of anxiety too.
Introduction
The entire segment will eventually become part of ParAdise's intro. We'll kick our journey off in familiar places and subsequently tear down the world's tapestry bit by bit. Large parts of it are still conceptual, but I think you can see big efforts to bridge Old and New-World content.
Argonautica
Speaking of new worlds: ParAdise's main quest received a bit of love. Previously, players could go north after a short conversation with Ganymede. A semi-friendly NPC now prevents her from progressing in that direction unless she can deliver proof of her identity. Thankfully, there's a special fragment that holds a special item – and Lorna's name is written all over it! 💳
Locomotion
Grabbing Lorna's service card will be the first real roadblock of the game. The enemies surrounding the Fragment might just eat you alive at level 1. However, certain encounters can also be avoided. Some of the Field Impostors responsible for triggering battles now actively patrol their corresponding areas, giving you the opportunity to sneak by.
Manipulation ✋
In regards to actual battles, there's a bunch of new abilities. One of them goes by the name Knockback. The ability itself consists of two primary elements. First, the attacker tries to push the primary target away by one tile. If the destination is empty, the target is relocated. If the destination is occupied or blocked, the target stays where it is and both entities take 150% of the attacker's ATK as damage.
Return of the 👑
Experimental abilities are ideally prototyped in a safe environment. And since I was planning on reintroducing a very important character anyway – I wanted to give you a little peek at something cool. It's a while off, but there's definite plans to celebrate 0.2 next February by adding an extra chapter to ExcommunicAtion. In ExtrapolAtion, you'll get to join team ATLAS and teach both Ganymede and Daph a couple of good reasons not to play with fire. 🔥
Quid pro Quo
Last but not least, 0.1.3 also comes with a special variAtion for players that completed 0.1.2's challenge. There will probably be another temporary achievement – at least until the Steam Inventory System is fully hooked in. As for the variAtion itself: I'm still bouncing between a couple of candidates. Here's one of them:
Subject #801e1e
From September 1923 to October 1926, Ganymede was interned at one of Ionia's many black-sites. Under the guise of a busy hospital, the Wenger Asylum is a place where agents with questionable motives get debriefed. Thankfully, Ganymede loves nothing more than giving you the answers you want to hear.
Conclusion
All in all, Marche will be a bit smaller than its predecessor due to special day-job commitments this month. The good news is: Everything you see here is already live on the public betabranch. Starting November 18th, I'll take a little vacation and fully throw myself into development until release. This gives me more than a week to clean up 0.1.3 and mayhaps even include a feature or two originally planned for 0.1.4.
Either way – I'll get back to you at the latest with a little overview of 0.1.3 – Marche once it's released on November 28th. 😊
Until then, I hope you have a great couple of weeks. 🥰
You can now play 21 Operations that have been transitioned over from Missions in your Olympus Open Worlds. These Operations have been hand-selected with a range of challenges to choose from.
We’ve also added Exotic respawning in Open World, with the new Meteor Shower event occurring every 3 hours and spawning new nodes, veins, voxels and exotic plants.
Jump in and have a read.
Notable Improvements
Open World Selection Screen now shows Operations for Olympus and exotics for all 3 maps
Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
Fixed Tusker Trophy deploying as Komodo Trophy
Fixed Viscid only granting Wolf kill experience by accident
Encroachment: Extermination - Fixed clients seeing incorrect kill requirements for The Great River, showing the objective as complete when it wasn’t
Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast. Changed the mission text to match
Improvements and fixes for Strange Harvest: Research and Strange Harvest: Bio Research
This Week: Olympus Operations
Hypatia Part II is here, and as promised, it features Olympus Operations.
21 missions have been added as playable Operations in your Open World prospects on our original map, Olympus. These 21 missions have been hand-selected as missions that best suit the Operations model and Open World play. They provide unique challenges that suit a more established prospect where you often start with higher-tier gear.
We also recently reorganized the Olympus Missions, allowing for a smoother progression through Operations and allowing you to do more Missions without having to repeat every ‘scan’ Mission. When you’ve completed all the Operations, this will also fully unlock all of the Olympus Missions as individual prospects to play the traditional way.
This Week: Exotic Respawning & Meteor Showers
Hypatia Part II also brings the long-awaited Exotic Respawning and Open World Exotics to Icarus.
This means Exotics can now be extracted from your Open World prospects through exotic deposits, earned along side enzymes in Horde Mode, or farmed from plants on Prometheus. Next week, we’ll also add Exotic Voxels to mine.
Exotics now respawn in Open World games through the new Meteor Shower event.
Every 3 hours there will be a map-wide Meteor Shower that will only trigger if you have fully extracted an exotic deposit during that time period. This causes up to three new exotic veins to spawn across the map. On Open Worlds currently only three exotic veins can be 'active' at any one time.
This also resets your Radar scans, allowing you to rescan and find new veins in their new locations.
Regardless of whether the Meteor Shower happens or not, every three hours Exotic Plants on Prometheus prospects have a chance to spawn, and Geysers have their completion numbers reset, allowing you to gather exotics again.
Coming Soon: Batteries
Our Batteries project is making progress, and we wanted to give you an update on where this is at.
Our recent work includes adjusting outward network flows locally to allow for brownouts and modifiers to be applied when the power output isn’t high enough. We have also allowed for variable flow rates and crafting to still occur even when you’re lacking adequate power supply, but at a reduced rate of speed.
We are still in the testing phase of all of these adjustments, so they may change considerably from the current forms. To make sure this is effective and player-friendly, we’re doing a QoL pass at the same time as we play with these features.
We’re also looking to include a system which allows players to debug networks in-game, either using tools in-world or having a unique UI.
Each Week: Performance
While it may not be mentioned in our weekly blog each week, performance is an ongoing part of our work, and those who dive into the detailed changelog below will notice some of the improvements we’re making week-on-week.
As part of the performance work, we have been looking at a way to reduce the impact of loading across the map which can cause stutters. This is mainly focusing on adjusting the way caves are spawned in, and we’ve had some early positive results, but this is still very much in the early stages of testing.
We have also been looking into what impact we can have in reducing the pack sizes of the game and therefore the download size. As some of you have mentioned before, the process of downloading and patching the updates can be lengthy, due to the stark differences in how Unreal Engine packages build and how Steam wants to unpack them. What we’re hoping is this work will improve the download speed, which will at least impact this positively. This will go through rigorous testing before being released, but if all goes well this should be out in the future.
Next Week: New Deep Ore Vein Types
Next week we’ll be adding new Deep Ore Veins to all maps, increasing the possible resources that can be collected from them and the number of Deep Ore Veins available. In the past, this was limited to lower-tier resources the majority of the time. Next week we’ll be releasing the full list of all the new resources that can be gathered.
As part of this patch, we’ll be adjusting the way resources are set up which may cause the respawning of some voxels, trees and plants in various areas of the map. If there are any issues, make sure to report them here in feature upvote.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Enabling Operations on Open World & Allowing Exotic Respawning on Open World
When exotic deposit resources are exhausted they will no longer show up on any future radar scans
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Fixed [expand type=details]
Strange Harvest: Bio Research - Changed final pod to a transport pod. Removed double up of icarus map icons on satelite
Open World Selection Screen now shows operations for olympus and exotics for all 3 maps
Adding pickup weapon sound for guns and crossbows
Strange Harvest: Reserach - Decreased the search area radius' to more accurately represent the travel quest. Removed a description override within the first drop pod quest so it displays the proper mission text
Adding bow pick up audio and balancing against other pick up sounds. Removed spacializer. Saved pickup spacializer as a preset and added to all pickups so they are consistent. Data table entry
Change food modifiers from 'stack, max 1' to 'replace' and make datatable validation more explicit
Adding pickaxe / axe pickup sound
Fixed Corn (uncooked) not giving the raw food modifier
Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast and changed the mission text to match
Shortening pickup axe audio event to have less shing
Small adjustment to axe pickup sound. Slightly reduced the fade to allow a tiny bit more tail
Updated Trace and Entangle credits section
Linked up player talent Unlock text to translatable text entry
Added translatable text entries for sneak attack, bestiary open option and drill UI
Tweaked the 1ST Cha shoulder in the gun aim animation to fix being able to see through the shoulder in 1st person while aiming
Adding knife pickup audio event and data table entry
Meridian: Extraction - Fixed a bug where on reload the drop pod would respawn
Fixed Viscid granted Wolf kill experience
Doing a pass on shortening all excessively long audio events (over 50 seconds). Sometimes splitting into multiple, sometimes just shortening
Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
Fixed Tusker Trophy deploying as Komodo Trophy
Increase range when checking if a depleted deposit is occupied by an extractor, before clean up
Prevent late joining clients on multiplayer from seeing UI for past exotic replenish events
ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not
Unlock Beachhead by default, allowing players to jump straight into Olympus Operations
Enabled exotic rewards on open world from Vapor Condenser event
Removed lock on exotic voxel spawning, and related flag on DEEP VEIN
Removed obsolite unlock marker on MERIDIAN and PAYDAY
Doubled Exotic Voxel spawn rate, as it was still not frequent enough for players to find
Fixed Arctic Scoprion trophy incorrectly deploying as Scorpion trophy
Do not clear radar scans on replenish event if no deposits have been depleted
ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not.
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Future Content [expand type=details]
Fixing Light emitter on NS_Meteor_Impact, alpha values dipped below zero causing issues when using epic settings
Adding scorpion crossbow data table entry
Decal Pass, Red and Purple Quads, Ashlands, Prometheus
Set Dressing New Cave Network, Ice Sheet Yellow Quad on Prometheus
Adding unique scorpion crossbow audio and data table entries
Submitting new/modified Spider Nest mesh and textures
Implementing Meteor shockwave and distortion on impact system
Fixed issue where AI-controlled mount movement speed was being overridden on tick.
Added ability for mounts to rotate smoothly towards target direction
Lots of adjustments and improvements to the meteor impact so it feels slightly less abrupt at very long distances. Balanced the close ear ring and added impact snapshot etc
Added new icon for mount wander movement mode
Added new voxel types for new areas of Prometheus
Re Saving Dev Test 002 prospect list details to default
Final adjustments to meteor event. Very small reduction to some low end to reduce low end build up
Removed navigation data from LC_Cliff_14_ground (ground cover foliage cliff for phase 3) to reduce navmesh issues
Adding scorpion crossbow fire audio, adjustments to other CB parts levels etc. Small adjustments to meteor impact ducking
Changed crevasse nav modifier volume startup to try to prevent the modifiers body setup from evading the garbage collector
Added 7 assets for the Art Deco Furniture set, all chairs and tables
Adding sandworm tendon audio. Also added to meat and other items that feel similar for pick up sounds
Decal Pass and Landscape Sculpting Pass in the Ashlands, Prometheus
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Nesting events within meteor impact with limitations to playback to prevent excessive amounts of boombastics
Added text for biolab weapon components and weapons
Small EQ adjustment to meat / tendon pickup audio
Additional tweaking of Prometheus section 2 voxel reward weighting, pending final voxel placement
When meteor showers occur, do not clean up exhausted meta deposits that still have an extractor attached
Scorpion Rifle - added meshes for all components (WEP/GUN_ScorpionRifle)
Submitting in progress developer assets
Added art assets for art deco fireplace
Added new Biolab attachments
Cliff Decal pass on cliffs in the ground and Cliff pass, Ashlands, Prometheus
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Decal pass and Manual caves in Red and Purple Quad, Ashlands, Prometheus
Added Item.Meta tag on biolab attachments so they will correctly return to the station when returned
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Added new Biolab Inhalers
Adding in destruction states for bats nests, both cave and arctic versions
Got interviewed for a book on horror games and it was way bigger and prettier than I expected! Bitmap Books sent a copy and it’s really cool seeing Duskers in there - just thought I'd share :)