The newest addition to the Ravenswatch is here! Sun Wukong joins the Ravenswatch in the latest update of our Early Access game. Take a deep dive into the patch note down below to see all the new content and changes.
You can watch our Update trailer here:
TL;DR:
Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
A new hero joins the Ravenswatch: Sun Wukong!
Matchmaking system
Pings on the map
Difficulty modes Overhaul
Three Little Pigs’ quests changes
Tentacle Master Nightmare nerf
New Options: Pause the timer when choosing stuff...
Read the detailed patch note below:
:: PATCH NOTE 0.15.01 (November 16th 2023) ::
🐦 = Community additions
New features
A new hero joins the Ravenswatch: Sun Wukong + Unique set of abilities + 2 Ultimate abilities +17 Talents: Stone Monkey, Thirst of Immortality, Supreme Polarity, Way of Awakening, Sprint, Celestial Pillar, Stick Twirl, Airbender, Ringing Beads, Resonance, Mantra of Balance, Thundercloud, Mind Fortress, One-inch Punch, Frost Tiger, Fiery Dragon, Divine Palm
Matchmaking system: Connect with players for quick matches + Find teammates + The layout for the lobby has been reworked
Pings on the Map: You can now ping anything on the map while in Co-op to indicate to your teammates the next objectives
Difficulty modes Overhaul: 4 levels of difficulty are now available instead of 10 Design Notes: We chose to reduce the number of difficulties for multiple reasons, but essentially because the multiplayer aspect of the game, especially with the introduction of public matchmaking, works way better if people can easily group and play together in a given difficulty. It also makes each step of difficulty really significant rather than adding minor modifiers that sometimes didn’t feel impactful enough. ‘Adventure’ is similar to the former ‘Normal’ mode where ‘Nightmare’ is even harder than the previous ‘Nightmare 9’. ⚠️ Note: Please note that the progression on Difficulty levels has been reset with this overhaul. We want to reassure you that the rest of the progression is not affected, so Heroes’ Ranks, unlocked Talents & Magical Objects are fine and not reset! We hope it’s not too much of an inconvenience, but it was a necessary wipe (it mostly affects badges) since the system has completely changed. + Adventure: Game rules set by default ; 6 Raven’s feathers ; Base XP + Twilight: Corrupted enemies can appear / Master Nightmares are stronger ; 4 Raven’s feathers ; -10% XP + Darkness: Healing orbs heal less / Master Nightmares are even stronger! ; 3 Raven’s feathers ; -20% XP + Nightmare: More high-rank enemies / All enemies are stronger! ; 2 Raven’s feathers ; -40% XP
UI, feedback, and general improvements + 🐦 Added the Cooldown of each ability in the description boxes + New Feedback when receiving large amounts of XP from activities and Bosses + Improved Hero Status notifications: new highlight colors should help differentiate statuses (Strength, Weaken, Max Health Up...) + Improved Heroes' "Strength" VFX aura + “In combat” is now displayed next to the character's portrait, not behind it, to make it more noticeable + Talents’ Quests progress feedback now includes the amount of Damage or Armor gained as a reminder + Ultimate Abilities now have their own icon frame to avoid mistaking them for Legendary Talents + Added the Difficulty icon in the HUD + 🐦 Glossary in the quick guide has been updated with the Vulnerable & Strength status + 🐦 The game does not up the Difficulty after successfully completing a run
New Settings / Options + 🐦 Option to pause the timer when choosing a Talent and Magical Object, and at the Sandman shop / in solo only + 🐦 Option to disable Screenshakes + 🐦 Option to contain cursor to window + Option to “Hide session code” + 🐦 “Show Map” input is now rebindable
Heroes adjustments
Scarlet: + ‘Gusting Roar’ Ultimate (Wolf Form) can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Pulverize’ that was not applying ‘Pyromania’ and ‘Armor Break’ effects to enemies hit above the bomb’s base radius + Fixed ‘Pulverize’ extra radius not being correctly applied in Wolf Form + Fixed bug of Power not taking into account Combo Points when ‘Explosive Rush’ is combined with ‘Pulverize’ (both now benefit from Combo Points properly)
The Pied Piper: + ‘Plague of Rats’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Plague of Rats’ maximum cooldown set to 60s (from 90s) + Piper now gets back his rats properly while entering Cyclops’ cave + Fixed ‘Deep Notes’ night shots producing double impacts on destructible props
Beowulf: + 🐦 ‘Double Shock’ animation is now quicker, it lasts only +0.2s (from +0.6s) compared to the default Shockwave (Power) + 🐦 Significantly increased move speed during Special with ‘Bladestorm’ Talent + 🐦 ‘Bladestorm’ additional spins now always deal 100% damage (from 90%/80%/70%/60%) + ‘Retaliation’ can now be interrupted by any other Ability + ‘Fiery Slash’ now deals 400%/500%/600%/700% Attack Damage (from 500%/625%/750%/875%) + Fixed a bug that allowed ‘Retaliation’ to be cast in succession when triggered again at its end + Fixed a bug that made Beowulf fire deal excessive damage when applied to an already burning enemy in multiplayer (when playing as a peer) + Beowulf's trait is not blocked anymore when he is stunned by certain conditions
Snow Queen: Design Notes: The Snow Queen’s Attack was perceived to be a little slow and unreactive, we adjusted this to make her more dynamic and satisfying to play. + Increased Attack Speed and reduced base damage in the same proportion so it is more reactive and dynamic without damage per second change + ‘Strafe’ now sends up to 5/6/7/8 Attacks (from 4/5/6/7) + ‘Frost Ray’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Snow Storm’ Ultimate is now disabled when a Snow Storm is already in progress plus cooldown will only start when Snow Storm ends
Aladdin: + ‘Major Enchantment’ effect is now inactive while game time is frozen (Chapter start Safe Zone) + ‘Tornado Jump’ base damage per second set to 40 (from 64) + ‘Leaping Strike’ now deals 200%/250%/300%/350% Attack Damage (from 240%/300%/360%/420%)
Melusine: + ‘Wisp Ballet’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Soothing Presence’ effect that incorrectly remained active when Melusine was at Death’s door + Fixed ‘Backwash’ stagger which is now correctly reduced in the same proportions as the damage it deals
Geppetto: Design Notes: Geppetto’s dummies had a hard time in Chapter 2 because of the scaling system of the game. We adjusted that so that they can now correctly keep up with Chapter 2 enemies. + Set Dummies’ Base HP to 70 (from 80), set HP gain per level to 15% (from 10%) + Reviewed ‘Unstable Cores’ effects: + When created, DUMMIES have a 50% chance of being unstable + Hitting an unstable DUMMY with POWER - or if it is destroyed or dismantled - causes it to explode, dealing 80 area damage + ‘Meca-Puppets’ cannot be Unstable anymore + ‘Heart Ties’ armor bonus for Geppetto now takes into account ‘Meca-Puppets’ + Fixed ‘Meca-Puppets’ that could be built inside collisions / outside game zone + Fixed Dummies not taking into account DMG bonuses linked to ‘Golden Egg’, ‘Bloody Mary’s Mirror’ or ‘Oni Mask’ + Fixed Dummies being inaccurately targeted by some enemy attacks (like Tentacle Nightmares Night Shots) + Fixed “Rooted” status not being properly handled when using Dash with ‘Rocket Science’ Talent + Fixed Meca-Puppets, which is now correctly playing specific animation when using ‘Laser Eyes’
Balancing
🐦 Three Little Pigs’ quests: + Reducing resources to complete the quests to 15 for all party size + A part of the XP is gathered by constructing the house + Stone caves are revealed when the quest is triggered + Stones caves now have Dream Crystals + Straw camps can now have a chest, Vision Tower, or a Dream Crystal
Vision Towers: + Green Tower still reveals 4 points of interest and gives 300 base XP after being activated + Orange Tower now: + Reveals 6 points of interest + Gives 600 base XP after being activated
Dream Crystals: Design Notes: Dream Crystals were not consistent with other rewards, as they were the only ones that could be claimed without fighting. Note that Dream Crystals can still be destroyed and collected in combat, but it is now longer and more risky. + Dream Crystals are now protected and damage-resistant while the player is in combat + Big Dreams Crystals’ shards values changed to: + 80-120 shards for green crystals + 120-180 shards for orange crystals + 160-240 shards for red crystals
🐦 Tentacle Master Nightmare (Chapter 1 Boss): Design Notes: We saw that Chapter 1 Boss was a bit too strong while Chapter 2 Boss could be a little more challenging (at least, as long as we don’t introduce Chapter 3). We adjusted this as well as Chapter 2 Boss’ ‘Summon Eyes’ behavior, which could be frustrating when players didn’t have time to kill all the eyes before he summons them again + Base HP set to 250 (from 300)
Faceless Master Nightmare (Chapter 2 Boss): + Base HP set to 400 (from 350) + After summoning Eyes, Boss gets Double Armor (-75% damage taken) instead of its regular Basic Armor (-50% damage taken) as long as some Eyes are still alive + Boss will not re-summon Eyes while some are still alive
Enemies: + Enemies summoned during events (like the Pig House assault) will not alert nearby wandering enemies anymore + Wandering enemies will now better check their distance and height with players to avoid joining fights when they are too far
Jinns: + Standard Jinns can now be slightly pushback by abilities + Storm Jinn’s Thunder attack now properly disappears on Jinn’s death
Undead Hogs: + Reapers’ Scythe Cleave base damage reduced to 18 (from 20)
Roc Birds: + Roc Eggs don’t have collision anymore (harmonization with other enemies)
Fixed bugs
Major: + 🐦 Textures setting: The game doesn’t crash anymore when changing the texture quality settings + Magical Objects: Items cannot be duplicated anymore in multiplayer
Minor: + 🐦 Magical Object: The Nibelung ring gives the ultimate charge properly if picked before level 5 + Sinbad’s Quest: Sinbad Quest HUD is now properly displayed for peers + Health bars: Fixed an issue where the enemies’ health bars were not displayed for peers + 🐦 Controls: Issue with PAD for selecting a Talent if contextual action was bound on A + 🐦 Sound output settings: The game now properly reacts to changing sound output device
Today, we are thrilled to reveal that after months of hard work and weeks of laborious playtesting and squashing bugs we can confirm Chapter 2 is releasing next week, on November 21 2023, for the owners of the Steam Early Access version of Project Warlock II!
During the last few weeks, we’ve released Chapter 2 demo and organized two sessions of community playtests. Your detailed feedback and commitment when testing various aspects of the game helped us implement many changes to the core elements of the new chapter. This is just one of the steps in developing Project Warlock II further in Early Access so more feedback and opinions are always welcome. Similarly to Chapter 1 feedback we will continue polishing and improving the game until we’re satisfied with the result.
CHAPTER 2 - CONTENT
Here’s a closer look at the full list of features coming to Project Warlock II next Tuesday!
New playable Character:
Urd - a powerful magician fueled by her rage
quick and powerful fighter but more susceptible to enemy attacks
controls magic drawn from Krystallos, mysterious and powerful crystal
wields magic infused firearms
transfers her arcane powers into magic spells and abilities
New weapons:
Dagger suitable for both melee and projectile attacks
Crystal-powered SMG
Pump Action Shotgun, with an alternate fire mode
Scoped Pistol
Spell Book with five potent spells: fire, frost, poison, crystal, arcane
Crystal Sentry that summons a magical ally to fight alongside
Poison grenade for crowd control
18 new monsters:
Vampy
Manbear
Red Elf Hunter
Red Elf Gunner
Red Elf Shaman
Gunslinger
Demonface
Vertigo
Wendigo
Yeti
Bigfoot
Sasquatch
Turboshambler
Wolfman
Wraith
Robosatan
Demoness
Superghoul
We can’t wait for you to step into Urd's shoes and experience Chapter 2 in its full form next week!
Also - please keep in mind that the Chapter 2 demo is still available to play on Steam so you can jump in anytime for a little warm up before November 21.
News number one is massive: THE MULLER-POWELL PRINCIPLE release is postponed for a couple of weeks. We know how long you've been waiting for the release, but this is something we really have to do. As you know, we’ve been developing TMPP for several years, and all of us have put much effort into it, so now quality comes first. We want our game to be almost perfect because our community is invaluable to us. Although we still need some time to polish the game before we can show it to you, we ALREADY have something else for you as a gift!
We promised November 16 to be the special day, and we won't let you down: this Thursday we're releasing... THE MULLER-POWELL PRINCIPLE: FOREWORD! It's the free prologue of our game, created to present an overall concept of the main game through a pair of gameplay hours to introduce you to some of the game’s mechanics, creatures, and ideas. The Foreword will be available on Steam later today right here:
The pre-launch checks have been completed, and the final coordinates are locked in: Loddlenaut, the wholesome underwater pollution-cleaning and creature-raising adventure is available now for PC and Mac. Early clean-up operatives can take advantage of a 10% launch discount during its first five days on-sale.
Loddlenaut has players dive deep into the underwater world of GUP-14, where they must clean up after an intergalactic megacorporation and its polluting ways. On their quest for cleanliness, players will meet, feed, and care for axolotl-like creatures known as loddles, helping them grow and evolve into special new forms.
🚀 Explore an open-world alien planet 🐠 Raise aquatic critters called “loddles” that grow based on what they eat 🔫 Clean up icky goop and floating debris with your bubble gun 🌟 Unlock special gadgets to clean different types of ocean pollution 🛠️ Recycle collected trash to craft useful items and upgrades
As announced earlier this week, Loddlenaut publisher Secret Mode will donate 0.05GBP per sale of Loddlenaut to WDC, Whale and Dolphin Conservation. WDC is a UK registered charity no. 1014705. This pledge covers all net game sales over the next three years.
Delve into the tragic tale of Lamang Island, once a corruption-ridden paradise, now a war-torn sandbox for the rich and power-hungry.
Uncover what drives the factions that are set on ripping apart this bleak and beautiful world. Investigate the enemies that will stand in your way of completing your mission.
How do you fit into Gray Zone Warfare?
Your opinion is important to us. Let us know what interests you the most!
Throughout the galaxy the Kel-Azaan Republic are known for their fearsome battle tactics and their intense dedication to honorable combat.
The way this plays out in Stellaris Nexus revolves around the Kel-Azaan's unique resource Bloodlust.
Now, depending on which of the leaders you decide to play, Bloodlust can do a few different things. But universally across all Kel-Azaan leaders, the more Bloodlust you have, the stronger your fleets are going to be, and even better than that you acquire Bloodlust by conquering planets and getting into fights.
Of course, once in a fight there is no retreating for the Kel-Azaan, so be sure to always keep an eye on where your fleets are posted, because it's either win or die. You still get Bloodlust just for being in the fight though, so even if you lose, the rest of your fleets get a boost.
Each leader has some unique Edicts which use Bloodlust to play. For example, the Hunter has the unique Edict Great Hunt that costs 3 Bloodlust and increases all resources of a planet by 25% and gives you a permanent +5 to Munitions. Which can be a great way to set up your economy in the early game.
Meanwhile, the Conqueror has the Edict Invasion Fleet with a Bloodlust cost of 8, and lets you create a 5-ship strong Armored Troop Carrier fleet in any visible star system. Which can help turn the tide in any fight.
These are just some of the exciting Edicts unique to the Kel-Azaan which sets them apart from the others and makes them such a fun faction to play, especially if you prefer a more military focused play style.
The Kel-Azaan are perfect for medium to aggressive players, as well as new adopters to Stellaris Nexus.
Whatboy Studio Director Dax sat down with Network Coder Callum to discuss the strengths and weaknesses of the Kel-Azaan, and what players can expect when playing as them. You can find the discussion in the below video (which we'll keep unlisted on YouTube for now!):
It’s been almost a month since the PC release, and we hope you are enjoying our AirportSim Game. We are actively working hard on improvements, which is why you should check out what’s been fixed this week:
Added: [Jetway] Impact sound implementation.
Added collisions to the wall of luggage room in Keflavik
Added GPU, Pump, Grounding cables drop sound
Fixed: [UIAudio] Audio of some buttons doesn't work properly.
Cobus 2 New sounds and fixes
Correction of flashlight at close distance
Fixed bug where it was impossible to connect towbar to the aircraft during pushback task.
Further fixes and optimalisation
We know the roadmap was anticipated for release this week. However, like an annoyingly delayed plane, it has experienced a slight delay and will now land next week. Thank you for your understanding. The next Patch Notes will come on Thursday, 11/23/2023. On Wednesday, you can watch the live stream on Twitch, and this weekend, you can experience our game at the We Play Expo 2023 in Shanghai!
We are so excited to get to share a part of Miniatures with you 💛
Miniatures is part of the Cozy Quest Steam Festival and this time we have a demo to share! The demo will be live during the festival and then we’ll put it back into the mystery box of mementos until it’s time to open it again 💛
In our demo Familiar you’ll get to explore one of four peculiar items—a screwdriver—and build a curious cabinet with your family 🪛
The three other games in the full experience are made in a different art style and are played differently but they all share the dreamlike and sometimes eerie world of childhood.
Before anything else, we want to thank you for all the loving support you have shown towards The Bloodline, Miles - the sole dev behind the title - and our small team at HOOK who are supporting him in this adventure. We are so proud of our community!
Today we want to inaugurate the "State of Eudros", a monthly summary of the latest news regarding what we’ve been working on and what to expect for the world of The Bloodline.
A LOOK AT THE PAST
The adventure has just begun and there is still a lot of work to do, but thanks to your feedback Miles has been constantly working to evolve and polish The Bloodline, which is growing day by day to become the game that he has envisioned.
Our Discord community has tripled in size and has been involved in polls to have their voices heard on upcoming content. We have also launched the first creative contest with prizes, and plan to organize similar events in the near future.
WHAT'S BREWING?
The work behind the scenes never stops, and a new update is just around the corner! We will initially be focusing on optimizations and fixes of various bugs, such as problems related to the calendar, some dialogues, EXP, and much more.
As for adjustments and balancing - among other things - you will get a taste of a revamped skill tree system, currently applied only to the Daggers skill tree to gauge the feedback from the community. This new form of skill tree refines the progression experience in a way that allows players to only choose the skills that they really want to use, but it still rewards mastery of that tree as you’ll have to use its skills to progress and unlock stronger ones. Any unlocked skill within the dagger tree can be refunded by simply clicking it again, allowing you to respec at will! You can also expect improvements to the UI/HUD and AI.
New content will be introduced, such as guards to pay bounties to, new Overworld events and you will also be able to test the new "Camp Anywhere" feature. You will also discover new quests, refined areas, new weapons, a new armor set, and much more.
This is just a little taste of what Miles is working on! (Just keep in mind that everything is still a work in progress and some content might be subject to change).
AND THE WINNER IS... 🏆
Do you remember the awards won by The Bloodline at the NYX Game Awards? We received the statuette! It's beautiful, unexpectedly heavy and it has our names on it.
Even if there is literally an ocean between the HOOK team and Miles, we celebrated together in our own way 👌
YOU GOT A #POG!
We celebrated Miles’ well-deserved award, but we also celebrate your best moments in the lands of Eudros as well!
A few weeks ago, we launched #TheBloodlinePOG event in our Discord community, and harbingers from all around the world sent their most epic (and not so much...) killshots, screenshots, and even fashionable outfits. Once per week, an honorable Ferguson stamp of approval is assigned, and we all celebrate it through our social channels. The next POG could be yours!
THE PATH AHEAD
Well, that’s it for now folks! The road ahead is still long and plentiful, but before anything else please remember that The Bloodline is in Early Access and your voice is what matters the most to make it better day by day.
If you didn’t already, join our Discord and share your feedback, ideas, and anything else with the rest of the community. If you spot something weird in the game, let us know. Now is the time to make fixes and improvements, and Miles needs and appreciates your help.
Now, stand your ground with pride, harbinger, your journey through Eudros has just begun!
As Thanksgiving approaches, we invite you and your cherished companions to embrace the true spirit of the season! 🍂 In the spirit of gratitude, we're excited to share the joy by giving away 5 keys to the Deluxe Life Bundle of The Game of Life 2. This way, you can spread the festive cheer with whomever you choose!
Here's how it works:
🎉 What You Can Win: We're giving you the chance to win a key to the Deluxe Life Bundle (Base Game plus ALL DLCs!) that you can share with a friend or family member. Because life is more fun when you share it with your loved ones!
📸 The Challenge: Take a screenshot when adopting a pet and share it on our Steam Community page. Pick any world you desire, adopt a pet, and capture the essence of your virtual life journey.
📆 Contest Dates: The contest begins on November 17th and runs until November 22nd. This gives you a week to play the game and share your unforgettable moments with us.
🎁 How Winners Will Be Chosen: The lucky winners will be selected randomly from all the participants, so everyone has a chance to win!
💌 Prize Delivery: On November 24th, we will comment on the fortunate winners screenshot asking them to contact us via private message so we can arrange the delivery of their Steam key! And don't forget, our game supports cross-play, so you can invite friends from various platforms to join the fun even though you're playing on Steam!
🏆 Five Winners, Five Chances to Celebrate Together: Yes, you read that right! We will have not one, not two, but five lucky winners, each receiving a Deluxe Life Bundle key to share the joy of giving with a friend or family member.
This Thanksgiving, let's come together and celebrate the spirit of sharing and gratitude. We can't wait to see the heartwarming moments you capture in your virtual lives. 🐶 🐱
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