Hi everyone, a new patch is out with some fixes (v0.3.018):
added new hat (propeller cap)
disabled joystick input (can be enabled in controls menu again)
fixed that large animal herd does not attack anymore when colonists are out of sight
increased cooking and turbine audio volume slightly
fixed mysterious hat model & icons
fixed trenchcoat icons
fixed japanese translations in animal cage tutorial
I've also already started with creating and texturing models for body armor / bulletproof vests. (they should be available in the game in the next week)
-Added option to change cursor color (through game settings). -Fixed bug with grave robbing secret loot. -Added "Curious" steam achievement to few more conversations in the game. -Small performance fix with terrains when playing on low game settings.
All mission texts have reached the final stages of refinement.
The French Translation is also approaching completion.
Link management has been enhanced for a smoother experience.
Mission Reward Windows:
Mission reward windows are now more compact, especially when displaying fewer rewards.
Titles have been improved for enhanced readability.
Seamless User Interaction:
Mission rewards are now prevented from being shown simultaneously with the next mission briefing.
Users can conveniently close mission briefings, mission rewards, and the tech tree window using the ESC key.
Building Unlock:
Issues with the Asteroid hub and Hypergate building steps not unlocking have been resolved.
Savegame reloads will now grant updated research unlocks as intended.
Axopedia Enhancements:
Building upgrades are now displayed in Axopedia with their parent building for added context.
Axopedia tabs have been reordered,
Tutorial naming when changing tabs in Axopedia has been fixed.
Balancing
Bug fixes
Research Screen: Recipe names are now displayed correctly.
Building Tooltip Icons: Fixed an inconsistency with worker icons in the upgrade part of the building tooltips. Upgrades now correctly utilize axonaut icons for moon buildings and axobot icons for asteroid-only buildings.
Card Layout: Remove a graphical glitch that occurred when no characteristic information was available.
Space Route Planning: Resolved an issue with space route planning, ensuring that looping routes to asteroid icons are correctly activated when landing platforms are built on both sides.
Join Us for the Next Patch Beta!
All game owners are allowed to test the patch enhancements.
Thank you so much for your feedback since launching! We take every comment seriously, and feel free to let us know in the community if you have any more suggestions or BUG feedback to help us continue to improve the game.
Land of Seven was our first game, and it wasn't easy to develop, and there were a lot of shortcomings in every way, but we still wanted to give you a better, more playable game. We are very sorry for the inconvenience caused to you. We will continue to improve and update the game according to your feedback. I hope you can witness our progress and see a better 7 Days of Poverty.
In the future version, the game will continue to improve the feel of the current player, and new weapons and confrontation levels will be added, as well as new BOSS stations to fill in more rich game content.
Here's what's in this update
【 Optimize content 】
1. Optimize the prompt text for difficulty VII modifications.
2. Preliminary optimization of the hand feeling problem caused by the evasive action.
3. Preliminary optimization of motion skills exist frame drop problem.
4. Preliminary optimization of weapon skill movements and skill movement rigidity problems include some skills rocking forward and backward, and optimization of their attack interval rate.
5. Improved the issue that some maps refresh monsters too quickly (tower, lava, Wormhole) from the original 60 seconds refresh time to 80 seconds refresh time.
6. Improved the issue of unwanted stun caused by MOBS.
7. Optimize the difficulty problem of small monsters in chapters, and smooth the strength of monsters between chapters.
8. Optimize equipment drop strength.
9. Optimize the setting interface, support the left and right mouse button configuration.
10. Optimize character climbing speed.
11. Optimize the keyboard keys Q,E cannot be modified.
【BUG Content 】
1. Fixed an issue that caused the animation to play abnormally when the portal broke in the map.
2. Fixed the behavior error caused by the hit during the portal transfer in the map.
3. Fixed the abnormal ceiling blocking height in the palace map.
4. Fixed the wrong placement of broken longstone in the crystal mine cave.
5. Fixed the palace clue collection anomaly.
【 Skill adjustment 】
1. The initial cooldown of Holy Shield has been changed to 25 seconds, no longer decreasing per level.
The soundtrack is mostly custom made for Orten Was The Case, but also contains goodies from the Woodhill archives.
Late nights in the studio all types of radio commercials and different jams are recorded, some of them found their home in the game.
Credits goes to Carlheim, for producing all audio for Orten and putting it in the game, and Max Galax for the fantastic keyboard that sets the mood right from the start. And all other Woodhill originals that contributed with their voices and instruments.
Get ready to party, duck fans - it's the 10th Devlog celebration! Storm here, with all the juicy details on the epic races coming to Featherhaven Island.
This is gonna be wild, folks. Your feathery racer will face raging rivers, sheer cliffs, and deep dark holes - the ultimate test of duckly skill! All that training has led to this moment. The trophy gleams, victory awaits - who will claim duck supremacy?!
Strap in and buckle up, it's gonna be a rollercoaster ride to racing glory! The island calls, adventure beckons! Happy 10th Devlog, duck fans. Now let's do this!
3, 2, 1…. GO!
We have the lineup ready and raring to go, sweat rolling down your brow as the suspense builds. The only thing between you and the track is the countdown. Like the street races of old; a referee stands front and centre counting down the seconds
It’s a more immersive way to start the race compared to previous instalments where this information was displayed over the game, little details like there are something we want to add to every aspect of the game in order to make the experience as exciting and interesting as possible
Cool Runnings
“And they’re off! Billy takes the lead followed by Heather, Derice just behind with Lucy at the rear, it’s anyone's game so early on. Wait! What’s this? The crowds are cheering Lucy on and she’s pulling out front!”
“Derice is now in last place and seems low on energy, how is he going to recover from this? But wait! Derice has just pulled out an apple and he’s regaining his strength, there’s a chance he can win this!”
This is what the races are all about. We want everything you do to matter. Having food is essential to keep your duck's energy up, and motivating them helps your duck race ahead. These races are about endurance and skill. Being prepared will ensure you come out on top!
I wanna be the very best
It’s not just about running, between you and the goal are obstacles that will challenge your duck's other abilities. This is why we train, people!
The races are set on wild terrain. Sometimes it'll be smooth sailing, then BAM - a cliff drops into the ocean. Talk about a quack attack! Don't freak out though - we got your duck's back. The races are beatable for all. If you don’t have flying unlocked then the race won’t require it; however the extent at which you trained your duck in flying (or any other ability) will determine their ability to do that task.
Walking on water
You might find a wide stretch of water between you and the final prize. Going around is not an option so we’ll have to go through it. These moments can make or break the final outcome, you might have spent ages training running to be the fastest you can but if the other ducks are better swimmers you’ll find that they could overtake you, taking your spot on the podium.
Try not to fall
Don’t underestimate the dangers that lie ahead. Falling from a tightrope won’t be the end but you might find yourself on a long and gruelling route to catch up with the others, you still stand a chance but it’ll be tricky to make up the time you’ve lost.
We can get into the abilities more at a later date, don’t forget your ducks need to also know how to climb and jump which will be essential for other ways to race!
To the victor goes the spoils
At the end of it all is the grandiose celebration, on par with the Olympic Games or the Grand Prix! When your duck crosses that finish line, cue the confetti cannons! Cameras flash as the crowd goes wild, cheering your feathered champion's success. Your hard work paid off big time! Even if your duck doesn't nab first place, keep on training! There's always another race ahead and victory could be yours. Just imagine your duck standing atop that podium, gold medal gleaming!
Win or lose, you're all champions in our book. But strap in for the ride of your life as we go for the gold! Heart-pounding action awaits at the ultimate duckathlon. Let's get quackin', racers! Fame and fortune call - it's time to make history!
Come back for the next dev log in a weeks time! In the meantime, join our Discord channel to keep updated and to join the discussion. We’ll also be posting trailers and updates on our YouTube channel, and if you’d like to wishlist the game you can do so now on the official Steam page (wishlisting helps a lot with getting the game featured on Steam when it releases, so please do it if you can!)
The upcoming Battle Path “Exile” is, as usual, bringing a lot of interesting prizes with it that you can obtain by progressing through its 50 levels. We’d like to show you some of them today – the vehicles, the skins, and some camouflages. Let’s start with the most obvious ones that we have unveiled before.
You can read more about them in each respective article. Here’s how they’ll look in the game (Puma model still pending):
But that’s not all. There are some incredibly cool skins as well. Let’s start with David Murdoch’s personal war chariot, a battle tank of unknown origins and even stranger properties – the Obsidian Blade skin for the ZTZ-20 Premium MBT.
As its name suggests, the tank’s surface us covered with a layer of obsidian. The cracks in the layer are filled with pure gold, as befitting a man of his influence.
The flower-shaped mantlet emits a glow as mysterious as the tank’s owner. Obsidian clearly is Murdoch’s favorite material.
This skin will be obtainable by reaching almost the end of the story. But let us move to something a little more realistic. Presenting the Tacticam skin for the Griffin 50mm AFV.
This camouflage system appeared back in 2018 at the AUSA expo in the United States. You’ve been asking for it and we are delivering in the Exile Battle Path. The skin will rename your vehicle to Griffin III as well (the proper name) so everyone on the battlefield will be aware of your presence.
Continuing with the historical skins, we have the M10 Booker skin for the MPF LT Premium LT.
This skin is based on the vehicle shown during the fairly recent ceremony of accepting the Booker in service. We have decided not to rename the original vehicle because it’s been around for several years and changing its name all of a sudden might confuse its owners, invalidate previous references and so on. However, using this skin will put the proper name on the M10 Booker just as the U.S. Defense Department intended.
Next stop is the Al Bashir skin for the Type 85-IIM MBT. The story begins where the Eclipse one left off – in Sudan, so what better early prize to have than a skin for this Chinese Main Battle Tank. The Al-Bashir is an indigenous Sudanese version of the machine that has already seen some fighting since South Sudan is a hotly contested area.
The M1A1 FEP skin for the M1A1 AIM Premium MBT allows you to change your vehicle’s blue-painted patriotic look into a desert tan-colored one based on a U.S. Marine Corps pattern.
And last but not least, the T-72S skin for the T-72B MBT changes the tank’s look into an export model used by Myanmar (Burma), featuring proper markings and camouflage.
Multiple epic camouflages await you as well. You can find some examples below.
This is but a sample of what awaits you in the Exile Battle Path. More visual customization options, Premium vehicles and other valuable items will be yours for the taking.
The Battle Path will be launching in November. Secure your Early Access right now for a discounted price at the Market.
Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.
We hope that you’ll enjoy the upcoming Battle Path and, as always:
Greetings travelers! We're excited to share the latest Community Patch, number #4. This update has lots of improvements, changes, and fixes to make your gaming experience better. But before we dive into the details, we want to say as always a big THANK YOU dear Beast community! Your daily feedback and support means a lot to us, and we couldn't have done this without you.
Graphics
Visual Update to Camp After Verchovne:
Changed visuals on Cemetery map and moved enemy introduction accordingly
UX/UI
Added new companion responses to completing or failing their side objectives
Animation:
Improved characters rotations in place - turning between 90 - 180 degrees rotation are faster (characters doing one step instead of two)
Balance:
Ferocious Strike ability nerf - increased cooldown and reduced hit chance in order to reduce its efficiency when combined with Rampage, Rush and Key Moment abilities
Characters encountered on Cemetery map are present during combat instead of recruiting them after the mission
Fixes:
Optimized AI planning phase
Fixed a potential blocker with game soft locking during enemy turn
Fixed an issue with camera not working properly in Ruined Tower: Rescue
Fixed an issue with objective requirements during side quest in Verchovne
Fixed an issue with some enemy abilities during the Adrianople part of the game not showing properly
Fixed an issue with not being able to attack an enemy after it was attacked by another character who get downed during attack
Fixed an issue with Stress counter still being visible on the portraits of dead companions
Fixed an issue with Accelerate ability reducing Insanity twice
Fixed an issue with critical hits from Devil’s Claws ability not finishing off the enemy instantly (if enough damage has been dealt)
Fixed an issue with the bottom toolbar disappearing after selecting Options in pause menu
Fixed an issue with Defender’s Distractor ability not working properly
Fixed multiple issues with attacking a companion inside a burning area
Fixed some issues with UI scaling
Fixed a discrepancy between Ritual dagger description and actual use effects
Fixed a potential issue with Anton dying during ending cutscene of the first bossfight
Minor ability descriptions updates
This is the final community patch before our first major update to be released on the 23rd of November! Stay tuned for more info soon!
The patch (Ver:1.0.232) with the following content has been released. - Adjusted the unreleased UI when announcing diagnosis results - Fixed the issue where the action list was missing. - Fixed an issue where the heart UI would collapse at the end of certain mini-games. - Fixed a bug where the progress UI would collapse if you repeatedly moved when the progress was 100%. - Corrected some typos