Nov 25, 2023
Odyssey of Dremid'ir - Venlesh
Since last June, we've released several demo updates, and attempted to launch our Kickstarter campaign. Unfortunately, it didn't pan out as we would have like, but that okay, we didn't count on any such luck to reach success, and we still welcome to the challenge of completing the game without it!

We're planning to release a new demo version again soon, featuring a lot of new updates that's more indicative of what the final game will look like, so you can stay tuned for that!

In the mean time, here's another devblog from yours truly, the project lead, Andrew:

Odyssey is a very text heavy game, it was the goal from the start to do as much as possible with the game's dialogue as possible, however, Odyssey is far more than just blocks of text thrown at the player, let's break it down even further.


I. What is a "Cutscene"?

A cutscene, at least in Odyssey is a time in the game where the player has control over nothing but the pace, or selection of dialogue. They have no ability to engage with the game's environment or menus. We sometimes also use the word "cinematic" nearly interchangeably with "cutscene", too.

So anytime the player doesn't have direct control is cutscene, sounds easy enough, what could go wrong? Depending on the cutscene, quite a bit could go wrong. It's important to realize that cinematics are not just a device for delivering information to the player, it's a vessel to help transport the player into the scene. At first, I was satisfied with just letting the dialogue play over a stylized box with a character portrait, as seen below, but in the long term, this deeply dissatisfied me.



It felt largely incomplete, and amateur, I was convinced I could do better. This led to the creation of two new "themes" for cutscenes. The first one was a "default" theme, which replaced the orange box with a sleekly outlined grey one, it is used in smaller cutscenes, ones often deemed "less important" than major scenes in the game. It works for informationals, like examining objects, or reading signs.



The second theme is largely referred to as "Cinematic Mode", and it offers a lot more range to a scene that first expected.
As can be noted, when activated, it forms cinema style letterboxes on the screen, creating a film-like 16:9 aspect ratio. It colours in the speaker's name, which helps it stand out more, and uses less text space.



Cinematic Mode is a subtly altering the player's perspective of the world. Suddenly they are less aware of the cutscene itself, and this allows them to more easily enjoy the experience. Now that we have the player dialed in, it's time to let the theater do its job, but our work isn't finished; actually, it's only just begun.

II. Screenplay -- the Art of the Screen

It's not enough to dim the lights and make it look a movie, cinematics still need to engage the player, even if only a little bit at a time.

Movement and animation are my greatest tools for the job. I'm not satisfied letting talking heads do all the work, so move the characters around. Nearly all characters who show up in a cinematic also have their own "cinematic" animations, used for them. They often include gesturing, or sitting, things of that nature.
We can also use the camera to animate the scene, as well. If the camera is still for too long, the scene often feels stagnant. The easiest way is to simply pan between the characters who are talking, but we can also pan around to objects or nice looking sets to keep things varied up.



Use the environment! We can animate till the end of the earth, but we have more than that! We have objects that move, like wind chimes, or we can light up some torches to create a more visually dynamic appearance!
The braziers being lit brings a lot more depth than just being extinguished the whole time. Even better because the fire/light they emit is animated, giving even MORE movement to the scene!




Essentially, locomotion is key! Knowing how, when, and why to move a cinematic is key to success!

You must also remember that your game is a game, and "fun" needs to take precedence over your silly little story that's going win awards, I'm sure. You must strike a balance that the player will never catch on to. Cutscenes need to feel like the player has made progress.



As an example, I have prepared one of the game's level geometry, complete with its dialogue triggers, which are circled on the intended path the player must walk on.

As you can see, in a short period of time, we throw the player into three cutscene, which can be a bit tedious. The player is learning a lot of new information, and also encounters their first "mutant", which is enough for me to justify keeping it in the game. Afterwards, their free to roam, eventually moving along the targeted path. To guide the player (on the west side of the road), I originally placed another short dialogue. However noble my intentions were, I absolutely loathed playtesting the level and getting stopped for a fourth time after finally being allowed freedom. The character interaction is cute, but annoying to the player to be forced to stop all their momentum AGAIN to humour the characters.

tl;dr It had to go.

Don't be afraid to cut, cut, cut! If what you've added destroys the pacing, let it go, the game will be better for it in the long run!

III. Music & Sound -- a world in a world, in a world

Sound is probably our second most powerful tool. Some might argue that it's actually the most important tool of all, but I disagree in this scenario.

When creating a cinematic in Odyssey, sound and music are the final things to get added. When first imagining our world of cutscenes, cutscenes originally moved all on their own, in accordance to the line of dialogue. All dialogue is voiced, so there's no real need to read it. This led to the concept that all scenes important enough would have their own musical score attached to flow the scene even more. The inability to interact with the scene felt highly unnatural though, so it was quickly ditched for the current approach.
However, that changed how music should be approached. Rather than relying on fully cinematic score to carry through, we now needed to account for players holding on certain text blurbs for a potentially infinite amount of time. Thus we needed to create musical loops that could continue the tone indefinitely.
We prepared a large set of stingers that would play, and then wait for player to hit the next beat before carrying on with a loop of music. This helps set the tone, and then carry on the music as intended.

There are also many scenes that don't actually require music. Since we pay so much attention to the sound design of our game, we sometimes let the ambience, or action speak for itself. In all honesty, it is far more art than science, so I encourage you to find the best balance for your project.

If you're interested in what our recording sessions look like, you can check out even more behind the scenes right here:

https://www.youtube.com/watch?v=lgYyfxnuqV4&ab_channel=OdysseyofDremid'ir


IV. Conclusion

There's a lot more I could discuss about our cutscenes, but that gets more into the technical side, like how our game handles variables for scenes, such as having party member A, B, and C, as opposed to party member A, B, and D, but those variations really discuss themselves -- it's a challenge nonetheless.

To sum up, cutscenes are a powerful tool for a story based adventure RPG like ours! You must figure our how to optimize each scene, while keeping the player interested, and not going too overboard all at the same time. It's a very fine, underappreciated art!
Nov 25, 2023
Frogsong - Brandon Braun
Hey everyone! This update simply fixes an issue with achievements that was in v1.2.3. Super small update!
Green Hawk Platoon Playtest - VanCity Nikolai
- Characters can now level up to level 50
- Removed debugging key for health bar (code cleanup)
- Disabled collision on dead bodies

Need to test the following:

- Money pickups are not being registered
- Sound Attenuation fixes for weapons
- Jitter issue with oscillating fans
Together in Battle - Sinister Design
Greetings, tactics fans! As predicted, this past month was friggin' nuts: I packed up my home, moved, unpacked, had to build myself a new computer desk, and then had Thanksgiving. (Also, the day job got very busy.)

Nevertheless, I persisted--and as a result, I have an update with one cool new handcrafted plot mission and lots of small improvements for you! Here's what I've got for November. First up, the new content:

- interrogating Prince Ajit now schedules an event where the player receives a letter with a lead.

- new palace intrigue mission with a viable (albeit non-mandatory) stealth route to completion!

- an interrogation scene that changes based on how you completed the mission beforehand!

- new skill added to the game: Unlock Door. Range 1; unlocks a locked door.

- Lockpicks now grant Unlock Door in addition to Pilfer, making lockpicks more versatile and opening up alternative strategies for completing certain maps.

- added a couple of greeting response lines for religious characters.



We've got a slew of AI improvements as well, some designed to make stealth missions more viable (but most just addressing edge cases where the AI behaved strangely):

- new AI tag supported: Inactive. This causes the AI to skip the unit's turn entirely each round while the tag remains. (The only action a character tagged Inactive will take is to swim back to land if in water or lava.)

- Passive units no longer move to different spaces when performing purely self-buffing moves.

- the AI now values the Enthralled status effect differently depending on the total level of the target, with higher-level targets deemed more valuable than lower-level targets.

- the AI now values Slowed status less. (Previously, it scored it identically to Immobilized.)

- refactored a bit of hacky AI code tracking whether the current AI-controlled unit had taken certain actions yet this turn and replaced it with a list that tracks this data for every character tied to their IDs.

- fixed: the AI was incorrectly predicting the knockback destination for pull skills, leading it to sometimes use skills like Pull under circumstances where doing so made little sense.

- fixed: the AI was valuing any kind of straight stat buff as though it were healing, leading to characters sometimes using skills like Douse on injured allies in lieu of better moves.

- fixed: the AreaPreference tag could cause AI-controlled units to inappropriately value moves where they move into the preferred area and then attack allies. (The AI now detects when that is going to happen and discards the attack portion of such moves.)


We've got some long-awaited interface improvements:

- the food buttons in the shop now actually display the amounts of food each represents!



- added a little glinting animation to the "next set of options" buttons in dialogue and in the town menu so they're much harder to miss.



- you can now always look ahead to the next month when in the calendar screen.

- when using repair kits (or any other consumable whose only function is to alter properties of equipment), the game now checks to confirm that a valid item is actually equipped before letting you use the item.

- when using repair kits, the game now checks to confirm that the equipped weapon is actually missing uses before letting you use the kit.

- created a new skill button graphic for Twirl distinct from the skill button graphic for Trade.


Balance improvements:

- further increased character tendency to interact with existing friends and romantic partners.

- increased the base chance for Stunned to take effect via Mind Shock to 75%, making mentalists more reliable at lower levels (and making the Thoughteater promotion option more appealing).

- buffed Disarm: the skill now costs 2 energy instead of 4 and allows the user to move after using.

- characters can now continue moving after using Twirl.

- boosted the strength of experience scaling when attacking a lower-level opponent by 5% per level of difference to help keep characters within the correct level range.

- the game now always produces at least one healer during the initial recruitment for a run.

- the player now has more breathing room after completing a league qualifier; the first league match in a new league is now scheduled for 5-7 days out (instead of 2-4 days out).

- winning a league qualifier now boosts team morale by 3 instead of 2.

- made paying bonuses to characters more cost-effective in terms of morale gain relative to money spent.

- increased pay from league battles.

- when hiring out team members as guards, pay now scales with how many in-game days have passed.

- greatly increased the generosity of Ishita Svaamee's buy-out offers to make the choice harder.

- the likelihood of receiving the letter in Nihal's bandit quest now increases with every passing day.

- improved the scripting in the battle in Nihal's bandit quest and wrote some new mid-battle dialogue.

- once the player is scheduled for the Monkey League Qualifier, the game now grants access to the team overview and calendar buttons in the arena entrance area.

- reduced the commonality of practice weapons and rusty swords as drops in the arena.

- increased the rate of enemy level scaling in caravan guard battles somewhat, as well as overall enemy aggressiveness.

- increased the rate of enemy level scaling in the merchant-related bandit battles.

- increased the rate of enemy level scaling in the Save Grandpa fight, but also scaled up grandpa's health over time.

- increased the commonality of events where a character asks for a raise.

- moved the first possible day for the golem attack event back by six days.

- jobs other than laboring no longer appear as options in the jobs board until the player has beaten at least two arena battles.


Bug fixes:

- fixed: the AI mode tracker logic was causing infinite loops when a character used a non-turn-ending skill and then queued up another move with a different skill.

- fixed: if an AI-controlled character used a consumable item, thereby destroying it, and then tried to move into a trap, if the game prevented the move from completing, it would queue up another move that could involve using the now-depleted item a second time, thereby producing a null error.

- fixed: the unit spawning algorithm for caravan defense battles was inappropriately counting caravan guard groups toward the group number for enemy groups, resulting in enemies consistently clustering near the edges of the map.

- fixed: due to an error in logic when deserializing character rosters, the game would inappropriately reinsert the first-recruited character into the default team roster when the entire team had been sent away on a guard mission. This, in turn, allowed the player to undertake inappropriate daytime actions (such as visiting the arena when no one remained to field).

- fixed: if a character had multiple counterattack types to respond to an attack, they would queue up a counterattack with each of them instead of just one.

- fixed: the game was not taking weapon dependencies into account when determining viable skills to use for counterattacks (e.g. a character with a Bayonet counterattack would be able to use it even if not equipped with a crossbow).

- fixed: character names in camp interaction narrations would sometimes use the other character's nickname for that character instead of spelling out the character's full name.

- fixed: the game was using an incorrectly formatted parameter to reset the days passed in memory when starting a new campaign.

- fixed: the chests in the arena championship battle were empty.

- fixed: a typo in the class data for kineticists was causing them to generate with wildly off-kilter stat growths.

- fixed: using one's last time point for the day in Training would kick the player back to Kalkerapur with full time points.

- fixed: characters sent to recover at the infirmary were sometimes returning to camp one day earlier than intended.

- fixed: sending a character to recover at the infirmary was not removing them from the list of characters you could leave at the infirmary during that visit, making it possible to pay to leave the same character multiple times.

- fixed: the introductory voice-over narration would start to play twice at the beginning of the Introduction scene, making it sound like it had aggressive reverb for the first few words.

- fixed: shopkeeper portrait wasn't showing up when reacting to the restoration of steel weapons and armor to the shop.

- fixed: it was possible for the game to schedule a league match on the same day as the Manbir's Letter event, preventing that event from ever occurring.

- fixed: the "Leave" option on branch 0 at the Caravaneer's Guild simply reset the dialogue to branch 0 instead of returning the player to the middle of town.

- fixed a typo in the Skill Question evening event that would fail to exclude characters from the event who had only one skill remaining in their progression.

- fixed: if a map's music was changed mid-fight and a character promoted, the game would cross-fade back to the level's original music, not the track it was previously changed to.

- fixed: pushing enemies into lit campfires did not burn them unless it was specifically scripted for that map.

- fixed: town menu "next set of options" buttons were using an outdated arrow graphic.

- fixed: the "coins" sound effect did not play when paying money in certain random events.

- fixed: pure knockback attacks like Kinetic Gust and Shove were not triggering OnCharAttacked dialogue when used against enemies.

- fixed: characters would not counterattack after blocking an incoming attack with Defensive Stance.

- fixed: the game was displaying only half the actual pay from caravan guard battles.

- fixed: using Mind Control on an enemy could produce a null error.

- fixed: returning to camp after an evening event battle could trigger a second evening event.

- fixed: skipping the event-selection process upon returning to camp after a scene-changing evening event would cause the game not to show the army overview, calendar, or card deck buttons.

- fixed: upon returning to camp after a scene-changing evening event, the game would count down the days until training, working, and infirmary-bound units returned for a second time, resulting in those units returning one day earlier than scheduled.

- fixed: completing either of the merchant-related bandit battles would send the player to the calendar screen instead of returning them to camp.

- fixed: declining the recruitment duel would leave the player without enough time to throw a gathering.

- fixed: siblings and cousins of characters with region-specific names could have names not belonging to that same region.

- fixed: if the framerate dipped at the start of knockback or swap skills, the character(s) could appear to teleport onto their target squares.

- fixed a couple of typos: one in the level-up screen, and one in the arena pre-fighter area when at three wins in Tiger League.

- fixed a typo in one of the narration variations for when no one cleans camp but no mess is left behind.

- fixed: localization setup for bonus proficiency text upon level-up was causing the text to appear incorrectly.

- fixed a typo in equipment masteries introduced by adding localization support to the recruitment screen.

- fixed: the "Blocked!" pop-up from blocking an attack with Defensive Stance was missing localization support.

- fixed: localization support was missing from the scene transition screen ("Saving game").


And we have improvements to the campaign editor:

- new script action: EndUnitTurn. Lets you forcibly end the named character's turn.

- when auditioning music tracks within the map or cut scene editors, if music volume is set to 0, the game will now override this setting so you can hear the music in this one context.

- changing the operation for a bridge's Elev tag now updates its elevation in real-time in the editor.

- improved Guide documentation for the -NPC:Attribute Type|X- special character.

- fixed incomplete Guide documentation for the AggroGroup script action.

- fixed: the Edit Branch window in the dialogue editor was effectively maxing out at 6 actions due to failure to offer the player an option to turn to page 2 upon hitting that number of actions.

- fixed: particularly long topics in the Guide could overflow their text fields.

- fixed: when editing a branch in the dialogue editor, swapping action positions on the second page of actions was not functioning properly.

- fixed: in the dialogue editor, a range error could occur when changing the trigger for dialogue and then making further changes.

- fixed: when placing multiple characters onto the same space in the map editor, the Undo function would sometimes remove the wrong character from that space.

- fixed: summoning the console when in the middle of dialogue would not feed the console the dialogue context, potentially causing it to throw an error when using dialogue navigation actions like GoTo.


And that's about it! I didn't get quite as much done on the "new content" front this month as I wanted to, but I'm happy with the mission I did manage to crank out. Next month, I'll be aiming to finish the second palace intrigue battle, get at least one new interrogation scene, and create a third proc gen job type for the jobs board. Until next time!


Yours in tactics,

Craig
CYBERFIELD - DGS
What's new?

Added a new Champion!
Agile yet strong, Black Titanium has become the Champion of the Second Section, and now he's ready to face new contenders in ruthless combat.

New mechanics for starting Champion rounds
Everything is done by the rules of fair battle: face-to-face positions, countdown, fight!

Other
Fixed some minor bugs.
Minor balance adjustments.


See you at the Steel Arena!
Mon Bazou - Santa Goat
Hello, fellow ditch riders!

I'm still working hard on the Hot Hatch update, but it's now planned to release before Christmas! The car will be locked at the start of the game, but it will be unlockable by building up friendship.

It has been such an amazing adventure doing this game... I quit my job early last year to pursue developing Mon Bazou full-time, and I'm looking forward to many more years of game development! The support from you all is amazing!

The reviews are still Overwhelmingly Positive after two years. This, and coming close on 10,000 reviews... TEN THOUSAND? Damn, that's a huge thing for me.

Since a lot of people think the updates are too far apart, here's a little info:
- As a solo dev, I don't want to make false promises on a release date
- The main thing is, I want it to be like I imagined it to be
- Rushed updates are bad updates! Ahah!

If you haven't seen the road-map, here are the next things I will work on after the Hot Hatch update:
- A big, end-goal, weekend long multisport championship competition (Race, Drag, Off-road, etc.)
- Off-road racing track
- Fishing & activities on the islands

So, that's probably gonna be quite a good thing to send Mon Bazou out of early access!

I love you all,
-Santa Goat
Nov 25, 2023
Loca Deserta: Odesa - Dmytro Gladkyi
We just uploaded the patch 1.3.8! It includes 32 achivements that you can finally unlock!

Achievements include classic "cut 100 trees", find cross-references between games and true achievemnets for those who like to discover all corners of the game!



Sound and Music Volume Controls
You can change the music and sounds volume so that you can stream it more comfortably or play with your own music in the background.



Camera Zoom

Use your mouse wheel to zoom in/out the main camera.

Military Conflict: Vietnam - waki
[Game]

- Fixed server crashes
- Fixed opening console during loading screen can break the ESC button
- Fixed players not able to change team in deathmatch while being alive
- Removed the right from spectators to vote
- Players are no longer assigned to a team by default, instead they will be moved to spectator after 30 seconds
- Added commands that disables restrictions on a server

[Server]

- SRCDS: fixed stack overflow caused by recusrion when spewing shutdown messages
- SRCDS: added error message when trying to start srcds in vgui mode
- SRCDS linux: added -allowthreads launch option which activates thread pools. Use along with -threads option.
If srcds is proven stable with -allowthreads then it will be enabled by default
- Players whose classes were made restricted will be forced to switch class after death now
- Fixed issue when bots could avoid joining assault class when freeing some other class slot for player
- Fixed bug when gasmask disappears from player model after respawn

[Shaders]

- Fixed issue with depthblended unlitgeneric particles when they could dissappear in certain cases if Dynamic Resolution scale was turned on

[Weapons]

- Added icons for dual weapons
- Increased range slightly for all meele weapons
- Added new melee weapon for both teams available to all classes, its the same as the long bayonet in theory, just that it cannot be mounted

M1942 Machete for U.S. Army
Sickle for Viet Cong

[Languages]

- Added Traditional Chinese
Nov 25, 2023
SANDRIPPER - FISH OBLITERATOR
The leaderboard has been WIPED.

Last week's update brought the largest addition of menus to the game. Some of it needs touching up so that's what this update starts to accomplish. Additionally, upgrades and everything surrounding them has been reworked with the goal of giving you more hard decisions, and fun chances to build wacky loadouts. The second major focus of this update was on weapon balance. It had some issues, and I suspect it still will. But more weapon combos should be more fun now, with many combos being even MORE fun through upgrade combinations. So make sure to try out weapons you previously neglected!


SCORE SYSTEM CHANGE
-Multiplier decay begins after 1.5 seconds pass from the time of the last kill (from 3 seconds).

The reason for lowering this is to reward slow play less. Before, a new player could get a really high score on their first attempt because they were playing relatively slowly; the multiplier wouldn't decay fast enough for that to have much of an effect. It would then take quite a few attempts to break that high score while playing faster which is a bit backwards.


--UPGRADE OVERHAUL--
-4 upgrades will be displayed at once instead of 2.
-Total of 9 new upgrades.
-Some upgrades must be picked in order for certain other upgrades to have a chance at spawning. Upgrade paths can run as deep as 3 cards, with each upgrade in the sequence improving on the foundations of the first.
-Similarly, some upgrades cannot be picked if certain other upgrades have been picked. There are a couple upgrades that overwrite each other.
-2 core-focused upgrades that replace the current style of core dump with something different. (one more will be added some time this week, It just needs more time)
-Equipped upgrades now show as permanent icons in the bottom left of the screen. Hovering the mouse over them will display their description.
-Upgrade card visual design improved a bit.
-Upgrade screen can be navigated using a gamepad's d-pad or by the arrow keys.

ALTERED AND REMOVED UPGRADES:
FEAR:
old:"+ 100% weapon damage when at 1 health"
new:"+ 50% weapon damage when at 1 health"

EXCITED LEAD:
old: "Dumping the core will give + 30% damage for 2 seconds".
new: Renamed to "ADRENALINE JUNKIE", "Dumping the core will give a ridiculous speed boost".

CHAMBER EXPANSION:
renamed to "RIPDRIVE 3.0"

BIGGER BARREL:[removed]
REACTIVE ARMOR:[removed]
SHOCKWAVE:[removed]
KEEP IT GOIN':[removed]
-----------------------


WEAPONS AND STATUS EFFECT CHANGES:
-Removed ammo consumption penalty for dual wielding the same weapon.
-Weapons will no longer operate if it doesn't have enough ammo to do so.
-Slam Cannon shield damage increased.
-Slam Cannon fire rate increased slightly.
-SMG base ammo consumption increased.
-SMG base spread reduced.
-SMG range reduced slightly.
-SMG ammo regeneration starts after 5 seconds (from 4), but regenerates quicker.
-Plasma Autogun heat-damage multiplier increased to 2.3x (from 1.7x).
-Plasma Autogun ammo refills quicker.
-Dragon's Rage now tightens and lengthens the spread the longer you fire. Opposite to how it used to be.
-Dragon's Rage ammo regeneration starts after 5.5 seconds (from 4), but regenerates quicker.
-Dragon's Rage consumes a bit more ammo.
-Microwave Beam regular shots consume more ammo.
-Mag-Cannon charged shot damage and travel range increased.
-Mag-Cannon charged shot ammo consumption increased.
-Mag-Cannon ammo regeneration starts after 5 seconds (from 4), but regenerates quicker.

-Weapons near the peak of their heat meter will produce white-hot bullets. Letting you know when your gun is close to overheating.
-Overheating weapons now play a steam hissing sound.
-More indicators of when a gun is low on ammo or empty.
-Fire and radiation status effects last twice as long.
-Fire damage slightly reduced to balance it out.


QUALITY OF LIFE CHANGES
-When enemies are about to fire, their outline will flash.
-Particle density setting in the video settings. Setting it to "none" will remove all but the most necessary particles.
-Rockets the cylinder boss launches deal 1 damage (from 2).
-Ammo drops can be picked up through walls.
-The bar that fills up when you press "restart run", "main menu", and "quit game" will now begin to fill when you hover over the buttons. The bar also fills up quicker. The bar is also the correct size now.
-Weapon selection card is wider, fits text better. Also changed the font.


BUG FIXES
-Disappearing Mag-Cannon issue fixed.
-Fuel bar scales properly now.
-All menus can be exited with ESC (it now saves your settings too).
-Remembered to re-enable the dynamic UI scaling.
-Text on upgrade/weapon cards correctly scale alongside the card. No more giant text.
-Ammo drops no longer freak out.
-Ammo drops no longer get flung at mach 1 if you cant pick them up.
-Removed the ability to crash the game on command by pressing backspace.

ACHIEVEMENTS
-Added 8 new achievements to attain




---------------------------

WHATS NEXT??
- Weapon drop pods.
- Re-imagined Tank Hunter-esque enemy event.
- Full keyboard and gamepad menu navigation.
Half Alive - Studio Tyro
HALF ALIVE - CHRISTMAS UPDATE

Oh oh oh, just 1 month before christmas !
For this occasion, Half Alive received some new content !

  • New level : Snowy Valley
  • Leaderboards
  • Currency : Death Points
  • Levelling, events, and death points characters
  • Masks customization
  • Multiplaer optimization
  • Weather conditions
  • Improved Lightings

Merry christmas !
...