Some of the most popular pieces of content that we are releasing are the Events. This is a broad term for a player activity that’s typically split between multiple tasks (“missions” or “stages”) with each stage featuring a reward. The recent Red Cold event is a great example (it’s worth noting that these are sometimes also referred to as “marathons” by players). However, the last event didn’t go all that well because of certain issues with mission cooldowns.
We’re therefore pleased to announce that we’re close to solving the issue and we’d like to tell you more about the next event we have prepared for you. The event’s called “Past to the Present”.
Given the recent Battle Path launch, the prizes of the Event are lore-themed and feature Perihelion camouflaged designed by... you, the players!
We have picked four of the best-looking camouflages from your submissions and have implemented them as prizes. In the order of obtainability, this is what we’ll have:
Perihelion (Autumn) camouflage was designed by player Zalost. It’ll be obtainable for reaching Stage 2.
Perihelion (Desert Tactical) camouflage was designed by player ALPH4_PR3D4T0R. It’ll be obtainable for reaching Stage 8.
Perihelion (Desert Scales) camouflage was designed by player TomcatSRB. It’ll be obtainable for reaching Stage 12.
And, finally:
Perihelion (Glacial Winter) camouflage was designed by player Princess_Luna. It’ll be obtainable for reaching Stage 17.
But that’s not all. Most stages will offer you bonus Battle Coins and the top prize of the event will be 1.000 Gold.
We hope that you’ll enjoy this event and have a lot of fun with Armored Warfare.
📅 Release Date: We're thrilled to share a major update with you! We have been hard at work, and we're delighted to announce that our upcoming game is set to launch on December 14th, at the earliest. However, we want to be transparent with our community, and in the spirit of delivering the best possible game, we're reserving the right to adjust the release date if needed. Rest assured, we'll keep you informed as we approach the finish line, ensuring a polished and enjoyable gaming experience.
🌐 Multilingual Experience: We're excited to announce that Mechanic Heroes will be available in multiple languages at launch! Due to budget constraints, we had to turn to AI for translations. While we acknowledge that this may result in some imperfect translations, we're optimistic that it won't hinder your ability to enjoy the game. After the launch, we're planning to set up a community translation space where volunteers can contribute to improving the quality of translations. Your help and input will be invaluable in making Mechanic Heroes a truly global experience!
💲 Pricing Details: The game will be priced at $15.99 in the USA. For our international players, please refer to the Steam price charts for a more accurate pricing in your currency (https://steamdb.info/blog/valve-price-matrix-2022-update/#15-99-usd). We appreciate your understanding as we work to make Mechanic Heroes accessible to players around the world.
Thank you for your continued support, patience, and understanding. We can't wait to share this experience with you. Stay tuned for more updates as we get closer to the big day!
This update is stuffed with changes in our December Community Hitlist strike, Mod Ramen’s Cape Customisation and some new deals on currency packs!
The end of the year is fast approaching, but we've got just enough time to squeeze in a hitlist strike and tackle some more of your most-requested QoL changes.
This time around the team have been working on turning Revenant Enhancers into a currency to free up those precious Bank slots, updates to several audio requests players have been asking for, adding in the ability to drop items from your Backpack by shift-clicking them, adding a Load Last Preset option to bank chests, bank booths and bankers, refreshing the rare and super rare loot tables, and changing how Excalibur functions when clicked.
Phew! But that's not all the team's been up to. Check out the patch notes below for the full list of changes!
With all that out of the way, the Community Hitlist will be taking a break until January, when we'll be back to address more player pet peeves!
As if the Christmas Village wasn't colourful enough, Mod Ramen has been busy in the workshop getting his GameJam project up and running! As of today's update, you'll be able to customise your Master Capes with all the colours (and shades) of the rainbow! As if that weren't enough, you can save your prettiest particles as presets. We can't wait to see what festive patterns you come up with! Now there's even more reasons to polish off those last few achievements and earn your Cape! You can do it!
Planning to treat yourself in RuneScape this Christmas?
The Ultimate Christmas Currency Packs offer the best value Key bundles this season, with a bumper offering of RuneCoins, Knowledge Bombs, Prismatic Stars and and some wonderfully wintery Holly Knight cosmetics! Our Medium and Large Currency Packs also contain over double the usual amount of Keys, as well as some additional Umbral Chests.
Small Christmas Currency Pack
Medium Christmas Currency Pack
Large Christmas Currency Pack
Price
£8.99
£44.99
£88.99
Umbral Chest
0
1 (0 for Ironmen)
3 (0 for Ironmen)
Runecoins
420
2400
5200
Prismatic Star
10x Medium (0 for Ironmen)
10x Large (0 for Ironmen)
20x Huge (0 for Ironmen)
Knowledge Bombs
4 (0 for Ironmen)
8 (0 for Ironmen)
16 (0 for Ironmen)
Keys
35 (0 for Ironmen)
450 (0 for Ironmen)
950 (0 for Ironmen)
Cosmetics
Holly Knight Swords (Cosmetic override)
Holly Knight Armour (Cosmetic override)
Holly Knight Sword and Armour (Cosmetic override)
All three Ultimate Christmas Currency Packs are a one-time purchase for each offer, and will be available from today until January 3rd. You can find them in the Treasure Hunter shop on RuneScape.com.
While the Holly Knight cosmetics are part of our bumper Christmas bundle offers above, we know this offer won't be for everyone who would be interested in rocking the festive warrior look. If you're one of those players, we'll be making sure you can pick up the Holly Knight Armour & Sword from the Premier Token Store next Christmas!*
*Updating the Premier Token Store in general is still very much on our radar and something we're investigating for next year.
Starts December 4th | Ends December 10th | Academy of Heroes
The Echo of Arch-Glacor is back again, bringing with it a second chance to get your hands on some seasonal Azure-themed overrides! Keep an eye out for the Treasure Goebie - defeat them, and you'll receive extra Wrapping Paper!
Community Hitlist
Excalibur, Enhanced Excalibur and Augmented Enhanced Excalibur now have a consistent default action (Activate) when equipped and in the Backpack. This allows Excalibur's healing special to be activated with ease.
Players can now use the 'Configure' option to choose whether to instead use Wield/Remove as the default action.
After dragging Excalibur from the Backpack to the Action Bar, you can choose which default option the Action Bar uses.
The 'Configure' option also lets you choose what you'd like to shout when Excalibur is activated. 'Silent' is the default option.
You can now hold the Shift key and click items in the Backpack to drop them (if they support dropping, of course).
Doubled the output of Dinarrow components (Sharp Shell Shards, Tempered Fungal Shafts, 'Propellant') from the 3 'Accidental' Fletching and Firemaking activities south of the Anachronia dinosaur farm, and entirely reworked the eggsperimentation eggtivity to support a greater range of low- to high- intensity gameplay.
Wherever possible, Bank chests, booths and bankers now have a Load Last Preset option. This reloads your most recent Bank preset without needing to open, populate and close your Bank interface.
The 'Dare to Die' song that plays at War's Retreat now fades in more gently and plays at a lower volume, so that its drum track is gentler on the ears when passing through the PvM hub.
A looping ambient sound of crystal chimes has been removed from the Tower of Voices and Max Guild in Prifddinas, to better suit extensive bankstanding.
A repetitive moan in the Zombie Walk idle animation, audible to all nearby players, has been removed.
A repetitive meow in the idle animation of some cats and kittens, audible to all nearby players, has been removed.
By player request, we've reverted the sound played during clue scans to its pre-June version.
The individual charges of Revenant Drop Enhancers can now be stacked in your Currency Pouch, freeing up Bank space.
When loading a Bank preset including items that can be filled with essence, their current contents are now emptied into the Bank before refilling them, in case they contain a different type.
Rebalanced and updated the rare and super-rare loot tables to remove some of the less valuable items (Runite Stone Spirits, Molten Glass and Raw Lobsters) and increase variance of items dropping in multiples.
Players standing on charging pads during the Zamorak boss battle when the Infernus witch dies no longer need to step off and on again to charge the pad.
Clarified the Start Point description for the TokTz-Ket-Dill quest.
Multiple items can now be added to the Keepsake Box:
Enhanced Boots
Protea Flower
Superior Zuriel’s Staff
Superior Dragon Weapons
Superior Rock-Shell Armour
Superior Spined Armour
Superior Skeletal Armour
Monkey Trinkets
Cake Hat
Mud Mask
Fairy Wand
Pendant of Lucien
Mining Helmet
Gofannon Amulet
Cattleprod
Mouse Toy
Elite Death Lotus Dart
Legatus Pendant
Bug Lantern
Imcando Hatchet
The list of overhead emotes can now be filtered to only show the emotes you've unlocked.
GameJam
Misty, in the Deep Sea Fishing hub, now has two shiny new chat options:
She will tell you how long it has been since the current encounter started. No more guessing how fresh the travelling merchant is!
If no event is currently present, she will instead tell you how long it has been since there was an encounter.
She will pass on the rumours of what stock the travelling merchant has that day.
When purchasing the items in slots 2, 3 and 4 of the travelling merchant, it would erroneously show "Locked" instead of "Sold Out" to show the items were out of stock. This has now been corrected.
When the game servers reboot as part of the weekly update, there was a minimum of 45 minutes before the first encounter in deep sea fishing (such as the travelling merchant) could appear. This is no longer the case and such encounters can now potentially (depending on RNG) appear immediately after a game server reboot.
Zemouregal & Vorkath
Lord of Bones now reduces armour at 0.2% per stack to maximum of 40%
Vorkath's 'Ice Circle' attack no longer damages dreadnips or Seren spell prisms.
Vorkath breath attack has been updated to provide better visual feedback
Hard mode achievements have been added for the Zemouregal & Vorkath battle.
Insane Final Boss achievement now correctly shows and track hard mode as well as pet requirement
Some items obtained from Battle of Forinthry reward chests are now noted.
Zemouregal summons spawn location changed to avoid spawning under Vorkath
Players now only take damage if they stop in a poison pool, however, if a poison pool spawns on them, they can mitigate damage by running to an empty square, when the pool appears.
If crossing a single pool they will only take damage once a player stops in it.
Added the Vorkath Necromancy weapon overrides to the Zemouregal and Vorkath encounter's drop table.
Christmas Village
Ironmen can now purchase double wrapping paper from the marketplace.
Updated the bank chest in the Christmas Village to better fit the environment.
Updated trees in the Christmas Village
Fixed texture on snowpile to craft snowballs
Smokey the coal now moves more slowly and is easier to interact with.
Some missing windows have been rebuilt within Falador & Lumbridge
Removed some unnecessary options on the advent calendar icon on mobile.
Fixed several graphical issues with Christmas lights in Falador & Lumbridge.
Vorkath will now appropriately award wrapping paper
Some Christmas lights in Fort Forinthry will no longer float when remove roof is enabled
The stolen decorations from the southern Varrock have been returned by the imps!
Fixed some duplicate text within the combine text on the Christmas scarves and hats.
The Varrock Eastern Gate can now be passed through correctly.
Players will now have their transmog removed when speaking to various NPCs around the Christmas Village.
Fixed the Christmas Shop purchases for F2p (TBD)
The Ice fishing water hole has been slightly adjusted so it no longer has a darker square shadow within it.
Clicking on a button to open a different interface on the Treasure Hunter progress bar will now reopen Treasure Hunter when closing the interface.
Some various typos & inconsistencies have been fixed across the Christmas Event.
A Christmas tree in the Grand Exchange now has a fence around the trunk.
The advent calendar now mentions the prize received when opening a window.
Some lamposts in Varrock have had their string lights appropriately attached.
Mince pies can now be noted and traded.
The text on the 'Advent' and 'Event' buttons within Treasure Hunter has been made brighter.
Snowballs made within the Christmas Village should now give you up-to-date reclaim information upon attempting to destroy them.
Fort Forinthry's chapel decorations have been returned by the Snow Imps! To see the changes, re-enable the Christmas decorations via Zoe.
General
The 'But It Won't Warp You Anywhere' achievement can now be completed again.
Fixed an issue that made certain items equip while using 'Fill' or 'Empty' options within the bank interface.
The "Samurai outfit" override should now appear in correct categories.
The "King and Queen of Hearts Pack" and "King and Queen of Spades Pack" weapon overrides should now appear in correct categories.
Fixed an issue where players could be disconnected when attempting to empty the giant pouch.
Fixed an issue where selecting the 'Lost Items' button in the bug report interface would open an incorrect web page.
Items in Ore Boxes will now be saved on death unless it is a PvP death
The ladder inside the Blue Moon Inn functions once again.
The in-game clock now should refresh as expected.
Engine
Fixed an issue where Necromancy conjures were failing to find the right route during combat, causing them to get stuck.
Fixed an issue where setting a high framerate limit would result in dramatically lower performance on some machines running recent versions of Windows 10 and Windows 11.
Fixed an issue where forcing anisotropic filtering via the Nvidia Control Panel would result in the game's interface rendering incorrectly.
Fixed flickering artefacts of point light shadows on some less common hardware.
Fixed interactions between interface scaling and field of view.
Fixed an issue where the game failed to launch via Steam for some users with Intel GPUs.
Fixed an issue where the game could crash when minimising the game window on AMD GPUs.
Fixed various Android crashes.
Improved quality of game render scaling.
Improved quality of interface scaling on desktop.
Improved quality of FXAA on mobile, and on desktop when game render scale is not 100%.
Improved performance and game rendering quality when interface scale is set to less than 100%.
Improved performance and quality when 'Game View' is resized using Edit Layout.
Reset game render scale setting to account for Windows/macOS DPI scaling, due to performance issues.
Players wanting native 4k can manually change the setting back to 100.
Players using 4k resolutions may observe UI and game rendering being upscaled to 4K at high quality, costing some FPS depending on your system display scaling settings.
Community Showcase
Need a sword to slay a god or one made from a god? u/1to99Artscape might have something.@TaffingSpy knows Sliske loves a bit of Karaoke.Vilmokas didn't feel like being merciful when they finally stopped Vorkath.
Scapers' Screenshots
[/url]u/jordantylermeek is taking a moment to enjoy the little things at the Christmas Village.Bjorngomes trying to think what they want from Santa this year.Festive Party has given Falador a sprucing up.
Pink Skirts Player Events
Each week the Pink Skirts put on a selection of fun activities that everyone can join. Here are the main events this week:
Croesus
Hosted by: Aarie & Redwigon
Date/Time: Wednesday December 6th, 18:00 Game Time
World: 117
Location: Croesus Front
FC: Mod Events
Monkey Takeover!
Hosted by: Apazos, f2pironmanfc & Spirits of Arianwyn
Date/Time: Saturday December 9th, 17:00 Game Time
World: 3
Location: Varrock Square
FC: F2pironmanfc
Town Square Q&A
Hosted by: Princess Rae
Date/Time: Saturday December 9th, 23:00 Game Time
World: 3
Location: Varrock West Bank
If these don't take your fancy, take a look at the full events schedule here. There’s sure to be something you’ll enjoy! - The RuneScape Team
The Khepri Obelisk (the one with all the scarabs) has a new VFX with scarabs exploding out when the little golden motes hit it. Hopefully sells what's happening a bit better!
Ricardo now has some rollerblading sfx!
Fixed the issue where a spooky GHOST HAND shows up in the fun house tourist selector. Should also have fixed the related issue where tourists seemed to have fewer skins.
Fixing a bug where you could have infinite tourists. Don't ask too many questions about this one. Co-op camera can zoom out slightly more
The lunge forward reach of sword mummies reduced a tiny bit so give you a bit more hope of getting away!
Boss Changes
Base health reduced by 8%
Multiplayer health scaling for player counts 1/2/3/4 reduced from 1x/1.75x/2.5x/3.25x down to 1x/1.4x/1.75x/2.25x.
Cooldowns on his sword throw attacks are doubled so he doesn’t spam them nearly as often. Those are particularly deadly!
He should more reliably now walk around for a bit after finishing an attack instead of always jumping right into the next one. Gives a bit of time for a photo!
Early Access has just begun! The time has come to explore the procedural worlds of Soulash 2!
The road so far
It's been such a wild ride to get to this point, with so many difficulties and challenges related to getting procedural generation to produce something workable and figuring out a development pace that would be quick enough and not make me burn out after going full-time indie, but seeing the game as it is right now and where it is still just locked in my head, I'm so glad I decided to take this journey.
I want to take this opportunity to thank all of the Soulash fans who made it possible, those who played the first game and shared their enthusiasm with me, those who followed Soulash 2 devlogs for almost 2 years and shared their excitement about the new direction, all the Patrons who were patiently waiting for the sequel, players who offered so much of their time to help catch bugs in the demo, and all of the fans who stayed on our Discord even when it wasn't very active at times. The game would not exist without your support. I appreciate all of you and hope to continue building exceptional gaming experiences for you all. Thank you so much!
And please remember about the Soulash Series bundle to get the sequel at an extra 15% discount if you own the first game!
Since the first Soulash release, I've spent 4,500 hours completely rebuilding the "murder hobo simulator", as many liked to call the first Soulash game, into this new direction of a sandbox RPG roguelike that many players, including me, craved. I've introduced procedural worlds and regions, history simulation, and interactable NPCs, completely redesigned the progression system to be skill-based and detached from killing, added a new building system, and redesigned and deepened the crafting system, among many other things. It's a significant shift towards a sandbox experience where we can adventure and be a part of a changing world rather than the more typical roguelike formula of killing everything that moves, although that direction is still available.
After all that work, this is just the beginning of what I have envisioned - the fundaments underneath a unique dark fantasy game about worlds on the brink of destruction. A tale of our ascension to become a new god of this world if we so desire. Soulash 2 takes place after the end of Soulash 1, and the story continuation will be introduced once the game matures to a 1.0 version in about a year.
Where do we go from here?
The start of Early Access marks a second significant milestone for the game's development, with the first one being the release of the demo back in October, which fortunately found its way to many old and new fans alike. Since then, I've kept the pace of a weekly update, and I plan to continue to do that every Thursday with occasional exceptions to take a breather from the grind. Aside from weekly updates, I plan to hit a major milestone update every 3 months, as listed in order in the EA announcement.
During December, I will prioritize polishing and fixing what we already have, according to your feedback. I'll also flesh out modding tools, which I plan to release this year alongside Steam Workshop support. The modding tools require some GUI work, and we plan to do video tutorials to explain step by step how to introduce new things like races, civilizations, procedural portraits, items, resources, abilities, and animations and hope to invite many more players to give it a try because it's so easy and fun that my six years old son is having a blast making new maps.
While I have a strong vision for what I want to build, and it will revolve around those 4 major milestones that I mentioned before - adventuring parties, settlement management, conquest, and story, I wanted to start with Early Access to provide you an opportunity to tell me what you would like to see in the game. Because of the problematic development history of the first game, we only had a full release and ASCII alpha on Itch alone before it. Many players who discovered the game on release were very vocal about how they like participating in games that continue to develop in public so they can affect their shape and have a reason to return to them as they grow, so this Early Access is such an opportunity.
As things unfold in December and I gather your feedback and suggestions, I will provide a more detailed 2024 roadmap in January. I would also like to invite you all to our Discord server, where we have a great place to leave your suggestions and discuss them with over a thousand other fans.
For those who like soundtracks, the OST will come to Steam with a bit of a delay, as I didn't manage to set it up on time, but it will come.
Thank you for taking an interest in my game, and I wish you all great adventures and many memorable encounters, Artur
In fact, we're happy to announce that our largest game update ever will be hitting soon in December. This update contains over 2,000 fixes and changes to the game and brings us from v0.1 to v0.2!.
We've said all along that we believe actions to speak louder than words so we hope that this shows our dedication to Wayfinder.
Some of these 2,000 changes include:
- Performance + UI improvements - Weapon + stats rebalance - Ability to earn cosmetics in-game - New customization options - Senja rework - Ranged rework and so much more!
We're speeding up Sword & Shield + Scythes' attacks!
We also made changes to parry, and weapon abilities now scale 50/50 with ability & weapon power resulting in more interesting ways to build your Wayfinders.
All of our ranged weapons are getting adjustments.
This includes more defined subclasses; each with pros and cons and each having a unique buff when landing a perfect reload.
A trickster told us that you want more coins...
Some materials are difficult to farm, so we are standardizing some drops across Lost Zones, and guaranteeing rewards from the Trickster!
Multiselect + Echo display in UI
Have a ton of accessories? Find selling them more painful than The Reaver King?
We've revamped the sell window to display echo types as well as selling multiple items at once!
XP Resonance Caches
Those XP caches you've been gathering since Early Access launch are probably piling up by now. XP caches will be enabled in v0.2!
So why not use them?! Character and weapon caches can fast track leveling those new Wayfinders and weapons!
New Music + combat sounds 🎧
Immerse yourself in the serenity of the snow laden Highlands and Skylight. New festive music, as well as improved real-time audio feedback when in combat so you can actually hear crits, parries and more! (Shout out @Koud3x for the rad art!
For those that may have missed it, this jump to v0.2 is not Season 2. We are pausing our Seasons as we go ahead and reassess our release calendar as we take over the publisher role. This doesn’t mean that content is drying up, in fact the opposite. We won’t be sticking to a seasonal “wrapper” for content and instead can release things faster when we believe things are ready for players vs waiting to put everything under the season banner. In case you missed it; check out this interview for more details: https://massivelyop.com/2023/11/16/interview-wayfinder-pauses-seasons-as-it-hunts-for-a-publisher-and-rebuilds-roadmap/
As you can see our team has been incredibly busy. As we transition from developer to developer + publisher there will be quite a few changes in Wayfinder. The entire team at Airship is dedicated to keeping to our original promise if shaping the game alongside our players.
One of Galactic Civilization’s biggest selling points is the ability to play and win in a way that isn’t entirely focused around war and conquest. Sure, you always need to keep a few fleets around as a “Get off my lawn!” signal to potentially unfriendly neighbours, but the 4X genre has always had a bit of a problem with an over-reliance on conquest mechanics and, right from the very first game, the GalCiv series has always put peaceful victory options front and center.
Galactic Civilizations IV: Supernova has a whole lot of ways to win aside from just taking every last planet from your opponents, with the Cultural victory being one of them.
Culture generates Influence, which gradually spreads from your Core Worlds, assisted by Cultural Starbases, Civilization Policies, Ideological Traits etc. Influence is a way to spread your borders, but because it also represents the reach of your civilizations most sophisticated cultural advances, it can “culture flip” enemy Colonies and Core Worlds over to your side too.
With all the changes that Supernova has brought to GalCiv4, the Culture/Influence system has struggled to keep up: Culture was way too easy to generate and flipping enemy worlds with Influence became an optimal strategy, no matter how the player was intending to play.
We’ve made some efforts to reign in the juggernaut of culture by reducing the power of influence producers and boosters. Workers are now too busy working to contribute to a Core World’s cultural output, while Entertainers have also had their cultural contribution cut to a fifth of what it was before, and Celebrities have had theirs cut by a half.
We’ve also increased the cost of technologies that boost Influence, which should slow a culturally focused player (and AI) down a fair bit.
Finally the dreaded Beacon of Babylon has been given another liberal beating with the nerf-bat over the last few months in an attempt to slow down the sheer horror of its incredible influence boost ability.
It might have been little over-tuned in comparison to its cost, so to help out a bit we’ve reduced its cost from 5 Harmony Crystals to just 3, while further reducing its faction-wide influence buff from 10% to just 5%. It’s still worth building if you’re playing for a Cultural Victory, but it is no-longer the “I win” button that it was before.
Balancing this is a big priority and we’d love to hear your feedback on how Culture and Influence are working now.
Hamid Pendant changed to apply / double your corrosion stacks on game turn (anything based on "when you apply an effect" was creating an infinite combo with something)
Javelins now instead gain extra attacks if you have an item equipped in off-hand (Peltasts are supposed to have a shield)
Peltast now starts with a shield
Strijela now automatically makes your equipped ranged weapon AOE
Pain Cleric now deals 100 blood damage to allies when they are attack, no longer buffs them
added Sarval Shield, void item, apply Meditate to self on block = WIL
fixed more typos
pretas slightly depowered again
changed some mechanical stuff - still looking for the straight to desktop CRASH that has popped up recently, can't reproduce it myself - if anyone could give details / help pin it down, would be very helpful (what were you doing, what items / prestige / culture / class etc)