Dec 14, 2023
(the) Gnorp Apologue - mycomyco
Timeshift delivery is a bit too strong.

  • Timeshift delivery 1 seconds -> 0.5 seconds
Logic World - Jimmy
Hello, it's me, Jimmy from Mouse Hat Games. If you're reading this, you've probably been following Logic World for some time, and you've probably noticed that for the past year, there's been very little official communication about Logic World. I'm truly sorry for the silence. It ends now.

Beginning in January, a number of things began falling apart in my life. Throughout this year I've suffered a host of physical health problems, mental health problems, and other personal issues. I wanted desperately to be working on this game that means so much to me, but I just wasn't capable of it. I felt embarrassed and ashamed of that, so I just disappeared from our community. (One of many things I've learned about myself this year is that I have avoidant tendencies. I'm working on it.)

The good news is that, since June, I have been laser-focused on fixing my life, and I've been extremely successful. May 2023 was perhaps the worst month of my life. November 2023 was the best so far.

I'm able to work again, and to love working, so I've been working a lot. Much has been happening recently and the future of Logic World has never looked so bright.

It's good to be back. Let me tell you a bit about what's been happening, and what's next.



A New Team

For the first year of this project's history, I was the only programmer working on Logic World. Felipe, an exemplary modder of the early prototypes I had released, joined the team in 2018. For the following years up through the Early Access launch of Logic World in 2021, Felipe and I developed the game together as a tight two-person team.

I'm pleased to announce that, for the first time in five years, we've gained another programmer. And another. And another. The core Logic World development team is now five coders strong: joining myself and Felipe are Zoey, Ecconia, and GHXX.

I LOVE working in this new expanded team. Everyone is so passionate and so capable. The skillsets and perspectives that each team member brings are diverse and complementary; we bring out strengths in each other, and truly I believe we are greater than the sum of our parts. The development velocity is amazing -- stuff gets done way faster than it ever did when we were less than half this size.

It has been an intimidating challenge to step into my new leadership role, overseeing so many people and moving parts, but I'm learning fast and I think I'm really growing into it. Managing people is hard, much harder than I thought it would be, but it's also profoundly rewarding. I'm thrilled and honored to be at the helm of this metaphorical ship.

You'll see the new developers around in devblogs, youtube videos, and hanging around in community spaces like our discord. I'll take a moment now to introduce our three new team members, and give them each a space to say hello in their own words.

Please give a warm welcome to:

Zoey

Zoey is maybe the smartest person I've ever met. It's quite a common occurrence that we'll be discussing architecture & design for some incredibly complex system, and with a sinking feeling of dread, I'll realize that there's a terribly hard problem with it, the kind of problem that takes me days of thinking and researching before I start to feel like I might be approaching a good solution. I'll vocalize this problem to Zoey and ask her thoughts on it. "Oh, that's easy. We don't need to worry about that," she'll say, and then she'll describe a brilliant, perfect, ingenious solution that not only solves the problem I brought up but also five others I hadn't yet realized were there.

Zoey sees computers and code with a clarity of thought I've never encountered before. The experience and expertise she brings to the team is invaluable.

Hello! I'm Zoey, a self taught software engineer from England.

So what's my story? Well, let's start at the beginning.

13.8 billion years ago there was nothing, and then, there wasn't. A short while later, I was born. Ever since then I've had a fascination for technology, an unquenchable thirst for knowledge, and a passion to create. As a result, I have worked on hundreds of random personal projects over the years, from terrain generators and physics engines to robots and computer vision.

The full list of projects would be too much to put here, and frankly, I doubt I could remember them all, but here are a couple of my favourites:

Sparse Voxel Octree Ray Tracer (SVORT).
Voxels are fun, and ray tracing is fun, so why not combine the two? Standard voxels use too much ram, and are slow to traverse, so let's use a Sparse Voxel Octree, and write it all in CUDA!
To create my SVORT I began by designing a custom SVO data format, allowing for a compact data representation and efficient traversal. After that, I needed something to actually render, so I wrote a 3D model to SVO converter, allowing me to convert textured 3D models to my custom SVO format. Once all of that was done, it was time for the ray tracer itself. The most complex part of the ray tracer was figuring out a way to efficiently traverse the SVO on a GPU, but in the end I got everything working smoothly, and was able to render scenes at a scale of 4096^3 voxels with 24 bit colour (192GB without compression) in real time on a card with 8GB of VRAM.

Custom CPU Design.
Another subject that I enjoy is custom CPU design. Whether it is in Minecraft or a logic simulator, I have always found this area fascinating. The project I took the furthest started with designing my own Instruction Set Architecture. Though next, rather than stepping into a logic simulator, this time I wrote an emulator with an output terminal, along with some initial bytecode for testing. Once I had verified that it was working, I proceeded to write an assembler to ease the process of writing code for the CPU. That was all well and good, but for this one I decided to take it one step further. Buying a cheap FPGA development kit, I decided to bring my CPU into the real world. Writing the implementation for the CPU out in Verilog, along with an interface for the UART transceiver, I managed to get my custom CPU running and communicating with a terminal on my computer, bringing the project to a satisfying conclusion.

Throughout all that I've worked on, computer science has always held a special place in my heart, and when I came across Logic World, I knew I had found something I just had to be a part of.

As part of the Logic World team, my primary contributions will be improving performance and efficiency, and the occasional fancy algorithm to add a new feature.

Ecconia

Ecconia is the biggest superfan of Logic World there ever was. For years he's been building incredible machines in the game, creating dozens of spectacular, joyful mods (not to mention creating modding tools and frameworks), hosting servers, helping newbies get on their feet, and one time even re-coding the whole game from scratch in Java. The years-long dedication he's had to Logic World is awe-inspiring, and it's only natural that he now joins the dev team to drive the game's success in the most direct way possible.

Ecconia understands deeply what makes Logic World good, where exactly it's lacking, and just what needs to happen for it to fulfill its potential and be the best it can be.

Heya, I am Ecconia.

I live in Germany, studying Computer Science. My primary hobby is ice skating. I like to write big messages.

I started doing boolean logic circuits as a young boy on the playground, drawing a Full Adder circuit into the sand. Eventually that led me to Redstone, but I never felt happy there. There were many inconsistencies and weird unintentional behaviors.

But being active in such a community brought my attention to
Logic World
: a boolean logic simulator, which did not give me nightmares. Being fascinated with the game and waiting for the Early Access release, I consumed all information about the game there is -- reading all LWW posts, watching all related videos -- which gave me a lot of insight.

During the long time of waiting, I started the OpenTUNG project, which basically is a rewrite of LW's alpha version without the bugs. But now that LW is released, we're all using LW, so I'm no longer working on OpenTUNG.

Being a programmer and gamer/modder, after some time I got annoyed by a certain bug in Logic World: it was not possible to automatically noclip when flying without freezing the game. I wrote a mod which fixed this bug, making it possible for me to enjoy LW more. If you've ever done game modding, you know it's a dangerous rabbithole. Once you start ... there is no going back.

At first I made simple mods like DisableCollision, but I soon moved onto really ambitious mods like CustomWirePlacer -- a mod that fully replaces the vanilla wire drawing to add 2D wire placement support and much more. In my eagerness to explore all the possibilities and features of modding I got to know all core code of the game.

Btw, my ultimate goal in LW is to build a computer which I can write programs for from inside the game. Starting with a capable typewriter to input assembly code...

As part of the Logic World developer team I am going to squish bugs and enhance the moddability of the game. I am excited to be part of the team and to discuss and develop things together, to make solutions even better. Let me be a gateway for modders to suggest API features. Happy :)

GHXX

GHXX is a brilliant engineer, both within Logic World and beyond it, who pushes the boundaries of this game like nobody else. He has an incredible amount of skill and knowledge across technical domains, and he applies it to this project with invigorating fervor. In-game, he creates intricate yet expansive machines that I adore -- so much so that I used screenshots of them in the 0.91 release blog.

GHXX's excellence and passion are constantly pushing me to be a better developer, and shaping Logic World into a better game.

Hi, I'm GHXX, a self-taught programmer, with around 10 years of experience in C# (the language that Logic World is primarily written in) and a varying, but smaller amount of experience in a plethora of other languages. I also like to reverse-engineer code, even on the assembly level and, of course, play modded games.

Over the course of this timespan I have written many mods/tools for several games (Rimworld, KTaNE, Cookie Clicker, Garrys Mod, Factorio, Logic World and others), and even some modloaders/tools that make modding a whole lot easier for some games.

My most intensive reverse-engineering project to date is my modding interface for a very nice chess-spinoff game called *5D Chess With Multiverse Time Travel*. My interface adds a bunch of features to that game and enables easy modding of it, with zero modifications to game files, by patching the code at runtime -- and it's even quite stable. I'm proud of this project but it came at the cost of spending well over one hundred hours digging through compiled C++ code.

I have also created a few Logic World mods and personal dll patches back in the day for 0.90.3 which addressed a few problems when playing on pretty large worlds. In fact, all of those mods/patches, with the exception of my TCP Bridge mod (which I should probably update at some point as it is currently sitting on 0.90.3, despite likely working for 0.91.1 anyway), were actually just created so that a dear friend of mine, known as 00asdf, and I could continue extending our gigantic world, containing just under 2 million components, which we have been building ever since we purchased Logic World on Steam.

Generally, what would happen is that we would play, then face some kind of performance roadblock, at which point I would leave the server and investigate and mod around the issue, so that we could continue expanding. The ability to add fixes directly to the game, rather than having to cook up a modified dll or a harmony mod is the main thing that got me interested in helping out with Logic World.

I am very grateful to be part of the dev team, as the collaboration between all of us will hopefully lead to a much much more performant version which enables everyone, including myself, to create ever bigger and more ambitious builds.

I love this freaking team. What an amazing group of humans.


A New Update

We've been cooking up a new game update for you! Logic World v0.91.2 will be dropping next Wednesday, December 20 on Steam and https://mousehatgames.itch.io/logic-world. This is a jolly little update containing large performance improvements, some better building mechanics, tons of bug fixes, and a whole bunch of other miscellaneous goodies. It's the first update that all five of us in the new core dev team have worked on.

As usual, the full detailed changelog for v0.91.2 will be posted here on this blog when the update comes out. To make sure you don't miss it, sign up for our fabulous newsletter.


A New Engine

Unity just kind of sucks in general and it keeps getting worse and we all hate working with it and recent events have made it clear that as an organization Unity cannot be counted on to not do terrible awful horrible crap that completely screws us over. We want Logic World to be built on a tech stack that we love and have confidence in; we want the future of our game to be secure and within our control; maybe most importantly, we want our experience of working on our game to be as pleasant as possible, so that we feel joy when we open the project, rather than dread as we are forced to wait for ten minutes for Unity's goddamn progress bar to do god-knows-what.

With all this in mind: update 0.91.2, coming next week, will be the last version of Logic World built on the Unity engine (unless we need to push a hotfix). Once 0.91.2 is out, we'll be devoting ourselves to porting Logic World from Unity to Godot: an open-source, community-driven game engine with a bright and gleaming future.

We evaluated many options for the new engine before settling on this one. There are a lot of reasons I love Godot, and we'll probably do a full development blog dedicated to the upsides of this engine, but in short, Godot is:

  • fun to work with,
  • NOT UNITY, and
  • free and open source software, so once we've moved our game to Godot we will truly own it and have control over it.
The work to port things will not be fast or easy, but it's the best move for our long-term future. I've been looking for years for an opportunity to get away from Unity, and now is finally the right time.



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



I love Logic World so much. I'm excited every single day to wake up and work on it.

We'll see you next week for update 0.91.2. We'll see you in 2024 for many exciting development blogs and huge new game updates on our glorious new game engine.

We are Mouse Hat Games, we are stronger than we've ever been, and we are going to build the greatest circuit simulation video game ever made.

Thanks for reading. It's the privilege of a lifetime to make this thing for you.

Jimmy Cushnie
Creator of Logic World

Archmage Rises - philmacnevin
FIXED:
  • Fixed a bug related to quest givers that could potential prevent save games from loading (thanks to Ashpeef for the bug report)

IMPROVED:
  • Added option to disable rivals when creating a new game (requested by TakeMyLunch)
  • Improved text highlighting during NPC dialogue to recognize more opportunities to highlight keywords
Dec 14, 2023
Striving for Light: Survival - Deventide
Thanks for all your valuable feedback! This update features a rebalancing of the endless game mode as well as adding plenty of new additional stats to a lot of weapons which did not have stats until now. This should open up new weapon/skill synergies.

Improvements:
  • Plenty of weapons have received additional stats that should open up new weapon/skill synergies.
  • Improved description for projectile shield and how it is scaling.

Balancing:
  • Endless Mode Rebalancing: Boss enemy hp scaling has been massively reduced. Enemy hp scaling in endless mode has also been further reduced
  • Improved enemy and boss spawn patterns to better match the map environments.
  • Descent map now has Izamuth as endboss
  • Stonehold now has Gride as endboss
  • [Melee Weapon] Shortsword companion damage: 10 -> 5
  • [Melee Weapon] Greatsword crit chance: 5% -> 10%
  • [Melee Weapon] Scythe crit chance: 0% -> 5% , Movementspeed: 0% -> +5%
  • [Melee Weapon] Spear crit damage: 0% -> +10%, Condition damage: +5 -> 0
  • [Melee Weapon] Bleeding star condition damage: +0 -> 1
  • [Melee Weapon] Amber condition damage: 0 -> 5
  • [Melee Weapon] Ripping Axe condition damage: 0 -> 2
  • [Melee Weapon] Candy Cane collect range: 0 -> 10%
  • [Range Weapon] Dark Staff crit damage: 0 -> 10%
  • [Range Weapon] Ice Staff companion damage: 0 -> 1, condition damage: 0 -> 1
  • [Range Weapon] Bow crit chance: 0 -> 5%
  • [Range Weapon] Focus area of effect: 0 -> 10%
  • [Range Weapon] Emerald Staff companion damage: 0 -> 2
  • [Range Weapon] Lightning Staff crit damage 10 % -> 20%
  • [Range Weapon] Ice Focus condition damage 0 -> 5
  • [Range Weapon] Slingshot crit damage 0 -> 10%, movementspeed 0 -> 10%
  • [Range Weapon] Unstable potion condition damage 0 -> 2
  • [Range Weapon] Cinnamon Star collect range: 0 -> 10%
  • [Range Weapon] Bear Caller companion damage: 0 -> 2, area of effect 0 -> 5%
  • [Range Weapon] Darokin's Staff area of effect 0 -> 10%
  • [Melee Weapon] Frozen Vessel area of effect 0 -> 10%, movement speed 0 -> 5%
  • [Melee Weapon] Ballistic Barkwood collect range: 0 -> 20%
  • [Range Weapon] Blazebolt movementspeed: 0 -> 5%
  • [Range Weapon] Woodweaver crit chance 0 -> 10%, movementspeed 0 -> 15%
  • [Melee Weapon] Earthshaper collect range 0 -> 15%, crit damage 0 -> 25%
  • [Range Weapon] Throwing Spear area of effect: 0 -> 15%


Fixes:
  • Fixed typo in hammer weapon description.
  • Fixed clipping streamer tooltip
  • Fixed cave map not unlocking if the achievement was already unlocked pre-release

Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
SNAKE FARM - HEATHER FLOWERS
Hey, snake farmers!

I'm excited to announce that the next FREE expansion SNAKE FARM: ECONOMIES OF SCALE will be launching on January 8th! It's a fresh new year and we'll be coming into it with style.

As a treat (and for your speculation), here's the full item list for the expansion:
  • Scythe (main weapon)
  • Ammonia
  • Barbed Wire
  • Compost
  • Fallow Fields
  • Patience
  • Polluted Water
  • Snail Shell
  • Ten-Gallon Hat
  • Tooth Bomb
Snail Shell is the suggestion of the Great SNAKE FARM Speedrunning Contest winner, Snail! You can check out the full contest results here.

In addition to these new items, this expansion will feature ten new snakes, some balance changes, some new accessibility features, and eight or so new achievements. Lots of content for ZERO additional cost!

As a reminder, ECONOMIES OF SCALE will also be featuring two new packs: the WORM PACK, which has you racing against the clock in a barren wasteland, and the CHAOS PACK, which combines all content from every pack! It's a gigantic mess and a ton of fun.

That's all for this time! What do you think those items do? Which ones will be so powerful they immediately need patching? What snakes are you hoping for in the upcoming expansion? Enjoy sssssssssssssssssssssssssssspeculating! 🐍🐍🐍🐍🐍🐍
Dec 14, 2023
Primal Carnage: Extinction - dinosauriac
Primal Carnage: Extinction is now playable on Nvidia GeForce NOW!



A cloud streaming platform, Geforce NOW allows you to play games you already own anywhere you go by remote streaming them from Nvidia's servers. We've had a few very vocal people requesting this for quite a while, and Nvidia finally added support on their end this week.

Provided you have good wifi, it's a viable alternative for those who may have lower end PCs or laptops that cannot handle running the game at high settings.


Steam Deck Verified!

We're excited to have PCE playable in as many places as possible, and with our most recent review by Valve the game is now fully verified for Steam Deck, which makes us officially Great on Deck!



Steam Deck uses a custom graphics configuration for the best performance, and there have been many tweaks to controller support recently. We've added virtual keyboard text entry for item and nametag descriptions on Deck, improved general gamepad options, and the readability of menus & text when not close to the screen or using a handheld.


Thanks for playing!

-The Primal Carnage Team
Onward - SyrinSong
Happy December Community,

As 2023 is wrapping up, we are going to be doing this month’s Sitrep a little differently. We want to take time to reflect on everything that has happened this year, showing a summarized view of all the major updates we have made to the game. In the Community Center we will look at some of the improvements to player interactions we have made and different community events people have participated in. Additionally, we will be showcasing some of our devs’ highlights from the year in the Devs’ Desk section.

The Downpour Interactive Team will be taking time off for the holidays to spend time with family and friends. The office will be closed from 12/20 through 01/02. This includes community & support. If you are looking for support during this time, please check our FAQ or our official Discord.

2023 - Code Name: W.O.L.F

W. hat will have the most impact
  • What parts of the game can we work on for a large number of our players?
O. ffer assistance
  • How can we develop features to solve the problem(s) the players are having?
L. ook for opportunities to expand
  • Can the feature be expanded to give more to the players?
F. ortify with testing
  • Does this feel like a good solution?
Some of the major features that you saw come into the game in 2023 were the result of us taking the opportunity to be a bit more flexible and stretch our creativity. We wanted to develop new things while also taking on difficult challenges. The team started to look closer at major requests the community was asking us to address. Working closely together to review these topics, having amazing discussions, and forming solid plans for how to move forward; This was the year’s result:

New Features
  • FOUR New Weapons (MP7A2, SR-2MP Veresk, M240L, & Ultimax 100 Mk3)
  • THREE New Maps (Egress, FOB Bassett, Cargo: Night)
  • Regional Servers Implementation
  • New Animations & Movement system (for Player & Bot Models)
  • New Tent Hub and Tent Interactions
  • New Watch Design and Watch Functions
  • Scores & Global Leaderboards (Shooting Range & FOB Bassett)
  • New Glove Models
  • New Game Mode (Fire Fight)
  • New Main Menu Environment
  • Loadout Expansions & Cloud Saving (Quest & SteamVR)
  • NEW NVG Goggles & Filter Colors (Amber Phosphor, White Phosphor, Green Phosphor, and Digital)
  • New Night Mode Equipment (IR Strobes, IR Lasers, Chem Lights)
  • Added Basketball - Freeroam Mini Game
  • Added Quest 3 Graphics & Performance Support
  • Weekly quick play rotations for PvP and PvE modes
Major System Improvements
  • Added Ability to Simultaneously Hold Weapons in Both Hands
  • Improvements and Re-design to Social Game Modes (Gun Game, One in the Chamber)
  • Update to Game Engine
  • Redesigned Gunstock Calibration
  • Updated Tutorial & Training
  • AI Refactor & Co-Op Adjustments
  • Improvements to Night Mode Equipment (Flare Gun, Laser Sights)
  • Updates to Environment Graphics & Parity
That’s a lot of big features that got added! Not to mention there was a ton for quality of life improvements and bug fixes not included in this list.

From the Devs’ Desks:
Our developers are the unseen and unspoken heroes behind all the features, updates, and fixes you experience in the game. A passionate team filled with people who have been at DPI and working on this project for several years. We all have different playstyles and skill levels in Onward. This gives us a unique opportunity when we design, develop, and test features. It allows us to look at the wider player base and not focus on any one style or skill set. We also take time to play with the community to make sure we are in touch with what players are looking for.

With the studio now being a smaller team, we have looked critically at our development process and doubled down on prioritizing things that we believe will be the most impactful to the players and continue to push the game forward. This has truly shown how talented and dedicated this team is to making Onward one of the greatest VR tactical shooters.

“The AI refactor has been on my to-do list since the Quest port. Co-op is a large player group, but most of our past updates focused on PvP so it’s nice to do something for them. New navigation and waypoint systems, new cover systems, and moving to a simpler and easier to expand behavior system allowed us to get more bots on Quest than we used to on PC, bring back weapon dropping, and create a better balance to difficulty. We now have a solid foundation to improve future PvE content.”
Dan - Engineering & Environments

“My favorite feature I worked on this year was probably Procedural Gun Game, but that's because I'm a sucker for procedurally generated content. But I think overall, the IR Strobes in night mode are more impactful. They aren't as large as, for example, the leaderboards, but they stand out to me because of how relatively quick they were to implement versus how big of a difference they make in how night maps are played.”
Brian - Engineering

“I have two favorite features that I worked on this year; one was the scanline effect for night vision. Adding them felt like I completed the night vision effect after all this time. My other favorite feature was updating the player gloves. Replacing the old gloves while not affecting any of our animations was a challenge, but the impact of having distinct faction specific gloves in the game was well worth it!”
Guzzy - Art

“A lot stands out to me this year, and going through the list has made me take a step back to see the bigger picture. Despite the challenges that 2023 served up, we’ve managed to hit every single internal release deadline for Onward. Some times more comfortably than others, but we did hit them. And we delivered a lot of fresh content and gameplay while doing so.”
Kasper - Production

“One of the things that I really enjoyed was designing and planning all the unique UI elements for the new …. Oh, we can’t mention that yet? Sorry.”
Whoops - Canary

We are looking forward to sharing more about what is being developed in the January Sitrep.


Community Center:

Hey Everyone! SyrinS0ng here, your friendly fire Community Manager.

“My favorite thing in 2023 was seeing the team work hard on features that would really benefit the whole community. Things like Server IDs and the FOB Basset map, gave players easier ways to connect and meet others. I strongly believe that forming bonds and friendships is always an important part of gaming.”
SyrinS0ng - Community

Seeing players connect while in and out of the game always brings me immense joy. 2023 was a great year in the community. Not only did the team include some very important in-game community driven features, there were also lots of events and custom maps for players as well. I wanted to highlight some of these major events and features.
  • Developers making improvements to reporting tool to cut down on toxicity
  • Developers adding Server IDs so players could quickly find and connect to friends, regardless of platform
  • Custom Map Makers added 82 New Custom Maps to the game, providing fun new environments to play on, or hang out and practice with your squad
  • The VRML competitive league had a successful Season 15 with 1227 players in 70 teams, which amounted to 561 matches to compete for the winning title and prizes
  • VR Charity ran 2 amazing charity events raising just shy of $10,000 to help charity programs for causes like Make a Wish & Suicide Prevention, with hopes to do even more next year
There are lots of ways to connect with other players for a variety of different playstyles. Whether it’s for high scores, creating content, or a good cause; having those moments where you play some amazing matches and you want to keep going until your headset dies is a rush we hope everyone gets to experience while playing. It’s what we will continue to strive for.


Happy Holidays!
~ Downpour Interactive Team
Dec 14, 2023
Cosplay Club - Behold Studios
Hey! We just wanted to quickly fix this terrible bug where you would not get any Money reward from completing quests or defeating random encounters. That's such a bummer that we had to fix it right away.

I hope you all enjoy the game!
Empires of the Undergrowth - Mike
Finally, doing the achievements in the beta will count on Steam! The 100+ new ‘chieves have been properly hooked up into Steam’s systems and will now register permanently if you get them during the optional beta.

Remember: Steam achievements are permanent and cannot be reset once accomplished.

If you’re not participating in the beta yet and would like to, please see the initial post for instructions on how to join: https://store.steampowered.com/news/app/463530/view/6939545579750168983

Changes
  • New achievements will now be registered on Steam! They’ll need to be repeated if you’ve done them in the optional beta already
  • All achievements now have lovely new square icons
  • Extremis now uses newer ability icons
  • Singular enemy spawning in freeplay increased when day / night cycle is disabled
  • Level 3 leafcutter mediae & majors can now remove a phorid fly ever 2 minutes (down from 3)
  • Several changes to Festive Spider:
    • Early game a bit less difficult with more food
    • Waves rebalanced in several spots
Fixes
  • Fixed a bunch of achievements that weren’t triggering properly
  • Fixed a problem in Festive Spider where an upgraded tower could be knocked back
  • Moved some food in demo level The Nest to keep it out of a cavern wall
  • Imprisoned leafcutter plant spawns repositioned to ensure full leaf access
  • Minor improvements are now applied to fire ants at point of purchase
  • Adaptations panel jelly value will now update on purchase of minor improvements
  • Larger velvet worms can now be climbed properly
  • Fixed a crash that could occur when a creature firing a projectile was deleted before the projectile lands
  • Imprisoned now uses a different UI timer to prevent interference with other timers
Lords of the Fallen - Boti


Glad tidings, Lampbearers of Mournstead,

… for the ‘Season of Revelry’ is upon us! - a two-part bumper update spread over this week and next, bringing with it a whole smorgasbord of goodies, including new questlines, festive armour sets, some highly-requested QoL features, seasonal decorations, and much, much more!

As stated many times previously, we cannot overstate our appreciation of your ongoing support, passion and dedication since our launch in October, and hope our roadmap of free content goes some way to express this gratitude. We’ve released over 30 post-release updates, with plenty of updates and nearly all of which have contributed towards today’s stability and performance, in addition to the many refinements to overall balancing. We’re extremely pleased with the result, and couldn’t have done it without the help of you, our community of Crusaders. So raise your lanterns, one and all, and let the Season of Revelry begin!


Update 1: Offerings of Orius - Out Today
  • Spell Pack #2 - The second of our two post-release Spell packs lands today, and includes the arena-devastating Immolation, Brother Knight’s Radiant Shield Throw, and the ability to shoot skin-piercing icicles from your fingertips.
  • New Projectiles - Give the gift of Blood Vomit this holiday, one of three new projectiles, alongside Explosive Mines and Frost Worms.
  • New Boss Weapon Abilities - Up until now, the Lightreaper’s Dual Blades, the ol’ Pieta and Elianne sword combo and the stick had secret abilities. But seeing how popular these have been, we quickly got to working on adding secret abilities to ALL boss weapons, including an eruption of bouncing flame from the Cleric’s Greatsword, and the power to shoot a torrent of burning blades with the Sundered Monarch Greathammer. But… you will have to perform certain ‘tasks’ in order to unlock these devastating secret attacks.
  • Holiday Decorations - Yes, even the heinous hordes of Adyr take the time to spread a little seasonal joy, lovingly bedecking the Vestiges they patrol so vehemently in festive decor!
Update 2: Trial of the Three Spirits - Out Next Week
  • Trial of the Three Spirits - Three new questlines, three new armour sets, three new weapons. Each representing one of the three factions - Radiance, Rhogar, and Umbral - more will be revealed next week as to what arduous ordeals you’ll need to overcome in order to reap such splendiferous rewards.
  • Mirror of Distortion - One of your most highly-requested features, next week’s update includes a questline the successors of which will unlock a mysterious mirror possessing the power to alter your very physiognomy. You’ll be able to alter your body shape, gender, skin tone, hair colour, and facial features, and name.
  • New Grievous Attacks - Every family of weapon now has two unique finishers; one for single handed wielding, and one for two handed wielding.
  • Storage Box - Another item that’s been extremely high on your Christmas wishlist, we’re delighted to confirm that Skyrest Bridge will be graced with a Coffer next week, where you can deposit up to 2000 items helping to free up your inventory space.
  • Gamepad Rebind - Clearly on Santa’s good list this year, you’ll also be receiving the ability to rebind your gamepad, having been able to remap mouse and keyboard since launch.
  • SNOWBALLS! - A fourth new throwable, the festive season has well and truly arrived in Mournstead in the form of throwable snowballs. Throw them at enemies or invaders alike, until they frostbite.
Please find this week’s full patch notes below, and we hope you enjoy the new content!


[h4]New Spells & Throwables[/h4]

Embrace the array of 6 new spells and 3 throwables now accessible across the three factions. You have the opportunity to acquire them by defeating their wielders.

Imbruing Chalice

A throwable chalice filled with blood which inflicts bleed buildup and smite buildup.
Lambent Feint

Perform a quick step backwards before firing an arrow of Radiant magic which inflicts holy damage and smite buildup.
Smiting Shield

Hurl a shield of Radiant magic, inflicting holy damage.
Explosive Snare

A throwable mine which explodes if stepped on by an enemy, inflicting fire damage and burn buildup,
Incinerating Blast

Charge up then launch a flaming projectile, inflicting fire damage and ignite buildup.
Seared Soul

Summon a Seared Soul who will rush in the direction of an enemy before exploding, inflicting burn buildup.
Bursting Grub

A throwable Umbral creature which bursts, inflicting wither damage and frostbite buildup.
Hibernal Cleave

Swing an axe of Umbral magic, causing a line of damaging ice formations to erupt from the ground and inflict frostbite buildup.
Puncturing Hail

Launch a trio of airborne ice projectiles which inflict frostbite buildup.
Please note that these spells will not count towards the Radiant, Inferno, or Umbral Adept Achievements.


[h4]Farmable Faction Shrines[/h4]
  • By popular demand, you can now farm the faction shrine currencies out of elites of every faction. It's a rare loot drop, but can be farmed without engaging with multiplayer systems, and using paws for additional drop-rate.

[h4]Quests[/h4]
  • Fixed an issue with Kukajin's quest that could prevent players from finishing it. Please be aware that this change does not fix existing savegames automatically, you will need to defeat an additional boss where she can help, for it to be unlocked. It also prevents the bug from happening ever again. - Thanks Fhuryn for providing the save game, which helped us track down and fix the issue quicker.

[h4]Multiplayer[/h4]
  • Improved the multiplayer online experience to be more reactive. As a result, this change will now allow players to easier dodge enemy attacks and not get stun locked.
  • Fixed an issue that prevented Charred Finger to grant increased rewards upon completion.
  • Added missing collision to moth walls in Pilgrim's Perch.
  • Adjusted invasions areas and moth walls to prevent invaders getting trapped near the castle in Fief of the Chill Curse.
  • Disabled an invasion area in Pilgrim's Perch and adjusted moth walls accordingly.
  • Adjusted Crimson Rituals to prevent door interactions throughout the whole encounter.
  • Fixed missing visual effects on moth walls near the entrance of the Sunless Skein Mines.
  • Enlarged moth walls to prevent players from leaving the Crimson Ritual in the ice tunnels in Fief of the Chill Curse.
  • Fixed an issue that could cause the animations of Reinhold the Immured to play incorrectly while in multiplayer.
  • Fixed an issue that could cause the coop partner's resources and buffs to reset after a forced teleport to the host.
  • Fixed an issue related to cooperative multiplayer where the client could be teleported to the host unexpectedly even after being teleported to the host at the beginning of a boss encounter.
  • Fixed an issue that could cause the client's UI to partially become unresponsive upon assigning items to the quick access slots during a multiplayer session.
  • Fixed an issue that could cause the coop partner to recover all resources after being revived or teleported to the host.
  • Fixed an issue that could cause the coop partner to be affected by their own Umbral type spells.



[h4]Collisions[/h4]
  • Fixed an issue where players could leave the boss encounter of The Hollow Crow by jumping on branches in the back of the arena.
  • Added missing collision to Umbral walls in Depth.
  • Fixed a collision issue that could cause players to fall through the world in Mother's Lull.
  • Fixed collision issues with an Umbral wall in the cellar in Manse of the Hallowed Brothers.
  • Fixed a collision issue to prevent players from accessing unintended areas near the market in Upper Calrath.
  • Added missing collision to Umbral assets near a ladder in Sunless Skein Mines.
  • Fixed a collision issue to prevent players from accessing unintended areas near the entrance of Sunless Skein Mines.
  • Fixed a collision issue to prevent players from falling through the world next to the gate leading to Fief of the Chill Curse.
  • Fixed a collision issue that allowed players to skip the Blessed Carrion Knight Shanisho boss encounter by jumping on a brazier and then bypassing the moth wall.
  • Fixed an issue where the player character could clip through Umbral assets next to the Vestige of Hooded Antuli.
  • Fixed a collision issue that could cause players to get stuck on crystal structures near the last Conflagrant Seer in Bramis Castle.
  • Fixed a collision issue that could cause players to fall through the world near the Umbral puzzle at the second part of Pilgrim's Perch.
  • Fixed an issue to prevent players from accessing unintended areas at the beginning of Revelation Depths.
  • Fixed an issue where the player character could clip through Umbral assets near the fence behind the ruins in Revelation Depths.
  • Fixed several Umbral collision issues near the ruins in Revelation Depths.
  • Fixed a collision that could cause players to fall into an inaccessible area and get stuck near Revelation Depths.
  • Fixed collision issues caused by a net in the flooded room in Sunless Skein Mines.

[h4]Audio[/h4]
  • Increased the audio volume of The Iron Wayfarer to be more in-line with the game's audio levels.
  • Added door closing sound effects to the elevator in Cistern.
  • Adjusted and improved the sound effects of The Lightreaper.
  • Improved the explosion sound effects in the second phase of Judge Cleric, the Radiant Sentinel.
  • Added new sound effects to the second phase of the boss encounter with The Lightreaper.
  • Added missing sound effects to the ranged attacks of Blessed Reflection.
  • Added missing sound effects to the explosions caused the weapon abilities of Pieta's Swords.
  • Added ambient bell sounds to the area in The Empyrean.
  • Legendary Edition now has its own main menu score.



[h4]Bosses[/h4]
  • Fixed an issue that could cause the Blessed Carrion Knight Sanisho to drop the player's vigor rather than absorbing it when killing the player.
  • Fixed an issue that allowed players to skip the boss encounter in the Cistern and get the item from the Umbral container by quitting out mid-fight.
  • Fixed an issue that could cause the The Hushed Saint to lose player focus after defeating a summoned NPC.

[h4]Visuals[/h4]
  • Fixed an issue that caused the Lucent Beam to be invisible.
  • Fixed a visual that could cause the whole area to disappear near the Shrine of Adyr.
  • Fixed an issue where the player character could clip with Umbral assets in the library in The Empyrean.
  • Fixed an issue where the player character could clip through Umbral assets in Lower Calrath.
  • Added physical materials and movement to the bells in The Empyrean.
  • Fixed an issue where throwable items did not affect the water surface in any way.

[h4]Gameplay[/h4]
  • Fixed an issue that could cause the player character to play the moth wall enter animation while dying.
  • Fixed an issue that could prevent water to deal damage to enemies and players.

[h4]Runes[/h4]
  • Fixed an issue with the runes Mhakev and Dhalwe now working properly on certain weapons.
  • Fixed an issue that prevented players from socketing runes using keyboard input in Gerlinde's shop.

[h4]Other[/h4]
  • Fixed an issue that could display the wrong character level when using a Rebirth Chrysalis in a specific way.
  • Fixed an issue that prevented players from discarding some items.
  • Fixed an issue that prevented Umbral eyes to be droppable.
  • Additional pass to reduce the number of actors casting shadows (small objects and minor details) in Abbey of the Hallowed Sisters. No loss in quality.

[h4]Hotfix 398[/h4]
We've identified an issue with multiplayer connectivity and crossplay, which prevented some players to properly use the online functionality of the game resulting in failed automatic online log ins and increased matchmaking disconnects. We identified the issue, fixed it, ran internal tests and decided to hotfix the game today. Thanks for reporting and your continuous support.

[h4]Updated Roadmap[/h4]
While the entire studio continues to work incredibly hard on our Free Content Roadmap, we decided to release the NG+ modifiers early next year, to ensure the very best possible quality. We thank you for your understanding, and look forward to sharing more information shortly.

In Light we Walk.

Virtual photographies in this post are courtesy of @KeenEyeVP - created with the in-game 3D Photo Mode


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