- Added pathfinding system to bases. - Added scramble behavior to docked pier vessels. - Added pier avoidance for player squadron. - Increased night brightness autoexposure effect. - Added auto unfastforward when player is under threat.
Overmap
- Assault size limits and unique targets. - Engagement preview clipboard will now update and also add first time seen target items in the target list. - Engagements will now actively pull in all groups within a 5km radius on the world map, but not in battle.
General
- Added remappable torpedo secondary slot keys. - Added rebindable fast forward keys. - Added invert Y axis option for in game camera.
Bug Fixes
- Fixed map zoom continuing to work despite pause screens. - Fixed acoustic torpedo confusion at piers, lock on prevention due to terrain. - Fixed binoculars remaining active after leaving engagement. - Fixed no spawn protection for player when they are oriented towards the enemy on the map. - Fixed squadron boats attempting to sync camos with player boat even if it is a different class. - Fixed going back to title screen and back not clearing more recent messages. - Fixed bad sizing for Campaign Victory by Points/Territory messages, localization not wired. - Fixed localization not being wired to new popup title. - Fixed physics breaking on long pauses. - Retouched pier spawn location system.
Happy festive season everyone! We plan to introduce a new update to the demo around December 1st. Here are some new things we're adding.
Persistent progression
In this update we plan to focus on adding some additional persistent progression upgrades to the game where you'll be able to empower yourself using a mysterious substance brought back from the ship.
Grandma!
A new NPC is also arriving to the farm! Grandma (whodoesn't have a name yet) will be present to help the player throughout the runs
New map
And finally we plan to better show the place where the player is fighting so we will be adding an environment map!
There is something about the idea of 'accumulation' in writing that has always appealed to me. It's not just about the day-to-day stubbornness of the craft—writing two or three pages a day—where, in a short time, you have a novel. Rather, it's the notion that accumulation can be used to justify anything.
I've never been attracted to the elegance of simplicity. Given a choice between minimalist industrial designs and complicated Goldberg machines, I don't hesitate for a second. Exacerbated complexity, redundancy, and gratuitousness are pillars of the kind of art I like the most.
In computer systems development, there is this concept of "refactoring," a procedure by which a developer optimizes code so that it does the same thing but in a more efficient way.
Faced with the idea of refactoring—which etymologically is nothing more than re-considering the elements of the code—I propose the idea of "accumulating." The code is not optimized; more code is written to keep the system doing the same thing.
This same principle guides the writing of our Pixel Pulps. When I was quite a bit younger, I read about the Finite Rules Paradox. Basically, this paradox posits that predicting the next element in a series is impossible because new rules can continually be added to justify any progression. For instance, 1-2-4-8-16... 32? But why not 999? There exists a rule—undoubtedly more complex—that can rationalize 999 or any other subsequent element.
Writing, then, is nothing more than adding rules to be able to narrate anything.
-- Bahnsen Knights is out now... You can even try out the demo if you would like a little taste before delving fully into the world of Pixel Pulps!
Added a weird sideways staircase level to level 370
A secret sublevel has been added to level 370! This level is merely a dark version of level 998's staircase, but turned 90 degrees on its side. Very trippy.
Added a christmas tree and wreath to the frontrooms
It's the christmas season. In the last update we made partygoers wear hats, and now we bring more christmas decor. This will be the last week to access it!
Removed level 4 brick spam
This was a strange feature where you could shoot a spot on level 4's wall to get bricks. This has been removed.
Turned up level 7 voiceline's volume
Previously, it was very silent. This is fixed.
Added haptics to many objects
Revolvers, lighters, torches, glowsticks, and other items now have haptics for interaction.
Made doors slightly taller
Doors used to be around the player's standing height, now they are taller.
Added a resubmit button to the questionaire
Once you submit the questionaire in the tutorial, there is now a resubmit button that you can press.
Scrap gun now needs to have the ejector pulled open
The scrap gun seemed to be too simple to operate. Now, you have to pull open the ejector, increasing reload time.
Improved sandbox item menu hit detection
Selecting items on the sandbox item menu is no longer as buggy.
Lessened the cooldown between changing channels on the radio
We have been hard at work this year, bringing lots of new features to Wolfpack, and we really wanted to release all of them for you this christmas. However, our testers discovered a big network bug just a few days ago, which desyncs the client for a few minutes each time it occurs.
Despite our best efforts, we were unable to resolve it in time for this release. Addressing this issue will be at the top of our list after the Christmas holidays.
We have decided to release the current build on the public beta branch anyway, so that you can see the progress we are making. Going forward we will avoid extended periods of private/closed betas, and push updates to the public beta instead, so that everyone can see and test new features.
You can find instructions on how to access the beta branch at the bottom of this announcement. Disclaimer: For those of you who intend to try multiplayer regardless of our disclaimer, testers have reported that setting wind speed to 1 produces much more stable network conditions at the moment.
For a detailed overview of the exciting new features introduced in this update, please refer to the non-exhaustive list below.
We sincerely appreciate your patience and understanding during this period and extend our warmest wishes for a fantastic Christmas and joyful holidays!
Thank you, The Wolfpack Team
Two Completely New Crew Slots
We've expanded the crew capacity, allowing for a more dynamic and immersive gameplay experience. Now, you can enlist a larger team to manage various aspects of the submarine.
Completely Remade UI
A comprehensive overhaul of the user interface provides a more intuitive and visually appealing design, enhancing the overall accessibility and ease of navigation for players.
Updated Voice and Sound
Immerse yourself further in the undersea environment with enhanced audio quality. The updated voice and sound systems contribute to a more realistic and engaging gameplay experience.
Updated Interior Model: Conning Tower, Radio, and Sonar Room Models
We've meticulously redesigned the interior models, including the conning tower, radio room, and sonar room, bringing a new level of detail and authenticity to your submarine exploration.
Support for Full Text Localization
The game is now equipped to support full text localization, providing players worldwide with a more inclusive and personalized experience in their preferred language and the ability to create custom language packs.
Import/Export Missions
Enjoy the flexibility of creating and sharing missions. The new import/export feature allows you to seamlessly exchange mission files with other players, fostering a collaborative and diverse gaming community.
Import/Export Settings
Customize your gaming experience by importing and exporting settings. This feature enables you to easily share and replicate personalized configurations with other players.
New Mission File Format
The introduction of a new mission file format enhances compatibility and ensures smoother sharing and loading of missions within the game - this new mission file format is the groundwork for more expansive and varied missions in the future.
Reworked Radio System
Experience an improved and more realistic radio system, offering enhanced communication functionalities and adding a layer of authenticity to your submarine missions.
Reworked Enigma System
The Enigma system has undergone significant improvements, providing players with a more challenging and intriguing cipher experience during gameplay.
Anti-Griefing Measures
To promote fair play and collaboration, we've implemented anti-griefing measures. Critical system usage is now logged, and player permissions are determined by their rank, ensuring a balanced and enjoyable multiplayer environment. Ranks are assigneable by the crew captain.
Playable Electric Motor System
Dive into the intricacies of submarine operation with the addition of a playable electric motor system, offering a new dimension to your strategic decisions.
Playable Diesel Engine System
Gain more control over your submarine's propulsion with a playable diesel engine system, allowing for diverse and tactical approaches to navigation.
Simulated Battery and Electric System
Experience the complexities of submarine power management with a simulated battery and electric system, adding depth to your strategic decisions and overall gameplay.
Want to know more?
The best place for community outreach will always be on our steam page and in our Community Discord.
Step 1: Right-click Wolfpack in your Steam library.
Step 2: Select “Properties” in the drop-down menu.
Step 3: Select “Betas” in the menu on the left.
Step 4: Select “beta” in the opt-in drop-down menu.
Steam should now prompt you to update Wolfpack to download the new version, if you wish to revert to another branch, you can use the same instructions.
'Tis the season for epic adventures and delightful discounts! Embrace the spirit of winter as Dwarven Realms invites you to embark on an unforgettable journey filled with magic, challenges, and fantastic savings.
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May your holiday season be filled with wonder and epic adventures in the world of Dwarven Realms!
1. Hit flash: added a white flash when hitting enemies. 2. Climates fade: climates are easier to see when they are appearing in a semi transparent state. 3. Limit of maximum value: added a new graphic and tooltip to the maximum value limit of the visual bars. 4. Multiple line Tooltips: added the capacity to display more than 1 line in the tooltips to be able to display longer and more detailed explanations. 5. Terrain effects: speed and damage effects of sector terrains will only increase in sector of higher danger levels. Low danger levels won't have terrain effects so they will be easier.
Fixed:
1. Event window stuck: the event window showed an "accept" button that could not be used so the window never closed. 2. Climates error: when starting a new game after loading a saved game, the game did not load new climates and crashed the game. 3. Symbols depth: resource symbols appeared on top of the event window. 4. Exploration events: events on the exploration screen had errors when closing. 5. Weapon box options: sometimes the options of the weapons box where duplicated. 6. Job sprites: the sprites of the jobs in the planet map did not load correctly. 7. Old save games: when you started a new game in the new version, you restarted the game, and there was an older save game from an older version, the game loaded the older version when it should have just started a new game. 8. Sector reset: when you loaded an older version and after many days a sector got reset, there was a bug where it didn't reset because the game did not load the previously discovered tiles. 9. Duplicate projectiles: sometimes the weapons fired more than they should so the projectiles where duplicated. 10. Invisible enemies: some enemies where invisible. 11. Menu un-pauses: when the main menu closed and a tutorial was running, it un-paused the tutorial when it shouldn't.