Hounds and demons now eat nearby meat and fish in NIGHTMARE DLC. Also decreased scav ghoul AI to get items from 300 down to 50. Fixed a bunch of other little bugs reported on Steam+Discord. Keep them coming. I've accepted the fact that this is now my reality and I will never escape.
Also, I added a bunch of unused objects to the EXTRAS DLC for modders.
New objects: boat2 (motorboat), briefcaseBomb, building26, building27, building28, hill1, hill2, hill3, hill4, hill5, hill6, hill7. New skybox: stormy
SOURCE CODE: -Sentients with no grip limb (no inventory, like hounds) will now immediately use items (like meat) if targeted in scripts. -Fixed "if_itemNear" boolean to ignore objects with tag "coin" or "money".
SCRIPTS: -Fixed Leon dialogue and healing side quest in Ch.5. -Fixed black juice damage resistance (changed outdated "blunt"+"pierce" damage with "melee"+"bullet"). -(NIGHTMARE) Fixed script bug in NIGHTMARE where Fingers wouldn't leave the Scumlands when Lilly dies. -(NIGHTMARE) Hounds and demons now eat nearby meat/fish on the ground (up to 300 units away). -(NIGHTMARE) Implemented AI picking up items in the Spanish translation of NIGHTMARE DLC. -(NIGHTMARE) Decreased distance for ghouls to pick up items from 300 to 50.
RESOURCES: -Set default Steam Deck control configuration in Steamworks. -(EXTRAS) Added new objects, textures, and skybox to EXTRAS assets for modders. -(BATTLES) Corrected some cliff+ground terrain in Panama Farms BATTLES map.
It's been a week since the first of you set foot in Archaelund, and what an incredible journey it's been so far! I'm thrilled to share the best news with you all.
Firstly, the response from you, our players, has been nothing short of phenomenal. Reading so many positive reviews means the world to me, after five long years of developing a classic RPG with so many unique angles. Always wondering if, outside my head, it still sounded like a good idea. The question was always there, hanging. "Yeah but... will it be fun?" and finally I got my answer!
Having said this, please know that I won't fall into complacency. No one sees more flaws and shortcomings than myself, and in case I miss something, I have your invaluable feedback. You have already made the game so much better in just seven days!
Sales have been good, and I hope they'll hold; I certainly want to give the game a more unique look in some aspects, and make it as beautiful as possible. But what's even more astounding is the surge in wishlists – they've doubled in just one week, reaching over 40,000! This surge in interest is very reassuring about the future of the game once it comes out of Early Access.
But I am using too many words, when just one suffices: thanks.
Looking forward, I'm more motivated than ever. Archaelund is going to get much bigger, it is going to get much better, and it's going to be for you to enjoy, forever.
I'm excited to roll out the latest update for ELVERA, bringing some significant changes and enhancements.
New Feature: AFK Detection in Lobby
To improve your experience and minimize waiting times, there's now an AFK Detection System in the Lobby. If you're inactive or if forming a match is taking too long, you'll see a prompt. Click the button to confirm you're not AFK, or you'll be removed from the Lobby. This is to keep the game flow smooth and active.
Reduced Cooldown for Early Match Start Vote
I've heard your suggestions and have shortened the cooldown for Early Match Start Votes. It's down from 90 seconds to 25 seconds now, so you can get into the action faster.
Weapons
Melee Weapons: They're now deadlier and quicker. Expect more intense close-combat encounters. Ranged Weapons (Bows): Prices for bows have gone up, reflecting their powerful long-range impact.
Abilities
Most abilities have been tweaked for more punch in shorter durations. Overall, most abilities have been buffed, offering you more power in the battlefield.
Act 3 is here! And will take you through the sea of grass as you encounter new bosses before arriving at the lone tower!
With 7 more bosses, including the fiery bird secluded in their tower, Beacon! A person who’s sworn off love altogether. And many more interesting fights on the way.
Runs now feel quite sizable with the addition of this act spanning 15-30 minutes each. Allowing for builds to progress to new satisfying heights! I’m happy with the length of runs now, which is good considering…
Act 3 is going to be the last area in Burning Branch, all that’s left is the final confrontation. Which will be coming soon
Vehicle trader - Find the vehicle trader in The Valley. He's able to sell you stuff for upkeep of your current vehicle or a brand new vehicle you haven't found yet
Trash bin buildable - Throw items into here you want to destroy
New vehicle - Charger (Go find it)
Tagging enemies with binoculars - You're now able to tag enemies with your binoculars, this tag will last indefinitely unless you lose line of sight for longer than 60s
New harvestable rock type, the old one is not harvestable any longer
New binoculars UI/texture
You can now toggle if player placed lights cast shadows to increase performance
Added a cap of 36 skill points (Will increase as skills get added)
Improved generator system as it will now every second check if an object requires power, if it does the object will be powered on
Changes to crafting recipes, some include:
Nails now cost 1 scrap metal for 3 nails
Objects like simple fences, reduced in materials, etc
Reduced recoil of all legendary weapons
Zombie can now attack with their left arm, or both. Be careful
Remade trash pile collisions so they're easier to manoeuvre on for both player & AI
Improved accuracy of shoving and stomping AI
Change to human AI shooting to hopefully improve performance when present
Reduced human AI spawns near new player spawn areas
Reduced pickup timer from 2s to 1s
Improved visibility for what context option is selected while interacting with an object, etc
Cursor is centred whenever lockpicking is started
Increased player turret damage
Smoke will stop on a destroyed vehicle when there is no scrap metal left to harvest
Reworked code for how AI name/health bar is shown to the player
Fixed not being able to add items by dropping them over a container when 'Backpack in backpack' is disabled
Fixed issue where placing an object that required power, you would have to power off and on the generator
Fixed vehicle fuel and repair UI staying on screen
Fixed battery charge going to 102%
Fixed batteries not charging after reloading a save (You will have to save and reload once for this to take effect)
Fixed dead player crate flying away on death
Fixed subway zombie spawns
Fixed UI for sleeping
Fixed animal meat bag name and flying away from death location
Fixed eliminate quest near Whitewood with objects being in ground (Due to using wrong meshes)
Fixed interact UI not being removed when exiting to main menu
Fixed sleeping advancing days by 2 instead of 1
Player now correctly stops fast swimming when stamina hits 0
Fixed an issue with a light that could of caused it not be powered on after loading into a save
Fixed a raycast setting that could cause weird spawning from the horde beacon
Fixed sensitivity if you died while aiming down sights
Fixed crosshair appearing after closing journal while in a vehicle