Fixed the issue that could prevent the player character from starting Act V if they allied with the Inquisition;
Some companions lost their convictions in new games - fixed;
Another part of missing names was added to the Credits and Shrine of Remembrance;
Added cargo sorting in the vendor interface;
Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Please be aware of plot spoilers in the description below!
System and stability
Fixed the possible crashes in Act V;
Narrative
Now Lord Inquisitor will remember if player demonstrate their loyalty using the Dogmatic option during the dialog;
During his first quest, Marazhai could start killing guards, even if he was told not to do so - fixed;
Fixed a bug due to which Heinrix was required to be taken when landing on Kiava Gamma even if his mission there had already been completed (or failed);
During the Aeldari in Distress quest, when passing an event in the Tenebris Aquae system through a space battle with a squadron of Chorda, the task could not be completed - fixed. If you have it unfinished, you need to return to that system;
In the Haemonculus's Laboratory players were not able to trigger the final script and couldn't finish the quest objective - fixed;
If all the guards died in the battle of the first Marazhai quest, the quest did not end - fixed;
During the Price of Power quest, an answer in the dialogue could cause the dialogue to glitch - fixed;
In Act IV, it was possible to land on Phton IV without Heinrix during his personal quest - fixed;
With a small chance, Kunrad could transform into Chaos Spawn because of Dark Prayer of his ally, preventing the quest from progressing - fixed;
Player characters who romanced Heinrix but ignored him during Act III could get stuck at the beginning of Act IV - fixed;
Sometimes on Epitaph the Inquisitor didn't die after C’tan attack in the cutscene - fixed;
Fixed the issue that could prevent the player character from starting Act V if they allied with the Inquisition;
Fixed the bug when the plot flow stopped during the Blades in the Dark quest. Players, who've encountered this problem, will have to return to the Last Chance of Cyrene system.
Fixed a rare bug that could prevent the player character from receiving an objective to land on Dargonus. Such players will be given the quest when they load after installing the patch or the next time they visit the Mundus Valancius system;
The game could freeze during the first conversation with the Inquisitor on Footfall - fixed;
Mechanics
It is no longer possible to take items from the cargo while being in Commorragh;
The display of an attack preview when being in a full cover was corrected. Now the previews are shown from the exit position point and not from the position behind the cover;
An explanatory conversation was held with the allies, now they will stop shooting you in the back with burst attacks;
Now every companion has their own cost for respecialisation. Also, each of them will get three first respecialisations for free;
Continuous Analysis talent now correctly applies stacks only on the Operative's turn;
Assassin's Killing Edge ability now correctly increases the damage by Lethality% if hitting an opening;
Warrior's Clenched Teeth talent now correctly gives Deflection against the attack of each enemy;
Talent-like features granted by colony projects often did not work correctly - fixed;
Emperor's Voice ability now always applies to companions;
Flame weapon expert talent was reducing the firing cost of some abilities to zero - fixed;
Using the Sword of Faith psychic power and then saving the game in the middle of combat, caused an error leading to a loss of equipped weapon - fixed;
Steady Superiority (Upgrade III) now correctly provides one stack for each attack (previously applied for each bullet);
Machine Spirit Scan Protocols no longer apply stacks of Exploit on allies;
Blessing of the Data-Angels increased enemy armor instead of increasing armor penetration - fixed;
Balance adjustments were made in the battle with Iremeryss for the Story and Normal difficulties;
Balance adjustments were made in the battle with Uralon and Kunrad for the Story and Normal difficulties;
Some adjustments were made to the Story difficulty to make it easier;
Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Items
Phantom Cloak did not reduce warp damage - fixed;
Thunder Hammer and Mace animations were changed;
Devastating Navigator staves allowed to use any navigator power twice, not just attacking powers - fixed;
Expeditionary Footwear increased dodge until the end of combat instead of until the wearer's next turn - fixed;
Laughing God's Pendant had technical id's in the description instead of the formulas - fixed;
The Halo Device could not be unequipped even if the player didn't want to wear it or it was taken by the Inquisition;
Vendors and Space Marines quest rewards were updated;
Psyker's Breastplate now gains an additional +1 Psy Rating in case of any Perils of Warp or Psychic Phenomena;
Locations
Units on the stairs now will move correctly between areas;
Visual
When kissing Cassia's hand, the camera could glitch and go to black - fixed;
Fixed the size of the Aeldari models;
Fixed the background animations for epilogue slides;
User Interface
Fixed display of discounts in the vendor interface;
The visual effect could not disappear after using the Point of Curiosity ability - fixed;
Malediction of Rykad Minoris debuff is now displayed only on character sheet;
Added cargo sorting in the vendor interface;
Improved experience of interacting with the group interface on PC. Scrolling through a group and constantly jumping to the first member of the group - fixed;
Space
Rewards of the Dark Sages and the Capella Biologis projects were swapped - fixed;
The Capella Biologis project now requires Explorators' reputation instead of Kasballica's;
The Dark Sages project now requires Kasballica's reputation instead of Explorators';
Miscellaneous
Another part of missing names was added to the Credits and Shrine of Remembrance;
Interchapter could fail to play when processing to Act V - fixed;
Some companions lost their convictions in new games - fixed;
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The community has spoken and we have listened! This patch comes with even more fixes and features to help make Voxelotl Garden more enjoyable and stable. Enjoy!
-- New Skins -- Our very own Abon has crafted new voxelotl skins! We've put the skins in rotation so you will get them from newborn eggs and see them in the races. Enjoy!
-- Performance Improvements -- We were able to squeeze more juice out of the performance of the game and the garden now runs at 60FPS on a steam deck! There is still room to grow for performance in the races, but that will come in the next patch.
-- Abilities UI -- There is now a data panel in the Voxelotl UI that shows you all the learned abilities, underlying stats, and effects on your Voxelotl. This makes it much easier to know what your Voxelotl is capable of doing and will streamline the core loop.
-- Decoration Auto-Repair -- Sometimes decorations can end up in invalid locations and there isn't a good way to correct the issue. We added an auto-correct routine when loading that will ensure that decorations are always on valid ground and are never in the same position as another decoration. If you had decorations stuck somewhere they should automatically "pop" into place when you load in.
-- Whisling & Tracking -- We got several reports that finding your voxelotl and running back and forth are getting in the way of the core game loop. To help with this, we've added tracking, which shows overlays over each Voxelotl and helps guide you to their location as well as the whistle mechanic which will attract your Voxelotl to where you are standing. These tools should make it easier to find your friends and get work done!
-- Other Items -- - The feedback UI now works on all platforms and the button is displayed in the UI to make it easy for players to give feedback - The splash screen no longer says "press start" and accepts any button from any platform. - Fixed issues with Steam Cloud sync. It works again. - Eggs now have a UI element to show how much longer until they hatch. - Achievements that watch the same stat no longer overlap. You won't see four achievements ding each time an egg hatches.
In this update we have updated the look and feel of the in-game UI, e.g. power panel! We have also added a pinning system to units to make it easier to see what units are doing that you may want to pay attention to!
Details
Added unit pinning system.
Updated look and feel of detail panel.
Updated HUD look and feel.
Other UI changes.
Fixed various bugs.
These feedback has been very helpful in making this game better! Thank you! We can't say we've incorporated all the feedback yet, so we will continue to make improvements. If you have any feedback, we would appreciate it if you could let us know what you think via the community hub, etc.!
The last time I checked in with a devlog, I was 40% done with writing Chapter 12. Here's what I've done since then.
Finished Chapter 12
Finished Chapter 13
I've started to think of my writing process like ice climbing. I vaguely know that my goal is to reach the top, and some key landmarks along the way, but generally I am choosing where to stick my axe and place my feet as I go. It can feel unsafe, and slow, and sometimes painful, but as long as I have confidence and persist with it, I can make it. Does that metaphor make sense?
Thankfully, despite how long it's taking to write, this File is a lot easier to write than File 02. My hope is I can push through and finish the next two chapters by the end of this month, and then it'll be on to the fun part.
Thanks again for your support, we are proud to announce the new update has arrived.
What can you expect to see?
45 British Tanks 4 British Assault Guns 6 British Halftracks 18 British Armored Cars 8 British Trucks 9 British Guns 16 New Scenarios 1 New Campaign
How are the British Forces Different? The British forces won’t cower in the face of the enemy, so they will be a tough opponent. The infantry forces also have an advantage when aiming.
When engaging against German forces you will need to keep in mind the advantages that they have in the field. They have assault engineers in some scenarios which can be the strongest infantry opponent in the game. In the later years of the war they also have an advantage when it comes to their 88mm and 75mm guns.
New Terrain Types and Decorations:
Terrain types in the desert are unique.
When it comes to flora, the scrub tree is different to those seen in the European theater, and Cacti that can pin you like wire.
Movement across the sand takes more movement points. There is also the element of sun blindness that should be taken into account in the early morning and later afternoon, which will impact your visibility.
Vehicles leave a dust trail two hexes behind them that can provide visibility cover for infantry units.
There are new desert buildings that are weaker than wooden buildings, but you will be able to gain access to the rooftops which are an ideal location to set up mortars.
Map creators will now be able to make new maps and scenarios set in the desert. This will include: New Desert Terrain types 10 new desert buildings 24 new desert decorations
Two days ago we released the demo of V's Rage. Today we released a new version: you can access to both levels directly from the main menu! This way you don't have to defeat the first level in order to access to the next one.
Don't forget to leave a review in the game's page if you played it. :)