Robocraft - Freejam_ChrisC
When the Early Access version of Robocraft 2 launched on Steam we received thousands of reviews, reactions and comments from fans of Robocraft. Whilst some players liked the new direction we had taken the game in, many many more expected and wanted something much closer to a modern version of the original game.

We took some time. We did some soul-searching. We reread every single review, word by word, considering again all the feedback we had received about the game from all of our social channels. We also looked at the stats. After all of that, we made the very tough decision to rebuild the game, from the ground up, to be much closer to a modern version of the original game. This time though, we want to build the foundations that can support a bigger game (in time) with lots of varied gameplay options, particularly introducing engaging and varied solo and co-op online PVE on top of the team PVP elements.

Robocraft 2.1 Features
We wanted to give some more information on what features will be present in Robocraft 2.1:

Building Systems
  • The core building system will stay true to OG but with modern graphics, animation, sound effects and polish - a key aim will be to make the building feel polished and satisfying.
  • We will have Tiered blocks back and each tier will look visually different so we won’t be forced to colour them to indicate tier, instead allowing users to be able to use the colours they wish for cosmetic purposes.
  • Colour mode will let you choose from a full RBG spectrum (16 million colours) and will utilize the 6-colour palette system we created for Robocraft 2, though we will upgrade this to allow players to create their own custom palettes where they can apply as they wish.
  • Functional blocks like Wheels and Weapons will utilize the familiar systems from OG where internal wiring is automated for rapid building and iteration.
  • We’ll be making sure that where you position the parts and how you stack them will affect the performance characteristics of your robocraft, so although building new robocraft and iterating will be fairly quick the choices you make will always make a difference (e.g. “old-wings” not “new-wings”).
  • All staple QoL features will exist such as Mirror mode, Undo, Redo, Shifting, CoM indicator, etc.
  • There will be a unified CPU limit (no separate Weapon CPU) and a cosmetic CPU limit for cosmetics.
  • Robot Rank and Tiers will return, with the familiar Tier meter coming back in the HUD.
  • All HUD UI will feel familiar to the original games but will be polished to meet modern graphical quality standards and expected layouts.
  • The Build Bay will be rebuilt with beautiful graphics and we will make the consoles and screens that appear within the bay functional and interactive.
  • Overall, our building systems will aim to engage players in the Build Drive Fight loop, with new players able to build their own working robocraft and get into online gameplay within a relatively short period of time and for them to learn quickly and intuitively how to iterate and evolve their designs through each cycle of the loop.
  • There will be a back door in the build bay, which will be closed, but one day we hope to open it up and let you walk around as Cray out into a new larger mothership (called The Vanguard) and meet other players akin to a character hub.
  • Not everything will be the same as OG. Some things worked really well in OG and some other things could have been better so we will always aim to improve those areas that can be improved upon.

Transitions to Gameplay
  • We want to ensure that transitions into and out of Test Mode are as near instantaneous and smooth as possible to support a fast and satisfying iteration loop when testing robocraft designs.
  • We want to focus on short queue times and short loading into online gameplay, keeping you connected to servers you have chosen to play on, so after a round of gameplay or an iteration of your robocraft you can hop back in quickly with minimal loading or waiting.
  • We hope that all this can help to make the Build Drive Fight iteration loop fun, satisfying and engaging.

The Server Technology
  • We will use the Robocraft 2 server technology as a base, but by moving to the OG building system we can simulate your (less physically complex) robocraft both on your client and the server. This allows us to give you low latency responsiveness for driving and aiming regardless of your ping to the server. Simulating both on the client (your robocraft) and server (everything) will allow the server to remain authoritative on the overall game state ensuring it is extremely difficult to hack and helping with fairness in PVP gameplay.
  • The OG building system allows us to get more out of our new Robocraft 2 server tech which can allow us to have more units in battle (e.g. for larger teams in Elimination). The OG building system should be more friendly on the client FPS side too (better FPS for you all).
  • One of the most exciting things we can look to exploit for the first time properly in a Robocraft game is AI on the servers. We can use this to help onboard players in PVP as they progress through the lower Tiers (with higher Tiers featuring more experienced human players).
  • Probably the most exciting element is the way we can use AI to introduce solo PVE and co-op PVE gameplay to Robocraft for the first time.

Online Gameplay
  • We would like to introduce a World Map [bringing to life for the first time an interactive version of the large screen that always existed in the OG Build Bay]. This world map will allow you to choose which planet to play on and where on the planet to deploy to and these choices will determine what type of gameplay you will get.
  • Some locations on the World Map can be unlocked as players progress helping to onboard new players and provide other layers of progression.
  • PVP game modes will of course exist, also accessed via the World Map. Game modes like Elimination (with OG team sizes), Battle Arena, Deathmatch, The Pit, and new modes can all potentially exist.
  • To focus players on specific modes and planets to ensure both shorter queue times and improved matchmaking in all PVP game modes we can hold events on specific planet locations at specific times for greater rewards.
  • Tiered locations on the planets can provide a range of PVE mission types to overcome, with tough enemies with unique AI behaviours.
  • When you are out in the PVE parts of the world you will encounter other players who are also doing missions and fighting PVE in those same spaces so it can feel a bit like an MMO.
  • Some locations can offer difficult Party-only PVE missions which only top-level players working effectively together may be able to overcome.
  • This PVE gameplay also allows us to explore adding lore and story into the game.
  • The use of AI can potentially provide new ways for Boss Fights and Megabots to make a return in some way, both as enemy combatants and in gameplay where you can play in those larger forms.

Progression
  • We would add layers of progression systems, some of which are more focused on the PVE side of the game (where some PVE-focused progression bonuses are removed for some PVP modes to ensure fair matches).
  • The Build Bay will start smaller than in OG and users will be able to upgrade it to make it larger by playing the game.
  • The CPU limit will also be able to be upgraded.
  • The Tech Tree will be re-introduced akin to OG to unlock the blue-print to craft parts in the Block Forge. Players will earn XP, level up and acquire TP to progress on the Tech Tree.
  • Resources (such as Robits) gathered from PVE and PVP gameplay can be used to craft individual blocks with higher Tiers offering greater resources and higher-tiered parts having a greater resource requirement to forge.
  • We plan to look at adding more progression elements to allow players to become more powerful beyond T10 in PVE gameplay, possibly being required to attempt the toughest Party-only missions.

Cube Manipulator
The Cube Manipulator was used to place blocks in the build bay. We’ve been working on improving the visual quality of this weapon for Robocraft 2.1. Check out a work-in-progress render below:



Follow on Twitter
Follow on Tiktok
Join The Discord
Jan 30, 2024
Toribash - melrose
Welcome to Slide & Snipe
Head to the course and test your balancing and aim abilities!
Duck the obstacle and ride the sleigh to the finish line!
Snipe Uke with a snowball to win an additional reward!

Rules
  • Replay hacking is forbidden
  • Do not steal other players' replays
  • Do not modify event mod in any way
  • Do not enter the event with multiple accounts

Rewards

Duck underneath the obstacle
  • 4,000 TC
  • 1 Shiai Token
  • 200 Battle Pass XP

Cross the finish line
  • +4,000 TC
  • +1 Shiai Token
  • +200 Battle Pass XP

Snipe Uke
  • +8,000 TC
  • +1 Shiai Token
  • +200 Battle Pass XP

Deadline
February 12th 24:00 UTC +0
幻想乡之玉 - 索罗茨亚
亲爱的幻玉玩家:
《幻想乡之玉》「绮梦测试」即将于2024年2月1日12:00正式开启!准备好带领少女们进行战斗了吗!

【注意事项】
为了维护游戏的公平与秩序,严禁使用外挂、脚本等破坏游戏公平性的任何第三方工具,一经发现,制作组将采取包括但不限于:立即对违规账号进行永久封停、没收违规所得、重置账号数据等措施。

【意见与建议】
大家在游玩过程中有任何意见或建议,或是bug反馈,欢迎通过以下方式进行告诉我们:
1.加入官方玩家交流群828882064、743660183
2.加入官方Kook群:{LINK REMOVED} 3.向客服信箱投稿:lotumn@qq.com


【详细更新内容】
【功能调整】
█大厅UI:
·重新设计了任务界面。
·重新设计了通知界面。
·重新设计了设置界面。
增加了自定义按键功能。
·*新增了【商店】功能。
·*新增了【仓库】功能。
·*新增了【邮件】功能。
·*新增了【回放】功能。
·*新增了【装扮】功能。

█战斗UI:
·重新设计了对话界面。
·重新设计了商店界面。
将药品栏进行了独立分区。
·重新设计了战斗界面。
现在施法区域分为: 法术&基础技能、符卡&消耗品、已完成的咏唱&其他衍生 三大类
通过tag栏进行切换,类似商店界面。
·重新设计了发动技能、进行移动时的地图格指示表现,现在将更加醒目且美观。

█对战模式:
·幻境赛事:更名为幻境华牌祭
现在仅提供临时解锁符卡,不再能够禁用角色
·*新增模式:极夜对决
每晚19:00~次日4:00,匹配分数≥2000可以参加,每名玩家可以禁用2名角色。获得与失去的匹配分数为匹配模式的1.5倍,使用特殊地图池。

█冒险模式:
·主线剧情:更名为「幻想纪行」
增加了全新的序章及第一章,由18个各具特色的关卡组成
·训练模式:更名为「道场训练」
由7个训练关卡组成
·调整模式:更名为「须臾难题」
由10个颇具挑战性的关卡组成

【游戏调整】
█弹幕球抽取:
·现在使用“冷却球”机制,即:
当1枚弹幕球被抽取出后,该弹幕球不参与接下来的5次抽取。

█使用技能方式:
现在可以直接通过点击技能条来发动技能,将自动消耗对应元素。
当欲发动的技能元素需求较为复杂时,第一次点击技能条后,可以通过鼠标滚轮或“Z”及“X”键来选择欲消耗的元素组合。再次点击技能条则消耗所选择的元素发动技能。
当发动具有额外支付效果的技能时,若有足够的元素,将会进行二次抉择来决定是否发动额外支付效果。

█匹配地图池:
·*新增地图【玄武涧-大寒】
·*新增地图【间歇泉-雨水】
·*新增地图【雾之湖-芒种】
·*新增地图【魔法森林-小暑】
·*新增地图【浓烟岗哨-处暑】

█幻境华牌祭地图池:
·*新增地图【天狗巡逻林-秋分】
·*新增地图【寒风之谷-小雪】

█极夜对决地图池:
·*新增地图【幽兰竹隐径-大暑】
·*新增地图【妖怪之山-小满】

█游戏规则:
·射程:现在同时有射程和施法范围的技能,施法范围无法超出射程。
提升了相应技能的射程。
·第一天时,未开始行动的角色具有无敌效果:
废除了这一规则。改为由地形效果来实现。
·公共商店:调整
20g+物品的刷新数量降低:刷新2个→刷新1个。
······移除了以下物品:
境符「波与粒的境界」
「梦想天生」
开海「摩西之奇迹」
禁忌「恋之迷宫」
极光「华严明星」
人鬼「未来永劫斩」
「红色的幻想乡」
神宝「蓬莱的玉枝」
冻符「完美冻结」
时计「月时计」
暗符「无形恐惧」
再迷「幻想乡的黄泉归」
地狱「无间之狭间」
鬼符「大江山悉皆杀」

······加入了以下物品:
魔眼「静观其变之眼」
春符「惊喜之春」
秘术「一脉单传之弹幕」
风神「风神木叶隐身术」
蝶符「花蝶风月」
四天王奥义「三步坏废」
佛光「慈悲无边」
幻想「无间之针」
园艺「蚕食之蔓」
夜隐「血雾化」
破坏「物质的终结」
断命「生死有命之镰」
夜隐「夜色遁形」
炼丹「丹砂大爆炸」
德符「以和为贵」

█地形:
·妖精乐园:更名为妖怪据点,现在是一个能够停留的地形 新增效果:位于妖怪据点的单位无法被强制位移,位于妖怪据点的妖怪单位回合结束后,回复2
·*新增地形:妖怪秘境
此地形不可停留
此地形会产生中立生物
位于妖怪秘境的单位无法被强制位移
·藤蔓:现在可以移动召唤物
·初始祭坛:
现在该地形在角色第一次回合开始前,或第一次离开祭坛前,为处于该地形的角色提供无敌。

█中立生物:
·增加了PVP地图中会出现的中立生物类型,包括以下单位:
盾心妖精:击败后全队获得【妖精-地】增益及2g
战翼妖精:击败后全队获得【妖精-风】增益及2g
箭灵妖精:击败后全队获得【妖精-火】增益及2g
织咒妖精:击败后全队获得【妖精-水】增益及2g
守御天狗:击败后全队获得生命值上限+1增益及3g
巡林天狗:击败后全队获得【妖精-火】增益及3g
流机工兵河童:击败后全队获得【妖精-水】增益及3g
螺旋机师河童:击败后全队获得【妖精-风】增益及3g
守御天狗队长:击败后全队获得生命值上限+2永久增益及6g
巡林天狗队长:击败后全队获得P+1永久增益及5g
茶语妖精女仆:击败后全队获得生命值上限+2永久增益及5g
庭师妖精女仆:击败后全队获得移动力+1永久增益及4g
灶灵妖精女仆:击败后全队获得法力+1永久增益及4g
流机工兵队长河童:击败后全队获得法力+1永久增益及5g
螺旋高级机师河童:击败后全队获得P+1永久增益及5g
Wordsearch Attack - bsagames
Changed the initial size of the interface to be "uniform" across screen resolutions rather than "scaled" to the resolution. The previous mechanism resulted in the interface text/controls being smaller on lower resolution screens, although more comparable in overall layout to higher resolution screens. Due to these screens typically being smaller in the first place the interface became harder to use. After the game has started you can (as before) change the size of the interface in the settings screen.
Naval Action - Gamelabs
Captains.

Hotfix has been deployed

Ship of the line crafting resources availability
New source of Lineship material suppliers have been added to Gulf Region.
  • San Luis Mast Timber
  • New Orleans Heavy Rope
  • Vera Cruz Compass wood
  • Sisal Frame Timber
  • El Rancho Cast Iron

New source of lineship material suppliers have been added to Caribbean Sea (all freetowns)
  • La Tortue Cast Iron
  • La Mona Compass wood
  • Aves Heavy Rope
  • Guayaguayare Mast Timber
  • Dariena Frame Timber

Small quantities of ship of the line materials will also drop from sinking NPC 1-2nd rates in the open world.


Former interceptor turn rates.
Turn rates dependency on speed has been improved for former interceptors (trincomalee, surprise etc). They will no longer lose turning at speeds below 50% like all other vessels.


NPC Crafting resource suppliers
Amount of resources available for purchase - increased.
Jan 30, 2024
The Oldest Edda - wwd.guileite
For the game to be ready for consoles, it needs to be increasingly visual and intuitive, like a small visual alert at the checkpoint. The save codes have been improved and some of the final boss attacks have been toned down.
Robocraft 2 - Freejam_ChrisC
When the Early Access version of Robocraft 2 launched on Steam we received thousands of reviews, reactions and comments from fans of Robocraft. Whilst some players liked the new direction we had taken the game in, many many more expected and wanted something much closer to a modern version of the original game.

We took some time. We did some soul-searching. We reread every single review, word by word, considering again all the feedback we had received about the game from all of our social channels. We also looked at the stats. After all of that, we made the very tough decision to rebuild the game, from the ground up, to be much closer to a modern version of the original game. This time though, we want to build the foundations that can support a bigger game (in time) with lots of varied gameplay options, particularly introducing engaging and varied solo and co-op online PVE on top of the team PVP elements.

Robocraft 2.1 Features
We wanted to give some more information on what features will be present in Robocraft 2.1:

Building Systems
  • The core building system will stay true to OG but with modern graphics, animation, sound effects and polish - a key aim will be to make the building feel polished and satisfying.
  • We will have Tiered blocks back and each tier will look visually different so we won’t be forced to colour them to indicate tier, instead allowing users to be able to use the colours they wish for cosmetic purposes.
  • Colour mode will let you choose from a full RBG spectrum (16 million colours) and will utilize the 6-colour palette system we created for Robocraft 2, though we will upgrade this to allow players to create their own custom palettes where they can apply as they wish.
  • Functional blocks like Wheels and Weapons will utilize the familiar systems from OG where internal wiring is automated for rapid building and iteration.
  • We’ll be making sure that where you position the parts and how you stack them will affect the performance characteristics of your robocraft, so although building new robocraft and iterating will be fairly quick the choices you make will always make a difference (e.g. “old-wings” not “new-wings”).
  • All staple QoL features will exist such as Mirror mode, Undo, Redo, Shifting, CoM indicator, etc.
  • There will be a unified CPU limit (no separate Weapon CPU) and a cosmetic CPU limit for cosmetics.
  • Robot Rank and Tiers will return, with the familiar Tier meter coming back in the HUD.
  • All HUD UI will feel familiar to the original games but will be polished to meet modern graphical quality standards and expected layouts.
  • The Build Bay will be rebuilt with beautiful graphics and we will make the consoles and screens that appear within the bay functional and interactive.
  • Overall, our building systems will aim to engage players in the Build Drive Fight loop, with new players able to build their own working robocraft and get into online gameplay within a relatively short period of time and for them to learn quickly and intuitively how to iterate and evolve their designs through each cycle of the loop.
  • There will be a back door in the build bay, which will be closed, but one day we hope to open it up and let you walk around as Cray out into a new larger mothership (called The Vanguard) and meet other players akin to a character hub.
  • Not everything will be the same as OG. Some things worked really well in OG and some other things could have been better so we will always aim to improve those areas that can be improved upon.

Transitions to Gameplay
  • We want to ensure that transitions into and out of Test Mode are as near instantaneous and smooth as possible to support a fast and satisfying iteration loop when testing robocraft designs.
  • We want to focus on short queue times and short loading into online gameplay, keeping you connected to servers you have chosen to play on, so after a round of gameplay or an iteration of your robocraft you can hop back in quickly with minimal loading or waiting.
  • We hope that all this can help to make the Build Drive Fight iteration loop fun, satisfying and engaging.

The Server Technology
  • We will use the Robocraft 2 server technology as a base, but by moving to the OG building system we can simulate your (less physically complex) robocraft both on your client and the server. This allows us to give you low latency responsiveness for driving and aiming regardless of your ping to the server. Simulating both on the client (your robocraft) and server (everything) will allow the server to remain authoritative on the overall game state ensuring it is extremely difficult to hack and helping with fairness in PVP gameplay.
  • The OG building system allows us to get more out of our new Robocraft 2 server tech which can allow us to have more units in battle (e.g. for larger teams in Elimination). The OG building system should be more friendly on the client FPS side too (better FPS for you all).
  • One of the most exciting things we can look to exploit for the first time properly in a Robocraft game is AI on the servers. We can use this to help onboard players in PVP as they progress through the lower Tiers (with higher Tiers featuring more experienced human players).
  • Probably the most exciting element is the way we can use AI to introduce solo PVE and co-op PVE gameplay to Robocraft for the first time.

Online Gameplay
  • We would like to introduce a World Map [bringing to life for the first time an interactive version of the large screen that always existed in the OG Build Bay]. This world map will allow you to choose which planet to play on and where on the planet to deploy to and these choices will determine what type of gameplay you will get.
  • Some locations on the World Map can be unlocked as players progress helping to onboard new players and provide other layers of progression.
  • PVP game modes will of course exist, also accessed via the World Map. Game modes like Elimination (with OG team sizes), Battle Arena, Deathmatch, The Pit, and new modes can all potentially exist.
  • To focus players on specific modes and planets to ensure both shorter queue times and improved matchmaking in all PVP game modes we can hold events on specific planet locations at specific times for greater rewards.
  • Tiered locations on the planets can provide a range of PVE mission types to overcome, with tough enemies with unique AI behaviours.
  • When you are out in the PVE parts of the world you will encounter other players who are also doing missions and fighting PVE in those same spaces so it can feel a bit like an MMO.
  • Some locations can offer difficult Party-only PVE missions which only top-level players working effectively together may be able to overcome.
  • This PVE gameplay also allows us to explore adding lore and story into the game.
  • The use of AI can potentially provide new ways for Boss Fights and Megabots to make a return in some way, both as enemy combatants and in gameplay where you can play in those larger forms.

Progression
  • We would add layers of progression systems, some of which are more focused on the PVE side of the game (where some PVE-focused progression bonuses are removed for some PVP modes to ensure fair matches).
  • The Build Bay will start smaller than in OG and users will be able to upgrade it to make it larger by playing the game.
  • The CPU limit will also be able to be upgraded.
  • The Tech Tree will be re-introduced akin to OG to unlock the blue-print to craft parts in the Block Forge. Players will earn XP, level up and acquire TP to progress on the Tech Tree.
  • Resources (such as Robits) gathered from PVE and PVP gameplay can be used to craft individual blocks with higher Tiers offering greater resources and higher-tiered parts having a greater resource requirement to forge.
  • We plan to look at adding more progression elements to allow players to become more powerful beyond T10 in PVE gameplay, possibly being required to attempt the toughest Party-only missions.

Cube Manipulator
The Cube Manipulator was used to place blocks in the build bay. We’ve been working on improving the visual quality of this weapon for Robocraft 2.1. Check out a work-in-progress render below:



Follow on Twitter
Follow on Tiktok
Join The Discord
From Glory To Goo - MillionMonkey
Demo 1.001h

QoL
  • Holding shift and clicking on selected unit portraits will deselect all units not of that type
  • Added hotkey to go to the building menu (B by default)
  • Improved the accuracy of unit selection, especially when units are bunched up together and increased unit radius's in some cases
Coridden - Jacob
Demo is Available Now

It's happening! The latest demo with never-seen before content is now live on Steam! Head to the main page of the game and look for a big green banner to download and try the game!



The demo we’re presenting covers a part of the game which will be available later in the full release. The new content is not only the highlight and proof of concept Kickstarter-wise. We really encourage you to leave feedback and support the development process. We still need to take care of the stuff like 3D animations, 2D assets for the UI and Equipment as well as some animation iterations. Stay tuned for a more detailed changelog in the upcoming week! The gameplay time is approx. ~1 hour. What's more, it's fully supporting co-op experience, so bring your friends and make THE TEAM!





Quick recap of the new content, you will be able to experience

  • Get introduced to the world and characters of Coridden,
  • Explore the main town and one of the wildland areas,
  • Pick one of four classes to try out with a selection of skills available, up to level 12,
  • Try out 2-3 different beast forms and their skills during the main quest path,
  • If you want to challenge yourself and do some pure combat grind, you can try out the Guard Missions (where you also can find 2 other beast forms).



💚 Coridden Kickstarter Campaign 💚



Along with the demo, we're launching Coridden Kickstarter campaign. Check out what content we've prepared for you. The campaign is featuring some exclusive content ready to be unlocked, including new in-game items (such as armor and beast skins), exclusive in-game awards and ability to have your cute pet companion aside!




We encourage you to participate in the campaign and support the project. Your contribution gives us the chance to improve the game's overall quality and also serves as a platform for creating more content, for which we're sure to have plenty of ideas! Coridden has always been a game created in the spirit of a community-driven approach, even since pre-production. It's only natural that our backers also get access to the game's beta version, directly supporting the project during this critical moment.

We’re eager to show you what we have planned for the Stretch Goals! We hope you help us with this journey!



✅ New Languages Confirmed ✅

Finally, we can confirm it! Coridden will support interface and text translation in 6 different languages. The game will be available in English, French, Spanish, German, Chinese (Traditional and Simplified) and Russian. The partial voiceovers are scheduled only in the English version.



Please let us know if you have any thoughts about the in-game rewards! We believe that close collaboration with the community will benefit us and the game, and hope as many as possible want to bring this idea to life and go on this journey together with us! 🧙‍♂️

Follow us on Twitter/X, Instagram and join our Discord to stay in touch 🦖

Until next time!
/Aftnareld Team

─────────────────────────────────────────────
🐲 Add to Wishlist
https://store.steampowered.com/app/1656930/Coridden/
─────────────────────────────────────────────
🐲 Previous Update
https://steamcommunity.com/games/1656930/announcements/detail/7130953642934856217

Jan 30, 2024
Firestone: Online Idle RPG - igorbarysheff
What’s new:
  • Introducing War Machine rarities. Now you can increase the rarity of your War machine using a new resource “Tools”.
  • Added the Amulet of tinkering that increases the production of tools.
  • New Mercenary. Warrior Anzo is now willing to join your team.
  • You can now choose your “Favored war machines” to get more components on them.
  • The new variable “Overdrive” has been introduced that increases the chance for your war machines to trigger their ability.
  • The new variable “Mechanical fury” has been introduced that increases the attributes of your war machines in the arena.


Changes:
  • The engineer menu has been split into 2 menus, Engineer and War machines to handle extra functionalities.
  • We added some animations for main battle backgrounds.
  • Double reward animation now won't restart when another double reward was received while it was playing.
  • Some war machines have been rebalanced.
  • New way to unlock war machines using the Arcane conduits.
  • New Event “Mass Production” starting on February 11th.
  • The guardian evolution will now increase their secondary attributes as well.


Fixes:
  • Fixed the issue when max stage animation was not playing.
  • Fixed the issue with guild logs sometimes showing server time instead of local time.
  • Fixed the issue with the conqueror quest sometimes being unclaimable.
  • Fixed the issue with the reward on Arcane crystal break.
  • Fixed the issue with special upgrades challenge counter in Battle pass


We want to thank everyone for reporting issues you encounter!

Support: www.holydaygames.com/support/
Facebook: https://www.facebook.com/firestonegame
Discord: https://discord.com/invite/StzRZmv

For the full patch notes list visit:
https://holydaygames.com/patchnotes/firestone-patch-notes/
...