Elsword to Noah start tutorial UI is changed to match the new UI during the 1/31 game maintenance update.
★ Enahancement System Revamp
All items that can be enhanced will have enhancement gauge from enhancement level 7 ~ 10.
Items with enhancement level 7~10 will use Blessed Fluorite Ore during enhancement to increase enhancement gauge.
The Enhancement Gauge will be applied identically when using Blessed Fluorite Ore during Protected Enhancement.
Current Enhancement Level
Amount Needed for 100% Enhancement Gauge
7
50
8
90
9
180
10
270
Target Item
Blessed Fluorite Ore
[Special] Blessed Fluorite Ore
Blessed Fluorite Ore (Armor Only)
[Cobo] Blessed Fluorite Ore
Enhancement Gauge will be applied per item with enhancement attempts.
Enhancement Gauge is reset upon Enhancement Change (Increase, Decrease, and Rest) or Trading (Individual Trading, Board Sale Complete, Mail Send, Guild Storage).
Enhancement Gauge will remain when moving between character’s inventory and shared bank, registering on board, and receiving the item, Amethystine Prophecy Color Change, and Tenebrous Character Change.
Items with 100% Enhancement Gauge will have [Guaranteed Enhancement] button appear and will be guaranteed to increase enhancement without using any ingredients.
★ Enhancement System UI Revamp
Overall enhancement UI changed.
Basic information upon successful enhancement will be simplified. The details will be available by clicking on the magnifier button on the right.
Upon enhancement, the Enhancement Effect UI is added. Enhancement effect per enhancement can be checked by clicking on the magnifier button on the right.
You cannot check the details of items without an enhancement effect.
You can check the enhancement type and description depending on the ingredients used upon Enhancement attempt.
All UI for max enhancement items will be grayed out. Base stats, enhancement effect will be marked with a hypen (-).
Parts of Enhancement Help UI and tooltip are changed.
★ Profession (Blacksmith) System Revamp
Blacksmith Dismantle System is removed and Blacksmith Reforge system will be added on the 1/31 game maintenance update.
Reforge Fee will be decreased by 1% per Profession level (Max 10%).
Characters currently with Blacksmith profession will be given [Ariel] Profession Change Ticket on the 1/31 game maintenance update. The mail will be sent based on the character’s highest profession.
Mail will automatically be deleted on 1/29/2025 maintenance.
Level
Amount of Change Ticket
Lv. 1
1
Lv. 2
1
Lv. 3
1
Lv. 4
2
Lv. 5
2
Lv. 6
2
Lv. 7
3
Lv. 8
3
Lv. 9
3
Lv. 10
4
★ Character
[Common]
Below buff/awakening icons will be fixed to be identical to the skill or item icon.
When using Hell Drop skill, fixed some monsters following the Hell Drop summons.
[Chung]
Fixed the collar being visible around the head while equipping Heart El Shining Change Top Piece (Ver. Switch) during Midnight Romance Grand Piano custom motion.
[Add] [Arc Tracer]
Fixed Neutron Bomb damage not properly applying to monsters in specific situations.
[Lu/Ciel]
Both Lu/Ciel’s 3rd class portraits will be shown from the Community UI.
Shining Presence [Edel Eid Effect]’s [Edel Eid : Rein] effect being applied less than the amount indicated in the tooltip.
[Laby] [Nisha Labyrinth]
Fixed character look looking unnatural in certain situations.
★ Dungeon/PvP/Field
During Challenge Mode - ‘Silent Observer’ dungeon, fixed Silent Observer not disappearing in certain situations despite Dark Observer already appearing.
Fixed not being able to leave the dungeon when the host exits upon clearing phase 3 of Birth of Origin [Story/Normal].
Fixed black screen showing in certain situations when clearing Plegas’s Labyrinth.
★ Pet, Mount
Fixed Encouragement effect not applying properly when summoning pet in certain situations.
★ Item
Fixed open effect appearing in a different location when opening DIY El House.
Fixed the cloak turning invisible when a male character equipping Soulmate Under Vows Outfit use the Constant Memory of the Past (For 2) custom.
[Ariel] Dark Flame Symbol, [Ariel] Annihilating Soul Symbol item tooltip will have [Fixed Effect] added.
Fixed Heart El Shining Chage Top Piece item icon color being different from the actual look.
Fixed [Cobo] [Ariel] [Luriel] Chibi costume Magic Wardrobe category not being unified.
★ ETC
Fixed ‘unknown error’ message popping up when opening Pet Inventory in the Sparring Waiting Room.
When using Market Board, fixed Temporary Inventory UI and Market Info UI overlapping.
When using Shop, fixed Temporary Inventory UI overlapping with Item Sell UI.
Fixed showing Hair before dye is applied when using Market Board and clicking ‘Hide My Costume’ while previewing dyed Hair Costume (Alt+Click).
Fixed Blue Mystic Stone Imbue window also opening when imbuing Equipment Mystic Stone in certain situations.
Fixed Official PvP rank increase pop up window not being able to close with keyboard hot-key.
Fixed buff icon showing when entering Studio or Wedding Hall in certain situations.
Fixed UI not closing when moving to Character Selection Screen while Cobo Growth Guide is still open.
Fixed yellow border showing for existing custom item slots as well from full screen mode in the Item Mall.
After moving to another village through Cobo Transportation Service from the world map, and logging in to another character or moving villages, fixed another character icon showing in the world map in certain situations.
Fixed not being able to control while chatting with NPC when there’s a Friend Request pop up.
Fixed Costume Inventory page not functioning properly when removing costume in certain situations.
Fixed not being able to use another custom item with stat imbued from the inventory when a custom with stat imbued is selected in the Custom UI.
Fixed village interaction working even when clicking the Quest Helper UI from Beyond the Rift
Achievement button is added to Character Info, Achievement UI will be closed when using Inspect.
Fixed not being able to assemble El Tears through mouse drag.
Fixed Stamina and Life Stamina percentage showing different amounts than actual amount in certain situations.
Market Board detailed search ‘Enhancement Stage’ category name will be changed to ‘Enhancement Level’.
Fixed Gaia’s illustration not having the highlight in <[Lithia] EP.10 Curse in a Blessing in a Shackle>’s '[Village] After the Rescue' quest event scene.
Fixed Enhancement UI not closing when accepting Bond/Mentor/Pupil Summon, or individual trade while Enhancement UI is open.
Fixed the UI overlapping when viewing another character’s bank while using individual bank.
Fixed chibi characters showing nearby when creating a bond far away from each other within the same village.
Fixed chat bubble location not being natural in Sparring Waiting Room.
Fixed certain Accessory Top Piece looking unnatural when using [Luriel] Collector’s Edition Figure Box Custom Motion in Sparring Waiting Room.
Fixed character title showing at the top when opening Mount UI in Sparring Waiting Room.
When changing ‘Fountain of Blessing’s blessing while Character UI is active, fixed the changes in the Combat Power not being applied immediately in the Character UI.
Fixed actual Combat Power being different from Powerful Punch Master! Combat Power in certain situations.
Following Ice Burner Costume pieces will be available for dying.
Item Name
Archdevil Hair
Archdevil Hair Ver.Dark
El Search Party Officer's Hat
El Search Party Officer's Hair
El Search Party Officer's Hat (Ver.Dark)
Velder Imperial Guard Hair
Nasod Battle Suit Hair
You can purchase [Ariel] +9 Amethystine Armor Full Set Select Cube through the EP Shop from 2024-01-31 after MA ~ 2024-02-28 before MA.
Fixed effects removed due to the item effects changes such as ‘accuracy’, ‘dodge’ effects remaining in certain title, pet skill, monsters.
Target
Before
After
Pet: Sheriff (White)
Apply Blind Debuff
Apply Bleed Debuff
Pet: Tree Knight (Cherry Blossom)
Apply Blind Debuff
Apply Bleed Debuff
Title: Storm Warrior
Apply Blind Debuff
Apply Bleed Debuff
Monster: Sea Chameleon (Abandoned Icerite Plant)
30% chance to dodge attack
Removed
Please note that after the 01/31 maintenance, using Fountain of Blessing effect will cost Guild Coins again.
Fixed outlines not being shown when a character dies in Dungeon/PvP.
Fixed challenge mode alert showing every time a character logs in.
Fixed number of maximum Reforge Stange Transfer Ticker you can purchase at once from the Item Mall. (Before 1 > Max 4)
Fixed not being able to see if an item can use Magic Wardrobe function from item tooltip unless it was from the Inventory UI.
Fixed the quest list not being updated immediately when accepting or forfeiting quests from the Quest UI.
Jill and Ted are renewing their vows this Valentine's Day! We've got some surprises coming over the coming weeks, including the perfect way to mend your broken heart...
Our latest release also includes stability improvements and potential solutions for slow start-up behaviors.
We are thrilled to finally announce the upcoming release of Children of Morta: The Board Game. Join the Bergsons once again, fighting monsters, and standing united against the corruption consuming the mysterious land of Rea.
This project represents a collaborative effort between Roomiz Games and the creators of "Children of Morta", ensuring a faithful and engaging adaptation of the video game.
Launching on Kickstarter in Spring 2024, Children of Morta: The Board Game can be played solo or with up to four players aged 12 years and up, and has a gameplay length of around 45 minutes per game. Visit the Kickstarter page now and click on ‘Notify Me On Launch’ to be there on Day 1 of the campaign!
To celebrate Kallia’s release, we are thrilled to announce that we have three special community events planned!
Kallia Trading Card Screenshot Contest: Ready, set, click! We are hosting a brand-new screenshot contest in honor of Kallia.
Event Period:
• February 1st, 2024 (Thurs) 00:00 (UTC +0) ~ February 16th, 2024 (Fri) 07:59 (UTC +0) / January 31st, 2024 (Wed) 16:00 PST ~ February 15th, 2024 (Thurs) 23:59 PST
How to Participate:
• Take a screenshot of Kallia in-game. • Use the template provided to place the screenshot where the picture for the trading card would go. • Use a program like Canva or Photoshop etc. to put the trading card together. • Upload your card to the designated Discord Channel OR to your Social Media Platforms. Make sure your account is public so we can see your post and use the hashtag #GrandChaseKalliaCard so we can consider your post! o Here’s a link to our Discord: https://discord.gg/grandchaseclassic. o You can find the template on our Discord as well. • You can choose to make your own card if you do not wish to use our template. • Please only use canon stats that have been provided for you. • If you should add made-up stats, you will be disqualified. • All winners must abide by the GrandChase Terms of Service • Low/non-effort participation will result in entries being removed and will not qualify for the prize. • Entering on multiple accounts is not permitted. If you are found doing so, all your entries will be disqualified.
Rewards:
• 1st Place Prize (1 player will win): 10K VP • 2nd Place Prize (3 players will win): 5K VP • 3rd Place Prize (5 players will win): 10x Seal Breaker Scrolls
Kallia Livestream Event: We are happy to give you an opportunity to livestream and earn rewards with the launch of Kallia.
Livestream Event Period:
• January 31st, 2024 (Wed) 12:00 (UTC +0) ~ February 7th, 2024 (Wed) 11:59 (UTC +0) / January 31st, 2024 (Wed) 04:00 PST ~ February 7th, 2024 (Wed) 03:59 PST
How to Participate:
• Livestream for at least 2 hours on Twitch or YouTube to qualify for rewards. • Save all of your VODs and upload them to your Google Drive for when you need to submit. • Submit your livestreams with the proper information by February 7th at https://forms.gle/kvmhZ6twE1CfVSVE7. • For full details, please refer to the information listed in the form.
Rewards:
• 2 Hours – 10x Seal Breaker Scrolls + Premium GC Club (1 Day) • 4 Hours – 20x Seal Breaker Scrolls + Premium GC Club (7 Days) • 6 Hours – 30x Seal Breaker Scrolls + Premium GC Club (15 Days) • 8 Hours – 40x Seal Breaker Scrolls + Premium GC Club (30 Days)
Kallia 1v1 PvP Tournament: We are excited to announce our Kallia 1v1 PvP Tournament for North America, South America, and Asia! Each region will have a maximum of eight players and all tournaments will take place on the same day. Registrations will fill up quickly, so don’t miss out!
Event Period:
• Registration Period: February 1st, 2024 (Thu) 01:00 (UTC +0) ~ February 13th, 2024 (Tue) 01:00 (UTC +0) • South America Tournament Date: February 16th, 2024 (Fri) 23:00 (UTC +0) / February 16th, 2024 (Fri) 20:00 BRT • North America Tournament Date: February 17th, 2024 (Sat) 02:00 (UTC +0) / February 16th, 2024 (Fri) 18:00 PST • Asia Tournament Date: February 18th, 2024 (Sat) 05:00 (UTC +0) / February 18th, 2024 (Sat) 14:00 KST
How to Participate:
Registration will take place through this form: https://forms.gle/SsSh74zfdQJSU32g9. All details can be found on this form and in the GrandChase Discord.
Since the release of Atomic Heart: Trapped in Limbo is just days away, we thought that this time it would be interesting to tell the creation story of our hero - Sergey Nechaev aka P-3.
And it's worth starting with the fact that there was actually no Sergei Nechayev in the earliest story concepts! The whole story was supposed to revolve around Larisa Filatova and Viktor Petrov, who were then called Fred and Laura.
But that's a whole other story…
And as with any story being created, the choice was to go with what works best for it. So the team settled on a single character. It was immediately decided that it should be a special agent - since this Atomic Heart is supposed to be an action-oriented game, it means that the protagonist should have combat skills.
The first prototypes of the character design, as in the case of the Twins, have nothing to do with the final version.
Since the beginning of development, the image of the P-3 has changed several times. With each artistic decision, our hero became stricter, more focused, and more intertwined with the atmosphere of Facility 3826
It is worth mentioning P-3's hairstyle, which looks quite modern, and although it has quite a long history in the real world, it is unlikely that any of the inhabitants of even the alternative USSR would wear it.
As in the case of Larisa Filatova's absolutely impossible hairstyle - is at the intersection of the past and the future.
As you can see from the early concept arts, it was implied that the main character would be using an exoskeleton. But this idea was abandoned in favor of more elegant and futuristic concepts for justifying P-3 abilities.
And speaking of his abilities, we can't help but talk about his main tool/companion - the polymer glove.
The glove should look interesting and intriguing, but it should not raise questions about how it can be used in everyday life. Originally it was intended to be more "military", modeled on the equipment of elite units and some of these ideas have since been realized. However, the main idea - to present the glove as a kind of living creature, a symbiote - led the artists' imagination towards insect body parts and engineering devices.
That's how we came up with the wires that would later become the manipulators of CHAR-Les. We won't spell out the history of the creation of CHAR-Les at length (maybe later) but we will clarify that adding a companion to the main character who's always talking to him, allowed us to create a “buddy movie” character chemistry.
And since we play as the protagonist, he should be the "hands" and "man of action" then CHAR-Les due to his "features" acts as the brain and mind.
But Nechayev wasn't always been so gruff and scowling. In the past, he had been much more cheerfully open and even adventurous, while remaining a professional. But something (plot-wise) changed him, seemingly forever. He's on the road to being better though.
Funny thing, that despite the rather polar attitude of our community towards the main character (yes, we read your reviews), when we conducted a narrative survey in May 2023, Sergei took the top spot as the most popular character!
Maybe Sergei Nechayev is different for everyone after all. And what's your P-3? Describe how you see him in the comments.
The other side of Nechayev - Newton was created as a concept character by our art director Artem Galeev long before the game's development began.
So, to avoid unnecessary spoilers ahead of the release of Atomic Heart: Trapped in Limbo, all we can say right now is that it's not some separate entity... it's just a dude in a fuzzy suit.
While you still have time, you might want to read our articles about creating different aspects of the Atomic Heart world:
Happy New Year, folks! Welcome to the first update of 2024!
New Year, new start!
This update focuses on a comprehensive quality-of-life update for Squad 44, encompassing animation, level design, and coding changes designed to further optimise the game. There’s also been work on bug fixing, improving the new player experience, and making the game environments more immersive.
Starting with the level design, we have been working hard to upgrade the graphics, focusing primarily on the foliage, lighting, and water on Chapter 1 maps. Work has also been undertaken to improve various historical landmarks in the game to align them more with their real-world counterparts (e.g. Koepelkerk and Veghel Town Hall). This has all been undertaken with optimization in mind, with draw calls significantly reduced, LODs refined, and textures appropriately packaged. Players also have extra options now to refine their graphics settings in-game. DLSS and texture streaming has been updated to improve performance further. This graphical overhaul of Chapter 1 maps is ongoing work as we look to update the game's overall appearance and performance in 2024.
Old: Updated:
In addition to level design optimization, we have also been busy cleaning up code. In doing so, we have entirely reworked the spawn and logistics systems. This means that all infantry squads now have access to a truck capable of carrying supplies to allow Infantry Squad Leaders the ability to build FOBs independently, with the FOB limit increased to 6. While the Infantry Squad Leaders will be able to use supplies to place light weapons down, they will be entirely reliant upon the Logistics Squad to keep those weapons supplied with ammunition, in the form of construction points. Red zone restrictions preventing construction of emplacements behind the lines have also been introduced, to help reduce backline camping and present a more realistic front-line concept of warfare.
These changes have been made for technical and gameplay reasons. When playing with the new update, feel free to share your feedback as we will continue to refine these systems going forward.
We’ve started work on making the game more approachable for newer players (with plans for a bigger look at accessibility slated for later this year). There are a few things you may notice: - On-screen compass to assist with player orientation - Visual prompts notifying players when a point is won or lost - Sound prompts when players health is low, to signify risk of bleeding out - Several gun sights have increased peep-holes for easier use: Grease gun, Sten, Springfield, and the M1 carbine) - Springfield M1905 now has a bayonet - Refined camera shake on shooting
Long-term bugs like those encountered when shooting out of windows from slight angles have been fixed, as have the Cromwell armor and the offset markers on maps. There’s also a new spawn menu UI, improving FPS and allowing Squad Leaders to name their sections and delete previously placed markers.
We have many more changes coming down the line - a roadmap is coming very soon! In the meantime, let us know your thoughts, feedback or suggestions!
Changelog
Improved Spawn UI + Less FPS drop + Added spawn points list + Fixed offset on minimap for all UI/marker + Can name sections + SL markers removable (auto marker disappear time of 10min) + Fixed section info bug on changing SL
Added new compass to player UI + Removed old compass + Updated vehicle compass
Updated Dead/Incap UI + Created a give-up button + Created an automatic switch to spawn UI after 30s of death + Added bleeding/pain sfx
Changes to server hosting + Server queue limit = 20 + Added modding info on server browser
Minor amends + Reduced VoIP ducking from 80% to 20% + Added wiki & new social media link to the main menu + Added a new entry map with camera movement + Added new loading screens for all CH1 maps + Removed "Modded content" startup loading screen + Gebirgs-Division name fix + Changed Greek logistics NCO name from Lee Enfield to Männlicher + Added a screenshot mode button inside the main menu + Removed old logos out of the virtual shooting range
Rally System + Added a new UI to reduce the friendly RP size + Fixed overlapping friendly RP bug + Removed bug that everyone sees the RP timer + Give commander only the visibility of the timer of every RP + Changed redzone being visible to everyone + Can now destroy enemy rallies by holding "F" (~15 secs) + Fixed bug on radioman radial menu and updated UI
Vehicles + Fixed tank section not usable on Utah + Extinguisher & Wrench range increased + Fixed Cromwell internal collision normal + Fixed firefly coax mg name from BESA to M1919 + Updated Flak 38 (10 x 20rnd mags, 6s reload, 10s swap projectile, new reload sounds) + Updated Flak 36 reload time to 7 seconds + Added missing impact and shrapnel effect for APHE 88mm + Vehicle Icon direction arrow added + Created Infantry Supplies Truck (IST) + Fix for Tank kills and deaths not counting on scoreboard + Added "X" to close tank deck menu if the close button is blocked by UI + Removed towing radial
Weapons + Fixed shooting offset at tight angles through a window + Checked zeroing of all infantry weapons (fixed K98k, K98k sniper, Springfield sniper, Garand, M1 Carbine, G43, Mannlichers, Gras, MAS36, Lebel & Lee Enfield Sniper) + Increased sight aperture on M1 Carbine, Springfield, Sten & Grease Gun + Thinned front-sight on the Mannlicher and Lee Enfield No. 1 MK3 rifles + Tweaked basepose on the Lee Enfield No.1 MK3 so the bolt is angled closer to the receiver + Added proper Mannlicher rifle non-dry reload + Changed firing audio sound for the Mannlicher rifles to be unique + Increased firing rate on the M1928 Thompson to the realistic 850RPM + Fixed a number of third-player reload animations having no blending + Enabled dynamic physics on loose sling ring and bi-pods for multiple weapons + Set all bolt action rifles to not allow an additional round in the chamber on a full magazine due to the nature of their reload animations + Added Springfield 1905 bayonet + Changed Lewis gun model & animations + Regenerated physics assets for a number of weapons so they are more accurate to the shape of the weapon + Fixed skinning issue on the bullets for the Mannlicher rifles + Fixed hand glitching when transitioning between in-and-out of ADS on the Lee Enfield No.1 Mk3 + Increased ADS time for the M1 Carbine slightly + Fixed odd right-hand thumb position on the Bren bipod basepose + Fixed offset of M2 ironsights on the halftrack + Bumped up the recoil on the FG42 while in bipod to be on par with other similar weapons of its class + Fixed K98k, Lebel Scoped, and Springfield Sniper showing bayonets while in ADS in first person + Reduced intensity of blur on the M1 Carbine, Sten and MAS36 further + Fixed shell ejection offset on the No.4 Mk1 Lee Enfield while reloading + Fixed bullet poking out of the weapon briefly during the Springfield reload animation + Slight animation tweaks to fix some clashing on the STG44 + Tweaked lowered poses for the FG42, K98 grenade launcher, MG42, MG34, Boys Anti Tank Rifle, ZB26, Mac 24, Mas36, Mas 38, Bren, Lee Enfields + Increased visual recoil on the Emplaced machine guns + Added camera shake on firing the handheld mortars + Smoothed out ADS transitions for the Luger, FN1922, PA1935, 1911 and P38 pistols + Sped up bipod deployment for the Bren, Mac24 and ZB26 slightly + Fixed Cup Discharger base angle looking off - Simplified range settings on the Cup Discharger to 50m/100m/150m/200m/250m + Fixed M1A1 Bazooka being unable to freelook while in ADS + Set Piat to the same weapon lower settings as the other rocket launchers + Set M7 Grenade launcher to the same lower settings as the other Grenade Launchers + Fixed broken ADS on the Mauser C96 + Fixed Brandt 50mm mortar having camera shake desynced from the firing animation + Added handling foley to all handheld mortars + Fixed visible bullet when firing the G41 + Fixed stretched UVs on the K98 follower + Slight tweak to the Luger weapon firing animation (slide moving slightly) + Added missing lowering animations + Fixed offset ADS positions for Panzerschreck & Bazooka + Gave recoil to Piat + Fixed M1 Garand & Lewis Gun animation + Tweaked camera shake on several weapons (added to emplaced weapons) + Fixed some weapons missing blur on ADS + Added zeroing to MP40, Thompson M1928, Thompson M1A1, C96 & Browning M1919 + Set zero of the Greasegun to its IRL 100m setting + Fixed Mac 24 animations + Added SFX to Gras mle1974 bayonet equip and use + Replaced modern M2A1 Browning barrel with older authentic M2HB barrel + Standardized throwing animations for grenades & throwables + Fixed sides exposed on binos at 120 FOV
Medics + System change for bandage/syringe: (Medic revives to 30% health, bandage heals to 100%, other revives to 10% health, bandage heals to 50%)
Squad Information + Added improved info on neutralized/capped/lost flags + Added section leader notifications (Player joins/leaves section & on promotion to section leader) + Set Sapper/Pioneer to a max of 2 per team
Deployables/Logistics + Rework of the emplacement/deployable system (Inf trucks carry supplies, removed MSPs, Radios and spawn tents introduced, Emplacements only buildable at FOBS, all emplacements cost construction points) + Set exclusion zone between radios to 400m + Set FOB lost to 20 tickets if destroyed by enemies + Made FOB placing unavailable in redzones and out of bounds zones + Removed vehicle tents + Possible fix of not being able to logi resupply + Emplacements no longer placeable in mains (150m radius) + Logistics shovel builds/destroys faster than normal players + Fixed problems with the interact collision on deployable weapons + Updated multiple deployables (various changes to costs) + Added several new faction-specific deployables (razor wire and hedgehogs etc) + Set ladders to not block vehicles
Performance/Level Design + Fixed texture streaming to be set to on + Updated DLSS plugin to 3.5.2a + Fixed DLSS settings selection bug + Enabled Mesh Distance Fields on Med & Low graphics settings + Added graphics setting for screenspace reflection + Fixed smoke bugging out on multiple transparent materials + Reduced VRAM significantly on various maps (inc Maleme/Rethymno) + Multiple LOD and optimisation fixes to Maleme/Rethymno + Maleme - Fixed rockwall turns black on close range + Fixed broken LOD mesh on Maleme/Rethymno airfield/barracks + Fixed pavement collision on Arnhem + Fixed Doorworth castle door weird LOD + Doorwerth 03: Removed double axis cdr car + Updated redzones for Offensive levels + Changed Out of Bounds kill time from 20s to 10s + Reworked buildable pontoon system + Added extra buildable pontoons to Grave, Arnhem, Veghel, Dinant, Driel + Fixed snow ditch gap + Improved snowy landscape material + Fixed penetration values on different materials (E.g. – Can now shoot through wood fences) + Optimized vehicle spawners + Ongoing level design overhaul (new buildings e.g. Koepelkerk, Veghel Town Hall, etc) + Re-added Arnhem Range (still under construction) + Removed Proving Grounds to investigate client crashing bug
Rally System: + Set RP to block placing in out of bounds zones
We are aware of the Scania and Kronos Cash Shop issues and are investigating the cause. As of 10:08 AM PST, the Cash Shops are back up. We will continue to monitor the situation. Thank you for your patience and we apologize for any inconvenience this issue may have caused.
As the journey of Early Access continues, I want to build upon the core of what DK Jr. Math offered as well as add more variety and build upon a fun and unique story mode.
First, multiplication has been added to the exercise game mode.
One difference between how multiplication works in Monkey Math vs. what you'd see in DK Jr. Math is the ability to quickly switch to the next digit row as you figure out the problem, DK Jr. Math sort of locked you in on that row and walked you through it, making it a little difficult to go back and fix mistakes.
The 'next block' will handle row changing.
Second, story mode world 2 is shaping up.
In addition to world 2 I'm introducing a new level that will break some of the mundane math equations to solve and mix it up. Level 2-3 will be an endless runner type game where you have to collect numbers as you run from the vehicle until you reach 0. I plan to keep making these little 'mini-games' to mix things up throughout the game and probably incorporate them into the 'Misc.' category in Exercise Mode.