The first major update since the game's early access release, the 2/2 Orb release includes one new map (f16), one new ship type (orb), a new game mode (king of the hill), gem-based progression system, improved AI, leaderboards, and a 4v4 team tournament.
Let's start with the f16 ship factory where the mysterious orbs have invaded, requiring you to fight them off either in single player or multiplayer mode, keeping in control of the golden sphere at the middle of the map. Already many players have told us this is their favorite game mode as it encourages non-stop competitive team play in a tight arena. The default game mode on this map is King of the HIll.
Next we have the orbs themselves. The orbs will appear on every map if you enable them and start off easier but get harder the more of them you kill. The AI also now moves around and tracks its opponents more carefully. If you get enough gems from your kill counts you can also unlock the orb as a ship type.
The progression system allows you to earn gems from standard in game activities, both staying inside the golden sphere while there are enemies or earning kills.
This figures on our overall leaderboard which is just released but soon will show your overall rating relative to other players in teams, average gems earned and top score in various game modes.
Enjoy! The first team tournament starts today at 2/2 20:00UTC with four player teams and $1000 in prizes.
I fixed a bug where inputs were getting blocked for some players after they closed the Equipment Shop or Quick Menu. This issue, which persisted until the end of the match, should now be fixed.
Sorry for any trouble this caused, and thanks to everyone who brought it to my attention.
*Fixed some speed anomalies. *Fixed some issues that may cause bullets to disappear at high rate of fire, I will continue to check whether other factors continue to cause such problems, if the problem still occurs, you can temporarily solve it by restarting the game after shutting down. *If the game is terminated abnormally due to a power outage or other special reasons, it will cause archive corruption if it is in the archived state. At present, I have made an emergency treatment for the archive. In most cases, it will only damage the statistical file, but there is still a certain possibility of archive damage. I will continue to try how to preserve the archive under such abnormal conditions. *I'm very sorry that the cloud archive function did not work properly due to technical reasons, I temporarily closed the cloud archive to prevent the failure. If the player needs to copy the archive to other devices to play, he can open the game's installation path in steam and find: steam\steamapps\common\Night Raider\NightRaider\NightRaider_Data\D1202. Copy the entire D1202 folder and overwrite it to the new device. *At present, in the high difficulty, there will be a zombie wave resulting in a decrease in the frame number, which is caused by too many zombies, especially if the zombies need to go around a particularly long way from the player, the frame number will drop even more. If you is worried about this situation, you can clean up the zombie swarm as soon as possible, and I will find an optimization plan to improve this problem as soon as possible. *Pressing ESC while the map is open will only close the map, not open the Settings screen. *Due to my physical illness, and the Chinese New Year is coming soon, I need to wait until the Chinese New Year is over before I start to restore and update. I wish you all a happy Chinese New Year in advance.
In Coridden, we wanted the combat system to not only test players' reflexes and fast decision-making, but also to encourage communication and collaboration among team members. The different items and abilities can make the battle better or worse, depending on what kind of enemy they face and how fast they react.Β
Here are four aspects we kept in mind to create the combat challenging in Coridden:
π² Reacting
responding to threats, taking actions, and controlling your character;
π² Targeting
analyzing enemies, planning out take-down order, using the right tools;
π² Managing energy (a resource to perform attacks and certain skills)
balancing defense vs attack, risk vs safety;
π² Playing as a team
talking to each other to eliminate the right targets, managing energy and targets between players, helping each other in need, making use of everyone's strengths & tools, compensating for each other's weaknesses.
During combat, players can use melee and ranged attacks depending on their equipment, and choose between light (faster) or charged (slower, but more powerful) attacks. Charged attacks are extra useful when the enemy is blocking attacks or has a lot of damage reduction!
There are several ways for players to avoid attacks or create some distance between them and their enemies, such as dodge, jump or sprint. Dodging makes you invincible against most attacks for a short while, and doesn't cover as much distance to keep you in close proximity for counter-attacks. By jumping you can avoid attacks that travel along the ground, and it also opens up for airborne attacks.
Players can change their form at will to use skills available to either their human or beast forms. Every attack and active skills costs energy, so switching between forms is essential to keep dealing damage!
A teammate in a beast form, or a conjure, can be mounted. Attacks from enemies won't hurt the human riding, only the beast will take damage. If the player in beast form loses consciousness or gets hit by certain attacks, the riding player will be knocked off. Some skills let the rider and the mounted player to interact in special ways, while some of the passive abilities can give extra benefits while riding or being ridden.
Some creatures can grab or hold onto enemies by either attacking them with a powerful attack or by running into them quickly. Sometimes an enemy can dodge or block a grab attempt, though.Β It's easier to grab enemies who've just been hit, are staggered and hurt.Β Other players can also attack the enemy that has been grabbed, both from the ground andΒ while riding.
We hope the style of combat in Coridden got you excited! Remember that you can now play the DEMO on Steam!
Until next time! /Aftnareld Team
π² Media about us:
Rock Paper Shotgun IGN βββββββββββββββββββββββββββββββββββββββββββββ
Remember, the campaign will be active for 22 days only, once the time is up Timmy will quite simply fly away in the sunset as he always does. Noooo, Timmy come baaaack!
Aaand as a sign of appreciation for your constant support, we are going to gift 10 plushies to 10 lucky winners!
As you can see, weβre going to launch a Kickstarter campaign very soon for Edenβs Guardian, and the page is now open so you can follow it and get notified when it starts!
In the last few months, weβve been working hard preparing for this big moment, and weβd like you to be there with us. Thatβs why, even though the campaign hasnβt started yet, it would help us a lot if you clicked that βNotify me on launchβ button so you know when the campaign goes live!
Weβre still finishing up all the details, but we can assure you that the campaign is going to be amazing! Weβre very excited to share with you all the rewards and cool stuff youβll be able to get if you back the campaign.
Also, in just a few days, weβll be part of the Steam Next Fest with a BRAND NEW DEMO! As you can see the next couple of months are gonna be huge for Edenβs Guardian! This wouldnβt be possible without your support, and we hope we can continue achieving new goals with you going forward.