The moment you've been eagerly anticipating has arrived – Balatro is now available on Steam! Don't miss out – grab your copy today and embark on your epic adventure!
After thoughtful deliberation, we've made the decision to hold off on introducing languages other than English in version 1.0. We want to ensure that each language meets our high standards for quality before release.
In the full game, all additional language options will still be included and labeled as BETA. If you decide to explore these options, we kindly ask for your feedback. Your valuable insights will play a crucial role in refining and improving the language experience for all players.
The languages in Beta are: French Dutch German Indonesian Italian Japanese Korean Polish Portuguese - Brazil Russian Simplified Chinese Spanish Spanish - LATAM Traditional Chinese
A Heartfelt Thank You
We want to express our deepest gratitude for the unwavering support you've shown us throughout this journey. Your encouragement and enthusiasm have been instrumental in bringing Balatro to where it is today. We truly couldn't have done it without you. Thank you from the bottom of our hearts.
Today, we extend our gratitude to you for visiting Akratya. We invite you to catch a glimpse of what awaits you in the full version of Deathbound. Watch our Demo Accolades Trailer to preview the journey that lies ahead.
Both the media and thousands of players have immersed themselves in the city of Akratya, expressing excitement about the meticulously crafted world we've created. We also want to express our thanks for every minute you've dedicated to providing feedback, opinions, and suggestions about Deathbound — your input is invaluable at this stage of the game's development. Rest assured, we are committed to carefully considering every opinion sent our way.
Stay tuned for further updates and news as we progress towards the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.
A new BIG update is available now to improve your journey in Eudros!
Bug fixing, optimizations, adjustments to the HUD, and new content, such as new weapons, skills for the Necromancer, new events on the calendar, and much more ⚔️
As always, none of this would be possible without your support, so we encourage you to keep sharing your feedback here and in our official Discord.
BUG FIXES
Fixed issue with Druid tree not being properly linked to your druid level
Blood Magic spells now grant Blood Magic EXP properly
The 4th slot button to add resources to a building now allows you to hold it to add resources to the building
Assignments that don't grant skill-specific EXP no longer show "x NONE EXP" in the description
Fixed issue with skill tooltips being cut off for skills with longer descriptions on the skill book AND skill tree windows
Replaced various broken flintlocks with new, working ones (If you have a flintlock weapon that doesn't work with some skills, just destroy it!)
Fixed Mailbreaker dual daggers
Fixed issue at Whitebrook Haven that would cause cave ambience to take over exterior ambience when not inside the cave area
Fixed issue with Fletcher's Brew recipe
Optimized trading window
Overworld events can no longer be repeated by saving/reloading within the event area
Fixed issue with area ambiance not spawning correctly
Fixed day/night cycle at the Three Sister's Forest
Stafflight should now be unlockable at Staff level 1
All Pyromancy spells should now grant the proper amount and type of EXP
When respeccing a skill, it will now be removed from your skill bar and skill book immediately
The Mana Crystal grapple mod now works!
Warp Spikes can now be destroyed - they also now grant Warp Shards, which will be used in special weapon crafting!
Fixed shadow issues at the Three Sister's Forest
The Two-Handed passive skill, "Limb Chopper", now applies the correct amount of bonus damage
Fixed issue with some segments of the Harbinger Stronghold clipping strangely
Fixed issue with Ice Pillar that would cause some controls to lock-up after casting
Fixed issue where player could stance-swap 1H weapons while gathering, making the minigame break and the tool stick in the player's hand
The Assignment Board window can now be closed with the TAB or ESC buttons
Fixed issue where multiple music tracks would overlap when pausing and unpausing the game
Fixed issue where you could exit the dialogue with Geoffrey Woodkin, locking you out of certain parts of his questline
Fixed issue with double-spawning structures at your village
Fixed issue with player-built churches spawning benches above the church pews
Fixed bug when selecting "Aviary" from the building selection list
Fixed issue where building overview wouldn't open if you started the construction of an Aviary
Fixed issue where player's mana would stick at 350 max upon loading into an area
Rope is no longer classified as food
Fixed positioning of some plots to prevent floating buildings
Fixed building overview window for Engineer Workshop
Fixed issue where some deconstructed buildings would not properly despawn until leaving/returning to your village
Donating Divine Favor to a Statue of Arosa now properly grants you an Arcane proficiency point and closes the window
Fixed issue where multiple donation windows would open sometimes when attempting to pray at a church
Music should now properly play at all generic camping locations
Calendar Events happening at the Khenmoore Flatlands should no longer say "Khenmoore Woods" (For newly generated calendar events - already-existing events won't reflect this change)
Fixed issue where crit spots would spawn on dead enemies
Fixed issue where crit spots would remain on enemies even after death
Fixed dead-end dialogue in Millshade
Fixed issue where Upward Slash would rotate the players character by 90 degrees if you casted it after ragdolling
Fixed issue with player-built smithy smelter and anvil spawn locations that would cause the player to fall through the map
Fixed issue where Thousand Deaths would rotate the players character by 90 degrees if you casted it after ragdolling
Fixed issue with taming minigame creature (slimes, rabbits) rotation when Small Animal Trap was placed on an angled surface
Blessed Blaststones can now be thrown
Changing the players hair color with the preset color options now properly updates hair stubble color as well
Fixed Elderglen navigation mesh (NPCs should now walk around properly)
Vampirism level should now track properly
Curing vampirism with the console command will not prevent mana and stamina from regenerating any longer
Fixed issue where you could not become a Vampire again after curing your Vampirism with the console command
Ale and Rum should now get you drunk
Calendar Events should now properly spawn at the Moonhorn Cliffs (Specifically, Ethereal Airship, airship crashes and damaged airship events)
Fixed issue where level up screen would cause multiple music tracks to overlap one another
Fixed issue where gear would be deleted if your pet rabbit dies in combat
Roanan's Call now consumes mana properly
Spring Shroom now consumes mana properly
Goblin Form now consumes mana properly
Peck now consumes mana properly
Fixed dialogue with Geoffrey Woodkin when speaking to him when the "Proof" quest is active.
Fixed dialogue issue with Charles Hullett that would allow you to close the dialouge before the second stage of his quest is accepted, breaking the questline
Fixed placement of close button on One Handed Skill Tree
Fixed issue with 3rd plot to the right as you walk away from your stronghold that would not allow you to construct buildings properly in its location
Fixed Autonomous Bot Companion dialogue
Fixed dead-end dialogue with Prawix the Travelling Wizard in Khenmoore
Fixed issue where enemies would play a jumping animation when they weren't jumping
Frozen enemy VFX should be destroyed when the enemy unfreezes (Greatly optimized cryomancy!)
Fixed issue where the "Flamethrower" skill would apply multiple burn status effects to the player
Fixed tooltip for Dwarven Grenade Launcher
Fixed navigation issues in Khenmoore
Fixed issue where player would not unlock Fletcher's Brew recipe when completing the Fletcher's Brew quest
Fixed objective text for "Keeper of Cows" questline
Fixed layering issue with credit window on main menu
Fixed issue where some buildings wouldn't be completely destroyed when deconstructing them
Added quest marker for "Keeper of Cows" questline for the Khenmoore Physician
Fixed issue that would make the Sorrow Script at the Hills of Delvenaugh not show up
Removed floating skill book at the village of Ordwood
Overpowder should now have a much bigger damage cone
Flintlock skills with the timed UI element no longer add a bullet to your gun's magazine
Fixed issue that would cause crashes when leveling up Blood Magic
Collision on the Ogre Dens should now work properly
Goblin Shivs should now show the proper name, image and description
Reduced loading times
General optimizations
BALANCING/ADJUSTMENTS
All druid animal form spells now add Druid EXP for every 3 seconds in the form
Damaging enemies with the wolf-form attacks now grants Druid EXP
All Druid spells should now cost mana, and grant Druid EXP for casting them
Adjusted camera placement for wolf-form spell.
Damaging enemies with Boar Rush now grants Druid EXP
Damaging enemies with Bear Claw spell now grants Druid EXP
The spell "Carrion Flock" now grants Druid EXP for every second you continue casting the spell
Standard staff attacks now grant staff EXP
Reduced Blood Leech mana cost from 50 to 25
Blood Totem spell now costs 35 mana (was 0)
Viscera Storm spell now costs 35 mana (was also 0)
Reduced Consume Vitality mana cost from 50 to 35
Blood Spear and Ichorian Blade no longer require mana - but will draw from your own blood if an enemy or corpse is not targeted, resulting in self-damage.
Clot Orb will now drain your own health to cast and not cost any mana
Meat Puppet spell now costs less mana, but drains more health per second while puppeting an enemy
Reduced health cost for summoning a Blood Golem with your own blood from 150 to 100
Increased Undead Walker summon health from 125 to 350
Increased Undead Walker summon damage from 20 to 30
Increased Undead Ripper summon health from 250 to 450
Increased Undead Ripper summon damage from 35 to 55
Increased Undead Breaker summon health from 150 to 600
Increased Undead Breaker summon damage from 60 to 90
Increased Iron Flintlock Pistol from 80 damage to 125
Slightly reduced Iron Flintlock Pistol reload speed
Reduced Iron Blunderpistol damage from 25 damage per pellet to 15 damage per pellet
Reduced pellet spread for Iron Blunderpistol (from 15-degree cone to 10-degree cone)
Removed Quartermaster and Stable construction sites from inside the Harbinger's Stronghold
Replaced goblins spawns with Three Sister Cult spawns at the Three Sister's Forest
Reduced Copper Ultrasword damage from 50 to 35
Reduced Slimemetal Ultrasword damage from 75 to 50
Triple Shot and Druidic Bolts now grant 3 Bow EXP for each hit
Frost and Fire arrows now grant 3 Bow EXP on hit
Rimeshot now grants 3 Bow EXP on cast
Rain of Arrows now grants 6 Bow EXP on cast
Relentless Barrage now grants 2 Bow EXP for each hit
Mortar Arrow now grants 3 Bow EXP on cast
Balloon Arrow now grants 3 Bow EXP on cast
Overdraw now grants 10 Bow EXP on hit
Arrow of Arosa now grants 10 Bow EXP on hit
Devistation Arrow now grants 10 Bow EXP on hit
Mind's Eye Arrow now grants 10 EXP on cast
Reduced Mailbreaker dagger damage from 20 to 15
Hitting enemies with a thrown shield now grants 10 Shield EXP
Shield Plow now grants 10 Shield EXP upon hitting an enemy
Catapult Shield now grants 7 Shield EXP upon hitting an enemy
Shield Projection now grants 5 shield EXP on cast
Shield Foothold now grants 5 EXP when shield attaches to a surface
Shield Glider now grants 8 EXP on cast
Blood Rain now costs 50 mana and has a 60 second cooldown
Focused Shot now grants flintlock EXP if you hit an enemy (15 for perfect shots, 10 for on-time shots, 5 for missed-timed shots)
Buckshot now grants flintlock EXP if you hit any enemy (1 EXP for every pellet hit. 20 total pellets fired)
Overpowder now deals x3 weapon damage and grants 15 flintlock EXP
Explosive Bullet now deals x4 weapon damage and grants 10 flintlock EXP for direct hits and 5 EXP for explosion radius hits
Handheld Flamethrower now grants 1 flintlock EXP every damage tick
Poison Bullet now grants 10 flintlock EXP upon hitting an enemy
Instant Reload now grants 5 flintlock EXP
Suppressive Fire now grants 3 flintlock EXP
Poison Gas Bullet now grants 10 flintlock EXP (no hit required)
Bayonet Charge now grants 5 flintlock EXP for charging an enemy
Glue Glob now grants 10 flintlock EXP (no hit required)
Sleep Dart now grants 10 flintlock EXP
Blazing Trail now propels you in the direction you are looking (including pitch)
Optimized ground fire
Greatly increased the spawn rate of coal in Rocky Hill areas
Refined ore spawn positions
Increased Ash Tree spawns at Pine Forest areas
Removed broken Lionsmane assignments, until they are transferred over to new assignment system
Crafting an Autonomous Bot now adds it to your companion list!
Helots now spawn at level 15-20 (Spawn at Warp events)
Helots now have a stagger threshold of 150 damage
Helots now attack much more aggressively and rarely go on the defensive
Pausing the game now fades your HUD, preventing UI overlaps
The Three Sister's Forest now has a high spawn rate for Ash trees
Adjusted spawn location for player-built Churches
Adjusted the spawn rotation for player-built Wizard Towers
Reduced bandit spawn count for bandit ambushes
Greatly increased all tree spawn rates at Pine and Birch Forest areas
Greatly increased ore spawn rates at all generic camping spots
Staves have been reworked! Some still need to be transitioned to the new system, but they now act completely differently.
Reduced EXP requirements to level up mining, woodcutting and foraging (Expect to get a handful of levels up in each of these skills upon loading in to the new update!)
Changed the mount, companion and grapple mod buttons on the inventory screen to help with clarity
You can now either click OR press the interaction key for the gathering minigame
The Elecromancy skill, Electrical Remnant, now costs mana and grants Electromancy EXP
The Unarmed skill, A Thousand Deaths, now grants Unarmed EXP. (1 EXP for every other hit during the rapid-punch, then 5 EXP for hitting an enemy with the final punch)
Rabbit Bait is now sold at the Fletcher's Fowl in Elderglen
Moved Clayton Barret so player no longer can open the runereading minigame and dialogue at the same time
Increased price of Rotboar mounts
Improved inventory search bar functionality
Adjusted enemy health scaling equation - Enemies that are in the higher end of their level range should no longer have huge differences in health. Their damage and EXP drop increases did not change.
Volcanic Trap now consumes mana
Volcanic Trap now grants Pyromancy EXP
Disintegrating enemies with pyromancy spells should no longer cause significant frame drops
Reduced grenade launch speed for Dwarven Grenade Launcher
Fixed grip for many weapons, fixing odd hand placement and camera clipping issues
Fixed lighting issues in Khenmoore
Fixed missing footstep sounds from various animations
Enemy-eliminating objectives have been removed from city boards and now are exclusive to the Lionsmane Guild
Adjusted spawn rates for Bandits at the Hills of Delvenaugh
Reduced base volume for all goblin vocals
GOBLIN FACTION ADJUSTMENTS
Slightly increased Stitch Snitch health
Stitch Snitch levels now range from 5-10.
Slightly decreased health of Goblin Bonker
Reduced Goblin Infantry base damage from 50 to 30
Greatly reduced Jetpack Goblin health
Jetpack Goblin levels now range from 7-12
Increased Hill Troll health
Hill Troll levels now range from 12-17
Increased Hobgoblin health
Hobgoblin levels now range from 10-15
Reduced Goblin Whelp health
Reduced Goblin Looter health
Slightly increased Goblin Infantry health
Increased Great Ogre health
Great Ogre levels now range from 15-20
Increased Lobgob health
Lobgob levels now range from 8-14
BANDIT FACTION ADJUSTMENTS
Renamed "Bandit" to "Robber"
Slightly increased Robber health
Slightly reduced Firethrower health
Firethrower levels now range from 10-15
Highwayman Bandit levels now range from 4-8
Slightly increased Bandit Longbowman health
Bandit Longbowmen levels now range from 5-10
Slightly increased Bandit Shortbowman health
Bandit Shortmen levels now range from 10-13
Increased Bandit Cutter health
Bandit Cutter levels now range from 3-8
Increased Bandit Swordsman health
Bandit Swordsmen levels now range from 5-10
DWARVEN FACTION ADJUSTMENTS
Increased Dwarven Spearman health
Increased Dwarven Stonesplitter health
UNDEAD FACTION ADJUSTMENTS
Slightly reduced Undead Bonebag health
Undead Breaker levels now range from 7-11
Slightly increased Crypt Targe health
Crypt Targe levels now range from 10-15
Slightly increased Undead Lancer health
Undead Lancer levels now range from 8-13
Increased Vampire health
Reduced Undead Walker health
Reduced Undead Shambler health
OTHER FACTION ADJUSTEMENTS
Three Sister's Disciple levels now range from 7-13
Greatly reduced damage from Bees
Bee levels now range from 1-3
ADDITIONS
New console command: UnlockSkill {Skill} NOTE: Some skills don't work with their displayed name - I'm working on a list for every skill name that will work with this console command. (:
New console command: IncreaseSkill {SkillName}. Example: IncreaseSkill One Handed (All skills with skill trees should work with this command. Skills like woodcutting, fishing, etc., have not been added to this command yet!)
Re-added Leaping Smash to 2H Weapon Skill Tree
ESC now closes the radial menu without opening the pause screen
ESC now closes the pause screen (You no longer must click "Resume"! Yay!)
ESC now closes the job board window
ESC now closes the shop window
ESC now closes the inventory screen without opening the pause window
Added new LVL1 2H skill - Rush! - a short-range dash, allowing you to close the distance to enemies.
Added new LVL1 Necromancer spell - Summon Shambler! A spell that summons a very weak skeleton companion - the spell only has a 1 second cooldown, allowing you to raise an army of shamblers, if you wanted!
New craftable weapon (Engineer) - Double Barrel Iron Rifle
Added 7 new Necromancer passive skills
Added 3 new Two Handed Weapon passive skills
You can now enter Ogre Dens! They are a great source of basic mining resources.
Fogroaches can now be found in caves at Whitebrook Haven
Replaced level up banner
Added exp counter to HUD (under current level)
Added "Coming Soon!" text to skill trees that are not yet available
Added "Must be Vampire" text to Vampirism skill tree banner
Added new food recipe: Coffee!
Added "CAPS" to offhand skill bars to help players understand how to access offhand spells
Added a new special bow: One Above Death
Began expanding the Three Sister's Forest
Added a new cave, which contains the new bow (will also contain a questline involving the use of the bow)
Added Taming Hearts to Rocky Hill areas
Added Taming Hearts to Autumnal Plain areas
Added Taming Hearts to Autumnal Birch Forest areas
Added Taming Hearts to Birch Forest areas
Added Taming Hearts to Grassy Plain areas
Added Taming Hearts to Snowy Plain areas
Added Taming Hearts to Pine Forest areas
Added new items
Raw Beef
Added Vampirism to detailed character stat sheet
Added popups to Tomb of the Betrayer, Brittlebean Hold and The Necropolis of Dornhurst, explaining their current status
Lionsmane Assignments now grant the proper amount of iuba (Lionsmane currency, which will be used to purchase lionsmane-themed gear!)
Replaced all Lionsmane Contract Boards with the new style of boards
Added new book type: Cookbooks! Reading these will unlock recipes! If you already know the recipe in the book, you'll be granted cooking EXP!
Began adding new staff animations
Added new calendar event! Astral Rifts.
Added basic control text to Overworld HUD
New ingot type available to smelt - Moonstone Ingots (Level 6 Smelting)
New weapons available to craft! (And 3 new Weaponsmithing levels) ○ Moonstone Daggers (lvl 5 weaponsmithing) ○ Moonstone Sword (lvl 6 weaponsmithing) ○ Moonstone Staff (lvl 6 weaponsmithing) ○ Moonstone Ultrasword (lvl 7 weaponsmithing)
Added a mirror to your bedroom at the Harbinger's Stronghold that allows you to change your appearance!
Added new hunting shop to Velosia - The Huntsman's Haven
Added new basic potion shop to Velosia - The Potion Pantry
Added new butcher shop to Velosia - Griffin's Cuts
Added new fishmonger shop to Velosia - The Royal Trawler
Added tailor shop to Velosia - The Best Stitch ○ White Toga Top ○ White Toga Bottoms ○ Pink Toga Top ○ Pink Toga Bottoms ○ Red Toga Top ○ Red Toga Bottoms ○ Black Toga Top ○ Black Toga Bottoms ○ Commoner's Sandals ○ Black Scholar's Hat ○ White Scholar's Hat
Added tailor shop to Woodhurst - Linens of Woodhurst ○ Boarpelt Harness ○ Boarpelt Guards ○ Boarpelt Armguards ○ Fur Boots ○ New armor/clothing to the clothing shop in Arema: ○ Red Belted Garb ○ Blue Belted Garb ○ Green Belted Garb ○ Red Belted Bottoms ○ Blue Belted Bottoms ○ Green Belted Bottoms ○ Red Short Sleeves ○ Blue Short Sleeves ○ Green Short Sleeves
The Drunken Bard in Elderglen now functions as an Inn
The Castleside Inn in Woodhurst now functions as an Inn
Added new stable to Woodhurst
Added new mount! Brown Direwolf (Available at Woodhurst stable!)
City job boards now offer city-specific jobs (Bard work, street sweeping)
Added various quest markers for quests around the world
- - -
Join the community on Discord and follow Shieldbearer Studios ( TikTok | Twitter ) & HOOK ( Twitter | Facebook | TikTok ) to be updated in real time on what’s happening in Eudros 🏰
Sargon the Terrible has returned, and it needs heroes to stop his subordinates and foil his plans. Travel to Kingshill and talk to Jon Sunlair and help save Dracania once more!
Adventurers - rise up to the challenge, defeat Sargon and earn great rewards during Drakensang Online’s Terrifying Shadows - A New Era event!
The mapmaker contest at Frosty Fight Club has come to a close, drawing in ːsteamhappyːthousandsːUnicː of votes! The top three levels were neck and neck in ranking, showcasing exceptional quality. As a result, we've chosen to include all three on the curated workshop list. Without further ado, here are the three deserving winners.
Due to demands from the Miners Union, Hunters can now Rock and Stone during prop hunt. We also fixed a pretty bad crash caused by losing a mission with bare arms, how humiliating!
With Love, The Ghost Ship Crew
--- PATCH NOTES —
- Options: Added more space for percentage text for volume sliders - Fixed a bug that caused Boomstick mod ‘Improved Shockwave’ tooltip showing 0 damage. - Prop Hunt: Hunters can now rock & stone - Prop Hunt: Fixed a bug that caused the bio tank prop to hover above the floor - Removed a visible box surrounding Engineers Lure Grenade - Fixed a crash when failing a mission while wearing sleeveless armor
We updated the Steam and Xbox Experimental applications of the game. This version brings new assets, fixes, optimizations, changes, and a brand new scenario: Combat Ops Everon.
We encourage everyone to jump into the Experimental Game and try out the new additions. We would also like to remind you that this version may not be as stable as optimized as the Main Game.
There are several known issues with the Combat Ops scenario, whereby certain objectives may not complete properly. We are aware and will be implementing fixes as soon as possible.
Changed: M16A2 was reworked, divided into parts and remastered
Changed: M21 texture
Changed: 4x20 Carry handle scope
Changed: GP-25 grenade launcher model
Changed: AK-74 textures and model
Changed: M9 pistol reworked
Stability
Changed: RegionalDestructionManager and DestructibleEntity replication is safer in case of errors
Fixed: Removal of dead bodies, abandoned items and vehicles not working correctly (T177376)
Fixed: Crash caused by reloading while a turret was being deleted
Fixed: Possible crashes where TurretControllerComponent expected presence of BaseWeaponManagerComponent
Fixed: Crash when leaving compartments of a vehicle without a physics component
Fixed: Crash when death ragdoll ends on remote proxy
Fixed: Crash on navmesh when building Compositions
Fixed: Crash on turrets with no sight component
Fixed: Navlink edges falling out of bounds of heightfield causing crash
AI
Added: Cover system
Added: Agents received basic training in the use of smoke grenades in medical situations
Added: Agents reactions to explosions
Added: Group investigation of potential sources of detected grenades
Changed: Door links now use navmesh agent radius for pass and intersection checks
Changed: Renamed AILimit methods so they make more sense
Tweaked: rules for selecting targets for AI
Tweaked: now AI will not attack enemy vehicles that are already burning
Tweaked: All vehicles now utilize SCR_VehiclePerceivableComponent instead of VehiclePerceivableComponent. NOTE: This change might break vehicle prefabs. Please ensure you have backed up your work.
Fixed: Incorrect shifting of paths to the right
Fixed: AI character was not able to aim while reloading
Fixed: Animals could get triggered by disabled AIs
Fixed: Birds flying in place
Fixed: Crash when AI is switching weapons and is put into the unconscious state
Fixed: AI shooting at disabled AIs
Fixed: Birds not being visible
Fixed: PerceptionComponent now properly determines its FOV
Modding
Added: Properties to systems at the project level
Added: Access to LOD index in anim expressions
Added: HijackDamageHandling, a function that gives a large control of DamageHandling to script
Added: DamageManager.ShouldCountAsHit, moddable function to ignore hits on damage managers
Added: UpdatePosition/UpdateAAB/UpdateRadius to respective grid maps
Added: RegisterEntity/UnregisterEntity to TagSystem
Added: DamageContext class interface
Added: Visual warnings when entities with damage managers are missing hitzones or a default hitzone
Added: Entities with damage managers without hitzones will not be spawned when going into play mode
Added: Workshop: Script API to get the list of contributors
Added: SetIKTarget and SetIKTargetPlane functions on CharacterAnimationComponent
Added: Event for showing/hiding player loadout gear during vehicle get-in/out animation
Added: Anim event for spawning/despawning prefab with RplComponent in L/R hand prop bone
Added: BaseCompartmentManagerComponent.GetOwner to script
Added: ItemUseParameters can now specify the Binding Name to which the item's animation graph should be bound
Added: Support for Event_Item_Action_MakeItemInvisible to make an item invisible during ItemUse
Added: SetMaxHealth forces health sync to clients
Added: GetHitZoneByColliderID and GetHitZonesByColliderIDs
Added: Getters for finding actions of provided type in AIBaseUtilityComponent
Added: Script getters for various components in BaseTarget class
Added: Ability to change IKPoses per magazine and ability to provide IKPose override based on stance for weapons and items
Added: InventoryStorageManagerComponent.CountItem to count the number of items from a predicate inside the inventory
Added: AIWeaponTargetSelector.HasWeaponOfType
Added: AIWeaponTargetSelector.FindWeaponOfType
Added: AIWeaponTargetSelector.GetMagazineCount
Added: InventoryOperationCallback.GetItem to be able to know which item is used in the operation
Added: Optics - Ability to standard reticle colors via attributes of SCR_2DOpticsComponent
Added: AttachmentSlotComponent.ShouldSetResource/ShouldSetAttachment API
Added: On SightComponents on weapons you can force the nearby DOF to be the simple depth of field for this sight
Added: Option to lower player weapon when using SCR_ScriptedUserAction.OnActionStart
Added: Graph API
Added: SCR_ContainerBudgetManager class for managing budgeting on game systems or frame-dependent logic
Added: "Save In Loadout" property on BaseInventoryStorageComponent, to decide if the storage should be saved in the loadouts
Added: Vehicle overall drivetrain damage can now be retrieved using the GetMovementDamage method
Added: SCR_WheeledDamageManagerComponent which can take in account wheel damage
Added: NwkPhysicsMovementComponent to synchronize generic physical objects in multiplayer
Added: Systems can now decide if they are only on client, only on server or on both
Added: Systems can now save and load replication data between client and server
Added: Systems can now send broadcast RPCs from server to clients
Added: UpdateBlacklist, OnInsertRequested and OnBeforeDelete to provide scripted control over the GarbageSystem (T176454)
Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf. The config layout has been adjusted to give mods finer control over rule priority
Changed: TagManager entity is now the TagSystem. Any usage of the old entity class in custom maps needs to be fixed.
Changed: SCR_WheelHitZone now inherits from SCR_VehicleHitZone
Changed: EWheelDamageState renamed to SCR_EWheelDamageState
Changed: HitZoneContainerComponent is now sealed
Changed: Renamed ScriptedHitZone to SCR_HitZone
Changed: Renamed SCR_DestructionBaseComponent to SCR_DestructionDamageManagerComponent
Changed: ActionManager in the PlayerController isn't assigned if the PlayerController doesn't belong to the locally controlled character
Changed: Renamed PlayerController.OnPlayerRegistered to PlayerController.OnLocalPlayerRegistered as it better describes when the method is called
Changed: Reworked functionality of SCR_AdjustSignalAction to support click, click and hold as well as hold and scroll actions
Changed: SCR_ResourceContainer.SetResourceValue to SetResourceValueUnsafe
Changed: SCR_ResourceContainer.SetResourceValueEx to SetResourceValue
Changed: PIP Optics - Parallax m_fProjectionDifferenceScale replaced with m_fVignetteParallaxScale that accounts for optic FOV
Changed: Integrated rest of muzzle attachment classes (pistol and 308) present in Attachments Compatibility addon with vanilla game. Please remove any dependency on the Attachments Compatibility addon in your mod, since it will clash with vanilla classes. Names of the muzzle classes are the same so it is not necessary to change it in the data itself.
Changed: Game Master now takes character Groups, Characters, and Vehicles from the Entity Catalog rather than the Game Master specific list. This means that the two lists are now merged into one and the catalog entry requires the editor data type in order for it to show up in the correct modes. While the old list is still supported (and stays for things such as compositions, systems, and props), any new entities of the named types will be added to the catalog only.
Fixed: Previous params fetch fail when publishing an addon for the first time was logged as an error
Fixed: BaseContainer.Cast was always returning null
Fixed: Crash in anim editor when adding event to very long animation
Fixed: SCR_Shape.DrawCircle precision issues with small radius
Fixed: It was not possible to call super method in overrides of PerformReaction of SCR_AIDangerReaction-derived classes, which made it hard to mod those methods
Removed: SCR_HitZoneContainerComponent
Removed: BaseScriptedDamageManager
Removed: EMISSIVE_GLASS_SLOTS property from StreetLampComponent. This is not supported anymore.
Removed: SCR_FuelNozzleComponent is not needed anymore
Removed: InventoryItemComponent.SetCanBeGarbageCollected method and attribute, replaced by UpdateBlacklist calls to the GarbageSystem directly
General
Added: JIP functionality for after death deactivation of character
Added: Character can now be forced into fall by applying enough up impulse
Added: Allow rebinding lean and stance adjustment modifiers
Added: Support for multiple sight components on turrets
Added: Player's movement speed and stamina consumption is influenced by the slope of surface they move against
Added: Game modes can now have Supply resource system disabled and Spawn cost now has a multiplier dictating how many supplies it costs to spawn
Added: Saved loadouts are now available after a disconnection or a kick
Added: Arsenals with repair kits to Tool Racks in the world
Added: Server restart timer to end screen
Added: Inventory - Press F/Y to equip, and hold F/Y to use an item directly. Thanks to Scalespeeder for the suggestion!
Added: Game master mode now allows for placing vehicles with crew and/or passengers using the toolbar buttons when placing a vehicle
Added: Vehicle ground and water collision VFX and SFX
Added: Free Roam Building mode is now used for requesting vehicles and AI soldiers. Possibility to command AI in base via Free Roam Building
Added: Parallax projection for PIP sights
Added: Rotor collision particles and sound effects for helicopters
Added: Static compositions are blacklisted from GM asset browser and are only available at specific places in world
Added: All weapons have a tailored depth of field intensity when using Bokeh
Added: Game Master now features a "Create Player" action and the associated Controller input is to double tap "a."
Added: Spawning with loadout takes the cost of the entire loadout
Added: BTR-70 can be set on fire when ammo storage, engines or fuel tank are hit with penetrating ammo. Ammo storages are located above second axle and below the turret, where the ammo boxes can be seen inside cargo compartment. Engines are located above fourth axle. Fuel tanks are located in the back.
Added: First iteration of simple controller keybinding
Added: Synchronization of physical weapon drop
Added: ScreenShake for occupants effect when crashing any vehicle
Added: Game Master now supports Replicated Visibility setting where if enabled, when the visibility of a Game Master Entity changes, it is replicated to all Clients
Changed: Vehicle inventories have been changed. Items have been updated and some vehicles now have arsenals with specific items
Changed: Optimizations around InteractionHandlerComponent
Changed: Relays now only work if the encryption matches the transmission
Changed: Vehicles - Default fuel consumption multiplier reduced from 12 to 8
Changed: Game Master Content browser now supports entries from the Entity Catalog and is used to spawn vehicles and groups in build mode
Changed: Increased the fuel support station range of fuel pumps to make refueling with larger vehicles easier
Changed: Arsenal items in catalogs can now have separate costs for arsenal items depending which system asks for the cost. Magazines in resupply kits, for example, will have a separate cost from magazines in arsenals to balance out use cases
Changed: Rotors now take collision damage at lower speeds
Changed: Inspect Casualty Widget now disappears after 5 seconds
Changed: Vehicle ramps in the world now have the ability to repair vehicles fully with the Repair wrench
Changed: Ragdoll simulation is now independent of server FPS
Changed: The garbage collection behavior was adjusted to minimize the impact on gameplay: -Items on the ground will not be removed while a player is within a 5-meter radius of it -Vehicles loaded with at least 25% of their supply cargo capacity have twice the lifetime (40 instead of 20 minutes) -Getting within a 25 meters radius of a vehicle will reset its lifetime to at least 5 minutes and will only start to count down once no more players are nearby (T177753) -The Game Master clean map button no longer removes items dropped, or vehicles exited within the last minute (e.g. reduce disruption to players working on their loadout)
Tweaked: Prone weapon deployment offset of buttstock from shoulder has been changed to prevent weapon clipping into the head
Tweaked: Unconscious ragdoll parameters, so it doesn't end so quickly
Tweaked: Significantly reduced secondary fire damage and removed impulses from them
Tweaked: Increased reload time of M60 and PKM on tripods to 7.5 seconds
Fixed: False positive weapon deployment positions, where the weapon would undeploy in next frame
Fixed: Character would be teleported on top of another character if they run into each other
Fixed: When a character enters fall and is unconscious it doesn't interrupt it but makes it ragdoll instead
Fixed: When a character becomes unconscious when falling it didn't exit fall command
Fixed: Freezing of game when player ejected from flipped vehicle
Fixed: Dropping ALICE Automatic Rifleman with machine gun ammo and picking it up will place magazines outside of pockets
Fixed: Character was slowly sliding away from the turret at certain angles
Fixed: Character orientation in unconscious animation is now calculated using normal of surface
Fixed: Particles were not paused anymore
Fixed: Character can no longer fall through small gaps
Fixed: Character doesn't get pushed away from surface when landing during jump
Fixed: Jerrycan could be desynced if left inside vehicle while in hand
Fixed: Character movement uses mousewheel speed adjustment even when input type is analogue
Fixed: Character turning at a spot on a slope leads to continuously interrupted turning animation
Fixed: User actions were sometimes hard to access/view
Fixed: Character exiting from a turret propped up on sandbags would exit in the air and drop down
Fixed: Gadgets - Equipped gadget was sometimes still attached to character's hand when pointing
Fixed: Character could interrupt continuous action and continue it right away, breaking anim
Fixed: Character - Selecting an item/gadget while loitering will equip that item once loiter is cancelled
Fixed: Street lamps were not correctly disabled when playing during daytime
Fixed: Replication flags of throwing did not reset on the server, leading to bugged out throwing animations
Fixed: Character - Ragdoll started inside/on top of the vehicle when a character dies at the beginning of getting out animation
Fixed: Character - ADS toggle in rejected while obstructed in 3rd person view
Fixed: Flickering powerline shadows on world leaf boundaries
Fixed: Streamed in dead bodies didn't have their physics destroyed
Fixed: Dropping your clothes while a tool is in your hands won't leave you stranded with the tool stuck to the hand, visible to everyone
Fixed: Character stuck in the falling animation after jumping off a ladder
Fixed: Character got stuck in item changing when they started falling right after exiting a vehicle
Fixed: Server Browser - Stuck in a password loop when displaying details
Fixed: Climbing on a ladder and running away could cause a character desync
Fixed: Character got stuck if they started using an item immediately after using the previous item had finished
Fixed: Forced freelook now does not reset toggle freelook input
Fixed: Dropped jerrycan cannot be refueled
Fixed: Vehicle 3rd person camera offset was too extreme
Fixed: Host would loose mouse control of character when a client dies
Fixed: Ladder command is not cancelled when character is teleported away from it while climbing
Fixed: Hide gadgets in hand when doing picking up animation
Fixed: Helicopters involuntary take-off when ground assist is enabled
Fixed: Player could get stuck in inspect animation
Fixed: Magazine/Grenade stuck to players hand when reloading is interrupted
Fixed: Collimator sights were jittery
Fixed: Character preview was very slow
Fixed: Major character shaking during weapon deployment while moving weapon using A/D in first person view
Fixed: The grass was flattened under helicopters even when it was high in the air
Fixed: Game Master button being visible in debriefing menu when it should not be
Fixed: Destruction multi-phase component plays duplicate destruction effects when destroying it with RPG in multiplayer
Fixed: Keybindings - Missing input filter preset names on Game Master category bindings
Fixed: Keybindings - Missing input filter preset names on Manual Camera category bindings
Fixed: Keybindings - Missing input filter preset name on Common - Perform action binding Kicking and banning player as client in admin mode
Fixed: Moving inventory items within character inventory while virtual arsenal was open would cause them to get refunded
Fixed: Opening virtual arsenal within character storages caused it to become bugged
Fixed: Supply explosion VFX for vehicles was paused until vehicle appears on screen
Fixed: Turret freelook was influenced by weapon elevation
Fixed: Fall damage is now applying damage to physical hitzones and can be healed
Fixed: Listen Server - Dropping weapon as the Host would drop them for connected clients
Fixed: "Clear dead or destroyed entities" GM action is available for client GM
Fixed: Moving Items directly to a vehicle while the vehicle storage is opened and the trunk is full will now move the item into cargo if it is available and has space
Fixed: Arma vision player character effects are not applied to enemy faction
Fixed: Windows are not destroyed
Fixed: Random Weather Changes parameter in mission header is now working correctly
Fixed: M72 launcher had excessive depth of field effect in ADS when using Bokeh
Fixed: Vehicle refund action works properly now
Fixed: Character/Soldier/Group refund action works properly now
Fixed: Conflict - Transporting dead crew members no longer awards rank progression
Fixed: Supply count not updating properly on build mode
Fixed: FIA arsenals did not have the system filter assigned to them
Fixed: Supplies not updating correctly when Game Master moved compositions with supply storages
Fixed: Game Master: Updated entities in the game master to have a default Entity name instead of a placeholder name
Fixed: SCR_ResourceSystem.OnUpdate VME when deleting a vehicle
Fixed: Conflict - FIA enemies should no longer appear in player's near proximity
Fixed: "Trucker Joe" achievement would not be unlocked even when the condition was met
Fixed: Controls - Radial menu does not block aiming with mouse
Fixed: Tasks were not able to be assigned via map marker
Fixed: PIP Sights - Reticle lines were significantly thicker compared to 2D sights, despite using the same texture
Fixed: Car engine stop sounds were not being played
Fixed: Players couldn't spawn on a base that doesn't have enough supplies
Fixed: Conflict - "Base seized" jingle playing when connecting to a match
Fixed: Smoke trail of a rocket disappeared right at the moment the rocket exploded
Fixed: Building preview could be possibly spawned to player who doesn't use his shovel or the preview is out of his reach
Fixed: Arsenal did not refund dropped weapons
Fixed: Moving items after interacting with Arsenal caused them to get refunded
Fixed: Sandbox resource container decay and gain grace/timeout periods now take effect
Fixed: Empty groups on Game Master are no longer visible
Fixed: Debriefing screen Chat and GM buttons could not be used via keyboard/controller
Fixed: Debriefing screen could not be opened via keyboard/controller
Fixed: Tasks with unassigned faction threw VME on UpdateMapTaskIco
Fixed: U.S. Command Post now properly shows up when searched through Asset Browser within
Game Master
Fixed: Character's stance wouldn't reliably change when character was colliding
Fixed: Character was sometime falling straight down from flying helicopter
Fixed: CWU-27/P Pilot Coveralls have spots on the rear of the characters that clip through the model
Fixed: Removing uniforms and/or helmet in a vehicle will no longer make your backpack reappear
Fixed: Shells were not getting replicated over long-range distances
Server Administration
Added: RCON - Configurable limit for max connected RCON clients (maxClients)
Added: Server config parameter to completely disable AI (disableAI)
Changed: RCON - Exposed logs to normal log level
Fixed: RCON - Minimum length for password (3 characters) was missing in config validation schema
Fixed: RCON - Update interval for better responsiveness when processing commands
Fixed: RCON - Removed null-terminator in response packets for Protocol Compliance
Fixed: RCON - Whitelist and blacklist params could not be defined with empty arrays
Fixed: Server will now shutdown with proper error message when it is launched with blocked addons.
Gamepad
Changed: Control scheme for character has been adjusted based on community feedback and current possibilities
Changed: Jump out actions - 2x instead of Hold, to better prevent accidental ejections
Changed: Freelook - RB Hold instead of RS Click toggle
Changed: Temporary sprint by keeping LS pressed allowed again
Changed: Adjust lean changed to RS + LS Horizontal
Changed: Adjust stance changed to RS + LS Vertical
Changed: Helicopter engine to LS + X (was View + X)
Changed: Helicopter brakes to LS + B (was View + B)
Tweaked: Simplified WeaponSelectionContext
Reverted: Quick slots reverted to Hold View
Reverted: Lower weapon reverted to RB + B Click
Reverted: Safety reverted to RB + B Hold
Reverted: Weapon selection back to View + XYAB
Reverted: Drop back to View + DPad Left
Reverted: Unequip back to back to View + DPad Right
Reverted: Point hand back to RB + DPad Right
Reverted: Switch optics back to RB + Y Click
Reverted: Toggle illumination back to RB + Y Hold
Removed: Focus from RS Hold
Removed: Toggle freelook from RS Click
Scenario Framework
Added: SlotWaypoint with extended waypoint API for SlotAI
Added: New attributes for SlotAI such as formation, combat type, and perception factor
Added: AI actions for SlotAI
Added: Action Spawn Objects Based On Distance with many options
Added: Action On Compartment Entered Or Left
Added: Audio Voiceline Actions and processing based on spawned objectives
Added: Action Show popup notification
Added: Action to feed string parameter according to the prefab display name
Added: New vehicle actions to start/turn off engine, Set Fuel, OnEngineStarted/Stop events, and DamageWheels
Added: Randomize ragdoll attribute for Kill Entity action
Added: SpawnPoint Plugin API
Added: Better descriptions, new prints to inform scenario creators about improper setup, and simplified getting entities
Changed: Wait and Execute action extended by randomization and looping settings
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