Greetings from the Warhaven team! Today we would like to introduce the Adieu Pre-Season 2 Event, which begins on 2/21 at 4:00 PM PST.
Adieu Pre-Season 2 Event
Earn World Pass EXP and Event Points each time you complete Event Quests, and get more rewards based on how many event points you have.
- One quest opens each day for seven days, based on the day of your first login. Ex) When logging in 3 days after your first login date, the Day 4 quest will unlock. - You can progress the next day's quest even if it hasn't unlocked yet. - The Event Points earned for completing quests stack, and can be used to obtain profile items or World Pass EXP. - Earn additional rewards based on the total number of Event Points you collect.
- The next day's quest unlocks each day at 00:00 UTC. If you are already logged in when the quest unlocks, please go to [ESC] → [Restart Lobby]. - Bot matches do not count towards event quest progress. - Claim rewards from the in-game event page by clicking on the reward icons. - You can view and equip profile items by clicking on your profile card, located on the right side of the [Profile] menu.
Thank you so much for your incredible patience as we work hard to address the ongoing issues. Your support means the world to us! As mentioned in our previous updates, we've established an active update thread on both our forums and Discord:
To express our heartfelt gratitude for your patience, we're delighted to present you with a unique token of appreciation – a complimentary in-game gift for your characters: The Autumnal Wrap back-slot item. We can't thank you enough for the love and support you have shown thus far. Anyone who owns a copy of Last Epoch while we are still solving our scaling connectivity issues will automatically be awarded the Autumnal Wrap.
Thank you once again to those who continue to support us, sending us your positive messages, and continuing to spread that positivity while we continue the work on getting more servers up and running.
- 2 new settings to support less powerful GPUs: - Setting: "ECO resource loading" => textures will only be loaded on demand. VRAM will be cleared when reasonable. - Setting: "gentle loading" => Will increase resource loading time, reducing the workload on the GPU. - ECO resource loading and gentle loading settings will be automatically activated after a GPU error and will take effect when restarting the game. - If you had the 'lazy load' setting active before, this setting will be migrated and activate ECO resource loading when launching the latest version. - On first startup the game will instruct windows to assign the high performance GPU in case of switchable graphics - Improved prologue texts and settings tool tips - fixed minor music switch bug in act2 ending scene - fixed memory leak when saving GIFs + improved GIF saving performance
We're debuting a new trailer for our upcoming visual novel, Outbreak The FEDORA Files: What Lydia Knows, and we're also updating you all on the Railbreak VR & Tailbreak BackerKit!
Stick around for fun Resident Evil 2 gameplay as we finish Leon A on the Dreamcast version of the game, and if you're over on Twitch, hang out for a chance to win a Dead Drop Studios game!
Updated Ren'Py engine from version 7.4.11 to version 8.2.0 and implemented "Deferred Translation Loading". The game should now run smoother, take less time loading, and have all the latest engine features/improvements. For exhaustive details, see https://www.renpy.org/doc/html/changelog.html
Fixed some minor text issues in the Russian translation.
Today, we say good-bye to our old home. The Hub's layout has been unchanged since the very beginnings of Starveil, since November 2022, when it was still called Project Ouroboros.
Here's the earliest screenshot; while the art provided by asset pack is very different, the layout is very familiar :)
This patch introduces a new layout and look to the Hub. It's very much in-progress still, but as we're making larger changes to how things work, we wanted to roll it out already now.
Here's how it looks like now.
0.11.2.0 Patch Notes
Changed the look and the layout of the Hub. This is still very much in-progress.
Changed the way players rezone into the Mycotic Grove, Necroforge and the Hub. Instead of talking to an NPC, players can now walk out. In the Hub this is indicated by a change in the tileset. In Mycotic Grove and Necroforge, players need to walk back beyond where they spawned.
Tweaked some networking logic to try and prevent "ghost" players from spawning.
Known Issues
Loading Necroforge may take a moment the first time a player rezones after launching the game
The game is way too zoomed out on higher resolutions than 1080p.
You can use the F3 button while logged onto a character for some debug settings with resolution and scaling
Using skills too fast with the Mouse click Cast trigger option may result in skills being interrupted
Hey folks! This update is one of those updates where delaying it would only hurt the game. So here it is. Turns out the big tile effect update wasn't as bug free as I had thought. So i have squashed a bunch of bugs and started working on the liminal stuff as i stated in the update post.
The goal is to make noderooms maps have their own interesting feel and unique gameplay so its worth playing on them for unique gameplay not just for the different tileset heh.
I'm going for a more world building focused thing and to just make it feel, liminal and weird, and to ask questions no one thought anyone woudl ask like "What does it mean to mine in the backrooms". We will see how it goes. (Ill be jumping between this and cult stuff for awhile I think)
Changes:
-Introduced the Nodic Harvest tile effect, a noderooms variant of the Plentiful Harvest, triggering on liminal grocery stores. This version offers triple the upkeep (not just double) as bonus resources and includes a chance for a significant debuff on the unit. Additionally, the range of buffs has been adjusted to fit the atmosphere/playstyle of noderooms maps. It also has some lore bits.
-Centrerd towns better
-New town model
-Fixed bug with well rested buff that was very weird, it was essentially busted now it works as intended
-Improved noderooms entities
-Fixed annoying bug with switching what you are building when you dont have the resources after the deploy mode deducts it, now it is refunded when you choose a new command properly and doesnt pop up weird error messages when you clearly have the resources you need.
-Fixed minor bug where occassionally the cell tooltip would display the wrong tile name (On tiles with alternative tile names like all the liminal ones)
-Nodic Rivers on noderooms maps are now treated as both land and water, you get water debuffs from movement but can build on them for example and wild home also treats them as land, which means that on this tile you can play with water stuff as if it was land stuff and land stuff as if it was water stuff, which is cool (Ships fighting warriors etc lol)
-Fixed a hilarious bug where you could tell enemy units to travel through deep entrances.
-Patched a bug causing liminal grocery stores to revert to farms upon reloading a game (Note: This fix won't apply retroactively to old saves).