We cannot but remind you one more time about our latest mission Amusement Park. Have you already found all of the Easter eggs there? Here are some them. But the rest ones you need to find yourself.
🚀Exciting News: Playtest 2 - Dimensional Jump is on the Horizon!
We're thrilled to share a sneak peek into our upcoming Playtest 2, featuring the ground-breaking multiplayer update for Elite Rogue! This major update will introduce a dynamic gaming experience, including balanced spawn rates and item drops per player, making your adventures even more thrilling.
Changes since the first playtest include:
General balancing
Fixed wave system
Fixed difficulty
Major bugfixes
Added missing item models
Added easter eggs
But that's not all! We're also working on a spectacular VFX update, enhancing the visual appeal of items and various in-game elements. Stay tuned for more details on this exciting addition!
🌟Player Testimonials:
Your positive feedback has been our driving force, and we're grateful for your continued support. To share the joy, here are a few testimonials from our dedicated community:
"This is dope af" "Very cool to try this game out!" "like the game at this early stage!"
🤯Behind the Scenes:
While we won't delve into the nitty-gritty, creating a seamless multiplayer experience is a colossal task. Our dedicated team is committed to overcoming the complexities, making Elite Rogue the best it can be.
👥Multiplayer Highlight:
The highlight of the upcoming update? Elite Rogue will support up to 10 players! Experience the thrill of a roguelike adventure like never before. Queue up with friends or go solo — the choice is yours.
📸Sneak Peek:
Check out these concept pictures for a glimpse of what Elite Rogue will look like in multiplayer mode!
🎉Extra Addition Today:
Big news! We've implemented a new feature based on your feedback. Now, when you pick up items, a handy popup will display with the description and image of the respective items.
🔜Stay Tuned:
The big update is around the corner. Thank you for being a vital part of Elite Rogue's journey. Your feedback has shaped this game, and we can't wait to share these exciting additions with you. Stay tuned for more updates, and get ready for an epic adventure! teaser: A new dimension, New traders and machines, new items, A secret hideout
This months update contains the following changes:
Version 1.9d:
fixed boats could get stuck (especially Bumper Boats)
Experimental Apple Silicon support
Just a short reminder for players with Apple Silicon Macs, we have an experimental native version available for you that should improve performance and multiplayer stability.
If you have given it a try it'd be great if you could leave some quick feedback whether this version is working well for you or not :)
To switch to the Apple Silicon version, right-click on Parkitect in your Steam library and then select Properties -> Betas -> select "apple_silicon" from the Beta Participation dropdown.
February 2024 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
- Added call-in award system that scales based on threat level. Awards show up on your news feed, the contents are added to your reserves automatically. The chance of being granted an award scales with your threat level. - Added P-38 Lightning call-in exclusive to award system. - Added supply request option to transmitter. - Replaced impact noise for mechanical components. - Recalibrated rocket pod aiming for air units. - Fixed jitter in utility weapon aiming. - Fixed Katakana spelling on some Akizuki variant hulls. - Gave Nagara cruisers imperial seals.
v1.4.3.0x Lettered versions
[expand] v1.4.3.0e Experimental - Fletcher model upgrade. - Improved spawn system for threat based surface enemy spawns. - More selective placement of torpedo nets. - Fixed a bug causing minor mismatch of the targetability range of a unit and the red circle on the minimap. - Fixed ground positions retaining the red circle after elimination. - Increased idle cruising speed for skirmish units. - Minesweeper mass adjustments. - Optimized trajectory calculations. - Fixed air groups in the campaign world focusing the player despite respawns.
v1.4.3.0d Experimental - Torpedo net model and physics optimizations. - Spawn cap system for base positions. - Fixed an error that results from submarines dropping crates. - Fixed issue in dauntless causing deselection of rear gun and errors as a result. - Terrain culling for foliage and crossfade tuning. - Fixed an issue preventing shadows for foliage. - New palm tree coloring and LOD.
v1.4.3.0c Experimental
- Reverted imported rendering system for foliage due to suspected crash cause, reimplemented inhouse system. - Fixed boats falling through floor when too many torpedo nets are spawned. fixed torpedo nets not having a depth sample limit range, increased ocean depth sample buffer limits. - Reduced torpedo net spawn rate by base development. - Fixed non-campaign engagements navigation AI locking up and throwing errors.
v1.4.3.0b Experimental - Implemented crash and error reporting. [/expand]
Hey guys, we always say we want to develop Calling Home with our community. So here is your first chance to actively influence the game. We are currently discussing how to approach our player upgrade system and want your opinion on the matter. So far, we narrowed it down to 2 options and we want to know which of these options sound more fun to you.
Microchips and Slots The player gets a fixed number of microchip-slots in their suit. Microchips will be researched and once unlocked, can be equipped at your base. Because there are more microchips than slots you would have to decide which chips make the most sense for your current planets’ environment, or task you want to do. This system could also lead to more interesting points of interest, but on the other hand it could also have some tedious side effects e.g. if you are out exploring and notice that you need to change your microchips to solve a puzzle at a point of interest.
Permanent Upgrades The player can research upgrades at their research table which will permanently unlock them. The upgrades can be toggled on and off, but if you desire, you could always enable all of them. This would be more set and forget and give you more time to automate or adventure, but also limit your decision making regarding your adventures.
In our opinion both Ideas have positive and negative aspects and could impact how Calling Home feels greatly. Also keep in mind that none of the decisions are final. We might change the feature in the future if it turns out to be boring or just not fun.
If you want to help us develop Calling Home click here and give us your opinion!
In order to ensure the stability of the game operation and improve the overall service quality and experience, "Ironclad Warriors" will conduct a maintenance operation on March 7, 09:00~11:00 (UTC+8), at which time the game world will be closed, and the game matching will be closed and unable to log in at around 08:45 in the first place, and additional comprehensive maintenance and backup of the account database will be carried out. We do not rule out the possibility of opening earlier or later due to the specific work situation, please all monarchs to rationalize their time.
Updated content:
The new collection series [Blind Box of The Queen's Prepare for war] is on the shelves for a limited time
Blind Box rewards include:Isabella -the queen of coral, Boudica-the queen of cold flame, Octavia - the queen of violet, Joan of arc-twilight queen, Cecilia - Frost and Snow Queen, accessories, pets and main weapons, the hidden models of Coral Queen additional coral king flag, and another tough steel, cute silk
【Blind Box of The Queen's Prepare for war】permanent limit of 120 draws, and 120 draws must get all the rewards in the blind box
The 20th, 40th, 60th and 80th draws must get [Queen's Skin Selection Box] * 1, the 50th, 70th, 90th, 100th and 120th draws must get [Coral Queen's hidden items] * 1.
You can use the new "Collect Box" portal under Mall - Skin, and consume Awakening Points to draw it.
Welfare Mall exchange skin rotation change
The contracted general weapon [Rangkongming] [Retrospective Light] to increase the display of the weapon's decapitation and broken enemy records. Note: Records will be cleared after successful trade of this weapon.
In general, we have finished conceptualizing the global map. It is going to have two distinct states: default and the Eruption. Each of those states has its distinct features based on the player's successes and failures.
The non-stop rivalry between you, The Player, and The Gates is the basis of Hidden Pass. You will have to deal with sporadic wormholes and tears in reality while you cruise through Elyrium Belt, a very unstable space itself. While your main goal remains and you have to endure the hardships to fulfill your orders. Numerous encounters and the need for expansion are inevitable on your way. Your successes are tied to the power growth of The Gate. The stronger they are, the more the space is warped and more unstable.
Thus, you can tell the power of the Gate by looking at your surroundings both in default and Erupted states. In these trying times of Eruption your faction will face massive challenges, so try to hold back the Gate as much as possible. As a wanderer, you feel when the Eruption is going to happen, so prepare yourself!
Combat
The rework of the combat is almost done and we are on the finish line to releasing the April Demo. The only question is how much can we implement before the Turn-Based Fest (4-8 April). Right now, we have a more compact and more appealing map ready.
Now our focus is shifted to the player’s movement during combat in the game. As we previously said in DevDiaries, the main idea is that you have to be able to reach every part on the map.Now one can easily move between the map layers. Previously, only flying units had the opportunity to reach the heights of layer 3, now we have added terrain pieces that allow you to reach previously unavailable places. For example, Elyrium Updrafts will launch you from layer 1 to the tops of small Eolites on layer 3.
Thanks to the compactness of the map, you can jump into action right from the get go! No more unnecessary steps to reach your enemy. Sling your spells, let your weapons sing!
Push became an important part of combat. Many spells and abilities (explosions, for example) will now push units in different directions. And if they collide with an obstacle, they take damage based on the power of the collision and the nature of the obstacle itself. For example, your face had a chance encounter with a boulder? Not a big deal. But if you face planted in Elyrium crystal, the damage is the least of your problems and now you will have to cure Elyrium poisoning.
Flight is still in the game, but now it is not free, as it used to be. Characters equipped with Jetpacks will have the option to fly by filling the Elyrium Madness gauge.
Speaking of the devil, Elysium Madness has reached its final shape. If you fill this gauge to the max, you are as good as dead in several turns. The number of those turns is based on the character's Intelect. To save this unit - simply finish this combat before he dies. It’s a good strategy, in general. Besides, Madness grants you temporal boost to your damage before you are no more. Channel your most hard hitting spells, finish combat before you seize to exist and repeat!
GG😎😎
Thanks for reading our February DevDiary! We hope you found them interesting. If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).