Starting today, if your token balance is below 10000, it will reset back to 10000 each day.
This is a very risky move to take, as I'm essentially giving away compute power for free now. If this puts me in the red in the future, I will have to adjust the strategy again.
The All Things Wicked PTB has come and gone. As always, our team has discussed the feedback you’ve shared with us on all the new and changed content, and we’ve prepared a series of adjustments which will be made before this update goes live. In this post, we’ll go through each of them and provide a brief explanation of our thought process.
We’re trying out a new, less wordy format this time. Feel free to let us know what you think!
[NEW] Weakness’ duration now increases by 6 seconds when a Survivor is injured by UVX.
[CHANGE] Increased Hindered effect on airborne hits from 3% to 6%
[CHANGE] Increased Blindness duration for the Homemade Mask Add-On to 60 seconds (was 45 seconds)
Dev note: The Weakness effect was a little too easy to remove during the PTB, which meant the Killer would often have to hit a healthy Survivor with UVX four times to down them. By increasing Weakness’ duration when the Survivor is hit by a blast, accurate Killers will need one less shot to down a Survivor.
We’ve also increased the Hindered effect to address the feedback of airborne hits feeling underwhelming.
[REVERTED] Decreased Reverse Bear Traps base time to 150 seconds (was 180 during PTB)
Dev note: We wanted to shift some power away from The Pig’s Reverse Bear Traps and into her stealth & Ambush abilities to make her more fun and interactive to play. Many felt that this change was too significant during the PTB, so we have reverted it for the update’s release. We’ll be keeping a close eye on her performance once this update goes live and re-evaluate if this change is needed at a later date.
[REVERTED] Decreased Huntress movement speed while holding a Hatchet to 3.08m/s (was 3.54m/s during PTB)
Dev note: This change made it too forgiving for The Huntress to raise a Hatchet at the wrong time, potentially even keeping up with Survivors with Add-Ons. We have reverted this change for the update’s release.
[CHANGE] The Redhead’s Pinkie Finger Add-On now limits The Clown’s bottle carrying capacity to 1 (previously reduced capacity by 3)
Dev note: This Add-On allows The Clown to down healthy Survivors in a single hit, so it has always had a significant downside to keep it under control. Since we’ve increased his base carrying capacity, this would have made this Add-On stronger as a result. We have added a hard limit of 1 bottle, similar to The Huntress’ Iridescent Head.
[CHANGE] When the Invocation is completed, permanently reduce the required charges of all Generators by 10 (previously added 15 charges of progress during the PTB)
Dev note: This Perk has a lot of risk and a heavy time commitment. If the invocation is interrupted, the time spent would be lost, making it unappealing compared to a normal repair. To make the reward match the risk, we have changed the effect to permanently reduce the required repairs all Generators need, similar to the Brand New Part Add-On.
[CHANGE] Increased healing speed to 70% (was 60% during PTB)
Dev note: It will often take some time to get to the basement before you can heal with this Perk, and there’s also risk involved with being caught injured in the basement. We have increased the healing speed slightly to make it a more interesting (but still niche) choice compared to other self healing Perks. This allows you to heal in about 23 seconds by default.
[REWORKED] Your self-unhook attempts in the basement always succeed. When you are unhooked or unhook yourself, you see the Killer’s aura for 16/18/20 seconds.
Dev note: We didn’t feel the original Perk was very effective, so we have given it an overhaul. The ability to unhook yourself from a basement hook may come in handy if you’re caught during an invocation, but be warned, Killers may catch on and carry to a hook above ground! The aura reading effect will allow you to gain some value from this Perk even if you are never hooked in the basement.
Watch List
Dead by Daylight is always changing, and this Watch List covers a few things we’ll be keeping an extra close eye on once the update goes out. As a disclaimer, the things on this list are not guaranteed to be changed.
The Unknown
It always takes some time for a new Killer to settle. We’ll be watching to see if The Unknown is too strong, too weak, or if any points of frustration arise in the coming weeks and months.
Invocation: Weaving Spiders
Being a brand-new mechanic, it will take some time to see how Invocation Perks fit into the game. The effect is strong but carries a significant risk. We’ll be watching closely to make sure they end up in a good spot strength-wise.
The Pig
As mentioned previously, we’ve made some pretty significant improvements to The Pig’s Ambush ability and left her Reverse Bear Trap timer untouched for the time being. We will monitor her performance in the near future to ensure that these changes don’t push her over the top and re-evaluate as needed.
Cliché Introduction: After a journey of nearly three years, our small team of just six people has gone through countless hardships to finally bring our game, "Anchors:Blockade Zone" to everyone. This game is not just a culmination of our sweat and tears but also embodies our boundless passion and dedication to the art of gaming.
Straight from the Heart: Fellow big shots, after this update, our game's functionalities are essentially complete, and the main storyline has been finalized. As a conscientious developer, your pancake teacher—Mr. Qin—has essentially fulfilled the boasts I made in the QQ group!
Cliché Journey: In this extraordinary journey, I transitioned from a game enthusiast to a game developer. Alongside my team, we faced countless challenges and difficulties. From the departure of our lead programmer twice to the delay in paying team members' salaries (which has now reached three months), we've walked on the brink of bankruptcy at nearly every step. Despite this, we persevered because we shared a common dream: to create a high-quality independent game truly for the players.
Straight from the Heart: Transforming from a player to a game developer, maintaining this small team of six over almost three years, dealing with our lead programmer's departure twice, and facing numerous instances of delayed salaries due to financial constraints (owing three months' worth of wages as of today). Arguing countless times for the players' experience against programmers who knew nothing but coding, every day felt like teetering on the edge of bankruptcy. What kept me going was nothing but the desire to create a fun independent game that does justice to the players. Thus, I've always promised to forgo early access; we aim to launch only the complete version!
Cliché Announcement: This Saturday at 9:00 AM, we will release "Anchors:Blockade Zone Prologue" on the Steam platform. This launch serves as an important test before the public beta and release of "Anchorpoint: Quarantine." We chose not to go with early access but to wait until the game is fully completed because we believe only the best product deserves our players. Indeed, I spared no expense for this dream, even mortgaging everything I own.
Straight from the Heart: Even though I'm at a low point in life, I can proudly say I've never lost sight of my initial intent. Everyone knows independent games don't make much money. Some advised me to create a freemium mobile game for quick monetization. But I, too, was once a player; I didn't want other players to point at me and say: Look, Mr. Qin has bowed down, just like a dog!
Cliché Purpose: This isn't about seeking sympathy but to share my story, hoping to highlight the struggles behind independent gaming and our love and dedication to creation. We hope to gain your support and feedback during Saturday's test. It will not only help us gain more attention and inform more people about our game but also allow us to identify and correct any deficiencies promptly.
Straight from the Heart: I'm not trying to gain pity, just stating facts. I've mortgaged my house, my car, and even my wife, all to perfect this game! It's my dream and a step towards realizing an even bigger dream. (In the future, I want to create games about the resistance war/wuxia to let more people know about our history, our culture, and the pains we've endured—the meteor should hit J country, damn it!)
Cliché Invitation: Please join our test this Saturday, experience "Anchors:Blockade Zone" and provide us with your valuable feedback. Every click and every piece of advice is the greatest support and encouragement for us. We sincerely look forward to your participation.
Straight from the Heart: I hope my supportive friends can log on this Saturday to help test the prologue and leave a positive review. This way, we can gain more attention, let more people know about our game, increase exposure; and simultaneously, use this opportunity to detect any shortcomings in our game that we can quickly rectify. Sincerely, Your beloved pancake teacher, A conscientious producer, A super debtor, Still optimistic daily and unwilling to see the world's sufferings, Mr. Qin
Fixed: - on-death experience loss was too punishing for characters with high magical and low physical level; - cave collisions; - character “loss” on dying near Oer with good karma; - entrances to one of the mines on West continent; - wrong subregion (East/West) priorities when transferring between instances; - enemies getting stuck in the ceiling of dungeons; - trolls getting stuck in swamp environments; - several spawners that spawned enemies in unreachable areas (Seamless); - the system wouldn’t register a guild, but it also didn’t return the commission money; - regeneration wouldn’t save on transferring between servers; - several vendor NPCs could have the same DVB; - stickman’s death animation bug; - the icons of some crossbows; - useless sliders in character creation; - (temporary) short-sleeved shirts replaced with long-sleeved ones; Changed: - number of character slots on base game accounts restricted to 3; - the code that decides where enemies gets spawned within a spawner (optimized); Added: - additional checks for placing items in inventories and some other things;
In-game Changes:
Fixed: - abilities that alter carry weight and Thief’s Elusiveness (level to level progression); - prices and weights of cauldrons/fire kits; Changed: - a complete overhaul of enemy resistances (some removed/nerfed/mixed up, removed the discrimination between 1H and 2H weapons); - Start Island quest that gives mainland tokens now requires the minimal level of 15.15, some enemies in the north of the Island spawn with higher levels; - Dwarrhan DVB rules were made stricter, but vendors also received higher transaction sum limits; - castle stats (gates, time to burn forts, enemies); - spawn type and time to respawn of bosses on the island, and of Troll Warlord in Dwarrhan; - regular trolls and northerners are level-scaled just like all other enemies; - bosses give 30% less XP; Added: - (in)vulnerability of enemies to certain buffs (right now it only prevents them from applying effects to each other); - NPCs handing rewards, and a Skinmaster NPC for the island; - pouches and cauldrons of levels 5-6 (subcrafting options); - individualization options for influencers;
Story: Dissatisfied with the results of the undead created by the corrupt artifact, the forces of evil send their strongest lieutenants to thwart the plans of the goddess. The goddess's most faithful subject, Faerielia, joins your side to help you fight evil and withstand the time necessary for the goddess to complete her spell. Good luck, heroes!
New race available: Dark Elves. 3 new classes with 9 new skills, 3 per class, making a total of 75 possible combinations among the 5 races and 15 available classes!
New feature in unlocks: Faerielia. Faerielia is a subject of the goddess and will help you by attacking the nearest enemy, allowing you to reroll random elements, and providing a shield that makes you invulnerable by pressing the space bar (R2 on a controller).
New extreme difficulty. New map with 5 new enemies and 10 skills, making it a true hell.
23 Steam achievements to unlock at last.
Corrections and improvements:
Fixed a hitbox issue with the spider boss that could displace players. Now the numerical increase when leveling up a skill is displayed. Improved the interaction when purchasing Hard difficulty. Fixed an error where some projectiles could receive damage. Reduced the intensity of Scorching Dragonfire's illumination for better visual clarity. Fixed an error where the Brightlancer would turn while attacking. Updated the totemancer's totem illuminations for better performance. Fixed an error where the game over screen would not sound in certain occasions. Fixed an error where some buttons could not be clicked with the mouse if a gamepad was connected. Adjusted the ground hitbox height of Crimson Abyss for a better visual experience. Added 2 new themes to the BGM list. Increased the sizes of the text fields in the item and skill selection panels. Reduced the critical damage bonus received from all sources. Reduced the volume of Ember Wizard's AA.
Leveling up will now be less frequent, but the benefits will be much more noticeable.
The experience system has been completely reworked so that leveling up is less frequent but the bonuses are more powerful, which has required some adjustments:
Reduced the scaling of the lava area in Meteorfall. Meteorfall's crater no longer scales on the Y-axis for better visual clarity. Reduced the light effects of the legendary chest to improve performance. Reduced the light effects of the skeleton boss's ice skill to improve performance. Increased the base damage of Thundersmith's Bolt Ricochet slightly. Slightly increased the base damage of Cluster Shot. Slightly increased the base damage of Dragonbolt Arrow. Slightly increased the base damage of Arrowstorm. Slightly increased the base damage of Swordnado. Slightly adjusted the extra damage of Predator's Sight. Slightly increased the impact damage of Divine Bulwark. Slightly increased the base area of Sacred Field. Slightly increased the base damage of Sacred Field. Slightly adjusted the area increase per level of Sacred Field. Slightly increased the minimum damage of Grenade Havoc. Significantly increased the damage of Thunderbolt Surge. Increased the base damage of Bladestrikes to compensate for no longer benefiting from HeroDamage. Reduced the base cooldown of Holy Renewal by 2s. Slightly increased the damage of Boltcaster. Slightly adjusted the area increase per level of Grenade Havoc. Slightly increased the cooldown of Grenade Havoc. Increased the base damage of Grenade Havoc slightly to compensate for the previous nerfs. Slightly increased the cooldown of Rocketry Havoc. Completely reworked the explosion system of Rocketry Havoc. Now the explosion of Rocketry Havoc leaves Napalm for 3 seconds in the impact area. Slightly reduced the area increase per level of Rocketry Havoc. Increased the dispersion of the rockets of Rocketry Havoc so that players can place enemies in the impact area. Adjusted the initial number of bounces of Bolt Ricochet to 5. Doubled the Tic rate of Inferno Rain damage. Adjusted the damage of Inferno Rain to compensate for now damaging more frequently. Slightly reduced the area increase per level of Inferno Rain. Divine Bulwark now starts with 5 shields and +5 base armor.
Now that the release nerves have eased up and we have a few moments to take a breather, we have a few words that we wanted to share with you. We just wanted to say a big THANK YOU! for all your support and kind words now, throughout the Early Access phase, and before Inkulinati was available to play. You've been a huge help for us. There were many times that your comments or funny replies on our socials gave us a kick to keep on going and work on our game just for you. Knowing that there are people out there who love our game and genuinely, positively only want what’s best for us is heart-warming. So for that, thank you once again <3
We also want to give a huge shout out and a hug to everyone who left a review on our Steam. Seeing that the game now has an 89% user rating is nuts to say the least! That means the world to us. We are happy to have received some good reviews from the press too. Knowing that all the hard work we've put into this game is paying off feels amazing.
But guess what? You think this is the end with Inkulinati? Ohhh you are so, so wrong! We're not done yet. Even though the full version of the game is out, we're still working on making Inkulinati even better. We are now preparing an update that will bring a slew of improvements and a little feature that a lot of you requested (perhaps we’ll be able to control Death itself!?!?!). Plus, we've got something else up our sleeves, but we'll spill those juicy beans when the time's right.
So once again, thank you for being the best community and group of supporters a studio like ours could ever ask for. You are the best! And we hope you’re having a blast playing Inkulinati.
Fortune’s having a bonanza in NosTale! Between 8th March (11 AM) and 11th March (11 AM CET), you can really rake in the goodies in NosTale with the following drop events:
Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
Double Item Drops: Defeat monsters and potentially pick up twice as much loot as normal.
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.