Say farewell to internet dependence with our local LLM AI model. Dive into the depths of dungeons and face perilous dangers with a character-rich ChatGPT 3.5 like AI at your side. No dedicated server needed, just your trusty PC bringing your adventures to life. Watch as your AI companion, embodying the spirit of an orc within the game universe, crafts responses that match the thrill of your journey. With the option for pure CPU power or the added speed of RTX, your quests are bound to be more exhilarating than ever!
Playing through server possibility locked until next testing period. Single player or host coop mode available.
Today’s patch is centered around 2 specific hotfixes.
BUG FIXES
Fixed a bug that was causing players that die during a Dungeon run to transition and immediately disconnect from the game.
Fixed a bug where clicking on the transition object after Fire Lich Cremorus in Soulfire Bastion Dungeon was not correctly triggering the teleport to the Soul Gambler area.
Finally, the game has a native version for macOS! It should work on Apple devices with Apple Silicon and Intel processors, the minimum OS version is macOS High Sierra 10.13.
New in the patch: - MacOS version; - Updates of the company management interface; - Unemployed workers now work on "projects" in the company that bring additional reserves, research points, and increase the experience and characteristics of employees; - New mini-game - golf; - New achievements in the game; - Changes in the speech mini-game: lines are highlighted in different colors, a missed shot is no longer considered a mistake, only one shot at a time; - The replenishment indicator and expenses from the company's balance now have text animation; - A bunch of small fixes in the Ukrainian translation;
- Fixed a bug that caused financial reputation to be deducted more often than necessary; - Fixed a bug with incorrect display of the cost of the Advanced Marketing Campaign; - Fixed a bug where the monthly salary of a player as a director or board member was not taken into account in the "Total" column; - Fixed a bunch of other minor bugs;
We come bearing news of bundles and free wallpapers!
Franchise Bundle Available Now
If you’ve been yearning to join the ranks of the Resistance and embark on epic journeys through the world of Fahrul, now is the time! If you're not an owner of either game, or are looking to simply complete your coveted collection, the time to strike is here and now - because the For the King Franchise Bundle has arrived.
The For the King Franchise Bundle is available now, and includes a copy of the acclaimed For the King and For the King II. Already own one of the two? Take advantage of the 10% stacking discount to complete your collection!
Free Desktop Wallpaper
A gift from the artists of Fahrul awaits! To celebrate our tabletop origins and inclusion in Digital Tabletop Fest, we’re giving away an epic free desktop wallpaper; a visual ode to the triumphs and trials of your journeys. Combining the visual identities from both FTK and FTKII, we hope you display this piece of art proudly, and may it inspire you to continue your valiant adventures with renewed vigour and determination. Click on the desired thumbnail below and save the image to start using!
- Fixed an issue where the "text" Level appeared twice in the profession window. - Added a proper indicator that switching profession will reset your current learned one - Fixed an issue where Dru, Event Dru & High Quality Dru stacks with Taras or Andara Zalas - Fixed a critical issue where trade fails because the game thinks you have full inventory - Fixed an issue where Savitri Force's reflect damage does not generate Threat to monsters - Fixed an issue where character is stuck when using Quality Ziva Pustika - Fixed an issue where the Lion Statue near Anu Village overlaps with a rock - Fixed Samadi in Shambala where she went missing from her spot - Fixed Mandara Dungeon spawns
Balance
- Reduced the cooldown of the following potions from 10s to 5s - - Dahara Amrita, Atanu Amrita & Amrita - - Dahara Panaka, Atanu Panaka & Panaka - Increased crafted XP per craft by x10 - Smelting Level requirement changes - - Illa level 1 required - - Azis from 10 to 5 - - Surapa from 20 to 10 - - Prajati from 30 to 15 - - Sambadu from 40 to 20 - - Gavi from 50 to 25 - Smelting Success Rate changes - - Illa 100% - - Azis from 80% to 90% - - Surapa from 60% to 80% - - Prajati from 50% to 70% - - Sambadu from 50% to 70% - - Gavi from 50% to 70% - Assassin: Bairaba - - Reduced the cooldown from 15s to 10s for all levels - Lowered Battleweapon affinity for monks. Only affects 1st job & No-job characters. - - This was included in 3/8/2024 update but wasnt added to the change logs until now
Feature
- Players can now hover on unlearned smelting or alchemy productions and see their level requirement & materials
Our Aiming and Shooting Quality Update is available NOW, introducing a series of changes to the core combat experience in Six Days. Rally your fireteam and dive into our newest combat reworks including player flinch, point shooting, difficulty balancing, and quality improvements.
We’re grabbing the “third rail” in this update. We’ve made some pretty big changes to aiming and shooting (plus more than 300 other fixes and changes).
Thousands and thousands of players have sent us feedback during the last six months. Many of these are combat-experienced veterans. Others are enthusiasts who’ve played every single military shooter in the last two decades. One of the reasons we’re in Early Access is to gather exactly this kind of feedback from our community and iterate on improvements.
PATCH NOTES
In response to feedback from players, we’ve made the following improvements to the authenticity of Six Days. Here are some of the biggest changes:
Player Flinch has been removed. Now, if your weapon drops, it’s because you’ve been hit. Please be aware that this makes the game even more lethal because Player Flinch also served as a warning to stop you from rushing doorways -- as if you’re playing Call of Duty. IRL, it’s almost impossible to enter a well-defended doorway. It’s like that in Six Days, too.
Point Shooting has been overhauled. Marines and Soldiers told us they did not aim through their ACOG at close range in Fallujah because this limited too much of their visibility. Instead, at close range they would “Point Shoot” by aiming over the ACOG, which is why we’ve always offered point shooting in Six Days. However, since releasing the game we’ve heard from lots of veterans that the angle of the M16 in Six Days fought with their muscle memory because the weapon was aimed upwards.
The problem is that it’s not possible to level the weapon when point shooting without raising the weapon on the screen, and this can obscure too much visibility. We found the keys to our solution in FOV, weapon angle, and big improvements in our crosshairs. Here are the specific changes:
Leveled the weapon to avoid the feeling of “aiming at the ceiling”
Kept the default FOV when Point Shooting, which provides better short-range visibility
Animated the crosshair when Point Shooting to indicate decreased accuracy
Added crosshair brightness options so players can customize crosshair visibility
Aim Point has been raised slightly to make it easier to avoid tripping over stuff on the ground
We know this change creates some added difficulty for players who turn off their crosshairs. We may continue tweaking this.
Tight-space maneuvering is easier. Clearing tight spaces with long rifles (like an M16) is challenging, and this is essential to understanding the Fallujah experience. But some parts of our implementation were a bit too awkward. Here are some improvements:
Our new “Short Stocking” gives you a progressive warning as you get tighter to walls
Fewer actions, like coughing, flashlight and leaning, force your weapon lower
We’ve reduced camera recoil (but not weapon recoil) to preserve your picture while firing
We’ve smoothed out a bunch of animations
More Balanced Difficulty. We want you to feel the peril of urban combat—shots and mortars can come from nowhere, so you must maneuver in more authentic ways. But we think we made this a bit too frustrating. Here are some changes:
Mortar fire is more clearly telegraphed and localized to pre-determined fire zones
Enemy snipers are less likely to get lucky with one-shots
Insurgents are less accurate at distance
Insurgents can’t see you unfairly through smoke as often (still more fixes coming on this)
Insurgents can be suppressed more often (more fixes coming in the future)
Improved friendly vehicle driving
Tuned insurgent accuracy at longer ranges to lengthen encounter times, especially during Flare and Sandstorm missions
Additionally, we’re preparing an additional set of other improvements to difficulty for our next big update.
Quality Improvements. We’ve also addressed hundreds of issues that affect overall game quality. Some of these include:
We’ve created a new method to determine game hosts to reduce the chances of connections getting dropped when transitioning from lobby to game
We’ve improved the quality of in-game communication
Some interactions can now be interrupted (lots more improvements coming for this)
Some of the cases where interactions get stuck are now fixed
See the Bug Fixes section below for lots more
SPECIFICS
WEAPON & SHOOTING IMPROVEMENTS
Removed Player Flinch, except when hit:
Player Flinch no longer cancels Point Aim
Actual damage from a direct hit plays a Hit Reaction, part of which drops aim
Improved crosshair
New reticle, may vary per weapon
Visibility options, adjusting brightness and thickness
Off
Low
Default
High
Implemented Short Stocking
All weapons now push away slightly before colliding with geometry
Designed as a notification to players about upcoming collision
Adjusted Point Shooting
More effective at short range, less effective at long range
Animated crosshair to indicate decreased accuracy
Removed weapon magnification
New ADS position for M4 shotgun
More accurate shooting over distance
New default weapon positions to align with new crosshair functionality
Aim correctly aligned, regardless of aiming mode
Tuned recoil for authenticity across all weapons
Improved animations, reducing accuracy bugs
Addressed issues with auto lean that led to unintentional weapon dropping
GAME DIFFICULTY IMPROVEMENTS
Insurgent accuracy tuning
Now less likely to gain lethal, pinpoint accuracy
Fixed an issue in which accuracy was miscalculated
Increased recoil when firing in longer bursts
Decreased accuracy in Sandstorm and Flares
Decreased accuracy with automatic fire over long distances
No longer use hip-fire stance when firing over long distances
Insurgent suppressive fire tuning
Improved enemy decision making for suppression
Smoke grenades more effective at blocking enemy line of sight
EMERGENT OBJECTIVE IMPROVEMENTS
Mortars
Cooldown
After a full volley, brief window exists before mortars fire again
Accuracy adjustments
Reduced accuracy of first shot(s)
If players remain stationary, following volleys grow more accurate over time
Targeted areas
Now randomized per mission
Fewer areas being targeted total, but potentially higher volumes of fire
Targeting
Multiple mortars can now target same area, resulting in heavier barrages
Improved feedback to player
Increased volume
Increased firing arc
Larger contrails
Armory
Increased threat to players
RPG insurgents spawn in groups, actively hunting players
Insurgents more likely to defend Armory rooftop
HOST SELECTION IMPROVEMENTS
Improved selection process for hosts, reducing failed transitions from menu to game
New messaging for hosts leaving games
“Host has quit the match” instead of EOS errors
IN-GAME COMMUNICATION IMPROVEMENTS
Players can now transmit VOIP over radio simultaneously
Reduced tinnitus effect on player VOIP
Ghost communication more easily heard by alive players
GAMEPLAY IMPROVEMENTS
Default Aim Point adjustment
Raised slightly, making it easier to avoid tripping over stuff on the ground
VBIEDs can now be disabled by eliminating drivers
Eliminating drivers cause VBIEDs to swerve and explode
Flashlights now have a “global” status
If Weapon 1 has a flashlight and it’s enabled, Weapon 2’s flashlight will automatically be enabled when equipped
Holstered weapon flashlights will be disabled (two flashlights will not be shining simultaneously)
Reinforcements update
New animation for respawning teammates when interacting with AAV
Interact point moved to center of AAV
Directional movement input interrupts interactions (at start of interact)
Wall climb
Checking for wounds
Bandaging
Planting C4
Frag grenades can no longer be cooked
Once interaction begins, the pin is pulled
Throw must be completed
M4 shotgun improvements
Now has 7+1 count, per USMC spec
Slightly increased rate of fire
Objective Virginia audio feedback
Increased audibility of Spotter insurgent call outs
Improved consistency of Spotter insurgent call outs
IED explosion audio persists briefly through player death
Improved gamepad support
Correct layouts populate based on device (Xbox versus PS)
Coughing no longer removes weapon control from players
BUG FIXES
Fixed the known cause of players getting stuck after interacting
Fixed an issue in which ADS not functioning properly after manual lean
Fixed an issue in which insurgent weapons floated upon death
Fixed an issue in which XP not granted to dead players upon mission completion
Fixed an issue in which Team Lead not assigned at menu
Fixed an issue in which Team Lead transferred after mission start
Fixed an issue in which Team Lead transferred incorrectly at menu
Fixed an issue in which incorrect mission loaded after Team Lead transfer in Wargame
Fixed an issue in which random seed not functioning properly in Wargame
Fixed an issue in which roles auto-fluctuated with Ranked Selection in Wargame
Fixed an issue in which career statistics didn’t update with mission success in Wargame
Fixed an issue in which mission didn’t launch after transferring to Wargame Mode from Fireteam
Fixed an issue in which characters could be killed improperly
Fixed an issue in which players couldn’t return to main menu if host disconnected
Fixed an issue in which players unable to check wounds after receiving friendly fire
Fixed an issue in which players couldn’t plant C4 properly
Fixed an issue in which players and AI couldn’t shoot through staircases
Fixed an issue in which players spawned incapacitated upon mission start
Fixed an issue in which player unstuck not functioning properly in doorways
Fixed an issue in which RPG explosions not affecting players properly
Fixed an issue in which insurgent grenades thrown into walls or floors
Fixed an issue in which insurgents suppressed empty doorways
Fixed an issue in which insurgents reloaded instead of fleeing
Fixed an issue in which insurgents fired while pointed at ground
Fixed an issue in which insurgent firing animation didn’t match actual fire
Fixed an issue in which AAR displayed incorrect statistics
Fixed an issue in which HUD visibility settings not functioning properly
Fixed an issue in which SATMAP marker not visible during Flares
Fixed an issue in which SATMAP persisted in Ghost Cam
Fixed an issue in which mouse cursor persisted after changing input to gamepad
Fixed an issue in which kicked from lobby message not displaying properly
Fixed an issue in which UI offset in certain resolutions
Fixed an issue in which pings not functioning for clients
Fixed an issue in which players could fire while bandaging teammates for clients
Fixed an issue in which Marines not visible on compass for clients
Fixed an issue in which incapacitation timer was missing
Fixed an issue in which camera was sporadic when crouching around corners
Fixed an issue in which mortar operators killed by own shells
Fixed an issue in which mortars improperly manned
Fixed an issue in which mortar emergent objective not clearing in Phase Line Henry
Fixed an issue in which mortar emergent objective not populating
Fixed an issue in which tunnels not destroyed by explosions
Fixed an issue in which tunnels didn’t spawn insurgents
Fixed an issue in which tunnels inactive in Jolan Amusement Park
Fixed an issue in which tunnel entrances obstructed in West Manor
Fixed an issue in which players auto-eliminated after entering tunnels in West Manor
Fixed an issue in which unintended voice lines played in West Manor
Fixed an issue in which VBIEDs missing in West Manor
Fixed an issue in which VBIED emergent objective not functioning properly
Fixed an issue in which VBIEDs immune to M203
Fixed an issue in which VBIEDs immune to M1 Abrams
Fixed an issue in which M1 Abrams explosive damage not applying
Fixed an issue in which explosive damage applied improperly
Fixed an issue in which mission progress blocked despite disarming IEDs in Apartments
Fixed an issue in which IED Spotter callouts not consistent between players
Fixed an issue in which insurgents not threatened or aggressive in Objective Virginia
Fixed an issue in which IEDs absent in Objective Virginia
Fixed an issue in which roadside IED spawned incorrectly in Objective Virginia
Fixed an issue in which roadside IEDs detonated upon mission start in Objective Virginia
Fixed an issue in which out of bounds timer not functioning properly in Objective Virginia
Fixed an issue in which AAV ran over players in Objective Virginia
Fixed an issue in which players fell through map in Objective Virginia
Fixed an issue in which Marines persisted during cinematics in Objective Virginia
Fixed an issue in which subtitles clipped during cinematics
Fixed an issue in which Marine gear shuffled during cinematics
Fixed an issue in which menu cinematics overlapped menu text
Fixed an issue in which weapon caches improperly cleared
Fixed an issue in which interior picture frames overlapped
Fixed an issue in which Training mission not functioning properly
Fixed an issue in which VOIP not functioning properly in Ghost Cam
Fixed an issue in which Ghost Cam not functioning properly after spectating player who quit lobby
Fixed an issue in which wind audio too strong in Ghost Cam
Fixed an issue in which RPG audio looped on impact
Fixed an issue in which mute icon blocked subtitles
Fixed an issue in which indoor lighting during Flares not functioning properly
Various fixes for interact prompts persisting
Various fixes for interact prompts missing
Various AI behavior fixes
Various fixes for AI getting stuck in environment
Various fixes for players getting stuck in environment
Various environmental texture improvements
Various environmental clipping improvements
Various audio performance improvements
Various localization improvements
Various performance optimizations
Various fixes for common crashes
For a full list of bugs we're currently tracking, please see our Known Issues.
A major bug was in 0.1.42 whereby the player HUD would not initialize when starting a new game. Have temporarily reverted to 0.1.41 (never released) which contains most of the fixes and improvements included in 0.1.42...