This event is extremely suitable for anyone spending gold coins. By spending gold coins, you can get into the gold rating and at the end of the event you will receive an excellent package of rewards.
In this dev diary, we’re going to be talking about our first beta! It’s just landed on Steam and we’re super excited to show off what we’ve been working on!
To start, we’re going to be working with a relatively small group of testers so we can dig in deep and get some really detailed feedback. The response we’ve gotten from the beta sign-up has been overwhelming and was much, MUCH bigger than we expected, so we’re grateful for all the support we’ve gotten so far. Unfortunately, this comes with the caveat that we can’t take everybody. But, don’t worry, because this is just the first beta test and as we make progress, they’ll get bigger and bigger with more and more participants. As of the time of writing, we haven’t named any names yet, but if you don’t get accepted early on, it might just be a matter of time. You’ll know if you’ve made it if you get an email from Slitherine with instructions on how to join, so keep an eye on your spam folder. Most of the administration for the actual testing is going to be on the official ICBM Discord, so make sure to drop in!
So! On to the beta itself! In our first round of testing, we’re going to be getting a feel for the pace of the game, the way the AI behaves, some of the strategies and how effective they are, and overall, just get some first impressions.
Our testers will have access to the original game modes from ICBM 1, including the original multiplayer experience, single-player skirmish matches, and a freshly redone tutorial explaining all the new mechanics. With 5 times as many technologies as the original, even more units, and a much, much more complex overall strategy and gameplay loop, the ICBM: Escalation experience should feel much different from its predecessor, so establishing how it feels early on is important. Our testers will also get a glimpse of the graphical facelift that the units, menus and map have received.
The AI is now capable of effectively leveraging land assets like special forces, armies and mobile launchers. Instead of just bases and installations, the war on the ground is going to get a lot more dynamic!
One of the crowning achievements of ICBM: Escalation is the introduction of conventional ground warfare, which adds an entirely new dimension to the game. Although players will have the choice of if they want to engage with it and attempt to invade other factions, they’ll have to be on guard, because the AI is now capable of using armies, and they’re ready and willing to invade anyone who’s not prepared! The new mechanic of escalation, from conventional warfare, to tactical nuclear warfare, and eventually total nuclear annihilation is the biggest step forward we’ve made, and also the focal point of the beta test.
ICBM may be focused around nuclear war, but that doesn’t mean that armies can’t pose a threat to you either!
So, hopefully all goes well with the first round of testing, and we can forge ICBM: Escalation into a top-notch nuclear wargame. A quick thank-you to our testers in advance before we get started, and remember, if you’re disappointed about not making it into the beta, it might just be a matter of waiting! We’ll see you again in the next dev diary!
Hey everyone, I'm going through all the bug reports and missing translations. Tomorrow I will release a fix that solves all the problems found. Thank you for your patience.
Please stay tuned for more news by following our Steam page.
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
*Now we will launch (in the game) an event of 4-5 days, each time before the date specified in the description.
First of all, we’d like to thank everyone who took part in the latest Platest of ZOO Simulator Prologue! ❤️ We’re grateful for all your feedback- it gave us a lot of insight into your expectations towards the game. This is why today’s devlog is going to be a short one, as we’re currently focusing on implementing many changes in the direction you’ve pointed us towards! 💪
Today we’ve got one novelty which answers some of your concerns you’ve voiced throughout your gameplay- lack of inventory space. That’s why to let you take better care of your animals quicker we’re introducing a backpack 🎒!
These additional 24 inventory slots will allow you to carry everything you might need during your everyday tours around the ZOO! 🚶
Be it some food, water or even tools- everything can be stored and taken out easily for your convenience! 🤩
We do hope that with the help of this new tool you’ll find taking care of your animals even easier!
We’d also like to remind you that the Prologue will be released in just a few days on March 28th 2024 so make sure to check it out and leave us your feedback! 💬
As always, we’d love to chat with you on our discord so if you have any suggestions, ideas or questions you can always meet us there! If you’d like to support us and stay informed about every news coming up we suggest adding this game to your wishlists on Steam!
In this devblog we wanted to highlight two topics that are intertwined: the threats in our game and the threats that endanger our oceans in real life!
Invasive enemies
So many of the challenges faced by our oceans are invisible to humans: rising ocean temperatures, ocean acidification, nitrate runoff, and more... In creating Crab God, we wanted to set a clear and tangible enemy to fight against, to ensure we would have fun strategic gameplay. Our game design philosophy is to take inspiration from nature, but be led by what is going to be fun to play.
While playing, you are building your ecosystem and crabling colony, but you will face threats that could jeopardize your hard work. The main threats you need to overcome will be other aquatic species:
Darkspine - Based on the Crown of Thorns Starfish
Darkfang - Based on the insatiable Lionfish
Darkmitt - Based on the furious Mitten Crab
The threats we picked are all based on invasive species. Invasive species aren't inherently evil, but we view them as the perfect enemy for Crab God as they are a very tangible and immediate threat being faced by our oceans. This phenomenon occurs when an animal is introduced into an ecosystem where it doesn't have any natural predators, allowing it to reproduce unchecked, and leading to damage to the native ecosystem.
Darkspine are enemies based on the Crown of Thorn Starfish, which are causing major damage to corals on the Great Barrier Reef. Darkfang are based on the Lionfish which is putting pressure on ecosystems in the Atlantic. And finally, the most fearsome enemy, the Darkmitt, which is based on Mitten Crabs that are invasive in oceans across the globe.
With crabs being the focus of the game we wanted to have another crab species as the biggest threat. They fight for the same territory, eat the same food, and will kill your Crablings if they can. They want to control the Crab world and eat all the food. They don't care about the destruction of the environment as long as they can feed, which is why you must protect the ecosystem from their treacherous claws!
Also, how could we pass up the opportunity to include a weird creature like the mitten crab?!
United we stand
Of course, you are not defenseless against those invaders.
You can defend against threats by upgrading your Crablings, unlocking new abilities, and building defenses like traps and walls.
You can also attract creatures that naturally defend against these threats. These are based on real world creatures that have been observed preying on invasive species (usually natural predators from the original ecosystem). As an example, the Titan Triggerfish feeds on Crown of Thorns Starfish!
The real threat
We talked to you about the main antagonists for our game but we also wanted to use this dev blog to talk further about real-life dangers our oceans are facing.
Coral bleaching is something that most people have heard about, but it isn't obvious what causes it or what we can do about it. Simply put, coral bleaching occurs when corals are stressed. Indeed, corals are animals, not plants! They have evolved in an environment that was very stable for millions of years. There are lots of things that stress corals, a lot of which are being made worse by human development: ocean acidification, pollution, and of course, rising ocean temperatures.
There is a phenomenon called mass bleaching events that occur when there is a prolonged heatwave that raises ocean temperatures, putting stress on a large number of corals. On the Great Barrier Reef we have had 6 mass bleaching events since 1998, but 4 of those have happened in the past 7 years!
Through all the doom and gloom, there is some good news - scientists are breeding heat resistant varieties of coral. These corals are then propagated and released back into the wild where they will survive, breed, and spread their genes.
There is always more to be done, but it's great to see solutions like this being implemented all over the world.
Our team commitment
We, at Chaos Theory, had the chance to visit the Great Barrier Reef in 2017. We wanted to see the unique reef environment for ourselves and speak to some of the people working there. Diving on the reef was one of the best experiences of our lives! Being immersed in a world that is teeming with life. We saw turtles, sharks, reef squid, and so much more!
Speaking with the marine biologists working there, we were told how much the reef had died off in the past few years. We saw a few dead corals while we were there, but it's hard to believe how full of life it must have been. The ocean is a weird and wonderful place. Most people never get to see this world, even though it covers the majority of the planet. We think games are a great opportunity to get closer to an unfamiliar ecosystem.
Our team has always been focused on making games about meaningful topics. We want to make fun games first and foremost, but if we can make games about anything then why not make games about our amazing planet?
That's it for today's dev blog, we hope you learned something about our game, and also our oceans! Stay tuned for Crab God's next updates!
Patch 6.1.0 is a small, “quality of life” update that addresses a few issues and improvements based on the feedback you’ve given us so far. Before we get into the details, we’ve also already deployed some changes to Dedicated PVP and Free Drive.
We received a lot of great feedback on our new dedicated PVP mode. We are thrilled that everyone is enjoying it so much, but we know it can always be better. We heard that the most dedicated of you want some adjustments and changes. While we aren't able to deploy a major update right now, we have introduced some changes in line with that feedback. So from now, you will notice that the playlist rotation will update daily. The featured playlists will still stay for a week so that everyone can get the chance to enjoy them, but the Tier playlists will now change daily between Tiers B, A, A+, S and S+. We also haven't forgotten about Free Roam, and we heard that the time between Linkups was still too long. So we have halved that time for you all.
With those changes made, we are now following up with this last update for Vol. 6 before we fully turn our focus to delivering Vol. 7 for you all. Details of the fixes and improvements are below.
Team Kaizen, Criterion Games
PATCH 6.1.0
KEY FIXES
Allow players to go directly to MP Garage after leaving PVP
When leaving PVP, players will now be put straight back to the Multiplayer garage. So less steps and straight to where you want to be. We debated taking you straight back to the PVP screen, but we don’t know what you want to do. Maybe you want to work on your setup, or drop into Free Roam. We leave that choice up to you, but we removed the extra steps.
All Nitrous auxiliary items stop working if the player changes vehicles during playlists or if they leave the server and rejoin
Fixed!
Users are reporting extreme flickering present in-game
We’ve made some changes that should address this issue. Specifically, moved TileLighting and NFS-SSR passes to the cached depth buffer usage since all those passes are on the GPU async queue and there is a chance of inter-referencing. This also fixes a known problem on AMD Vega GPUs.
Improve the Idle Kick for players not progressing - PVP specific change
Okay, so on the level… players finding loopholes in XP earning is all part of the game, but players hanging idle in PVP lobbies means fewer people competing and more roadblocks at the start/finish line. Players will now be warned if their mean velocity is under 1mph, and get an idle kick after 60 seconds if they don’t take action. Essentially if you ain’t racing in PVP, then you are outta here.
OTHER FIXES
Fixed an issue where players could use their own vehicles in a playlist that should be loaner vehicles only
Fixed an issue in Story Mode, where attempting to back away from the Speed Pass menu would send the user to the pause menu instead of the garage
Fixed an issue where underglows unlocked through Speed Pass were not visible to other players on the server
Fixed an issue where PVP lobby playlist tier would show as tier B instead of correct playlist tier
Fixed an issue where users could navigate around menus when in Find Game menu
Fixed a camera issue that would cause changes to the player’s camera when another car was close behind Need help? We got you. Hit up Answers HQ, where you can report bugs or issues for a member of the team to check out. Be sure to follow Need for Speed on Twitter, Facebook, Instagram and TikTok for the latest news.
*Premium Speed Pass Content requires Premium Speed Pass and Need for Speed Unbound (sold separately) and all game updates. Requires gameplay to unlock. You must log in before the end of Volume 6 to claim your reward. Failure to log in and claim during this period will result in forfeiting the reward.
A very good place to start! Today, we’re covering the GM Guide of Tales of Fablecraft. This update contains light spoilers for The Road to The Starfall Festival, session 3.
Whether you're a brand new or veteran GM, our ready-to-play adventures provide intuitive tools, helpful direction, and maximum fun for all!
Looking For Guidance? 🔮
Our GM Guide serves up exactly what you need, when you need it, helping you to steer your party through the adventure!
To start, select the adventure that you would like to run and jump in! For the purpose of this update, we're going to use The Road to the Starfall Festival, session 3 as our main example.
Prep For Adventure! 📜⚔️
Now that we've selected our adventure, open the tray on the righthand side by clicking on the GM Guide icon at the top. This will display all of the upcoming sessions for the adventure.
The GM Adventure Guide provides a high-level overview of the complete adventure. It gives you a heads up about the places you'll go, the NPCs and creatures you'll encounter, and contains some handy tips for running the adventure, too.
Setting The Scene! 🌄
We're starting session 3 of The Road to the Starfall Festival, so let's set the scene before we begin! The GM guide shows you where in Mythas we are going to be. In this case, your players will be attempting to enter an Old World Ruin.
Simply click the plus sign in the Scene Change box and watch the Ruin come to life!
Both the players and the GM have the option to toggle Animated Scenes on and off, the choice is up to you.
Whatever your preference, this will not affect what everyone else sees in the scene. We are striving to make each experience as customizable as possible!
Music + Soundscapes 🔊
Tales of Fablecraft is more than just pretty artwork – we also have music and soundscapes!
The GM has an abundance of music and soundscape options to choose from. To view them, just hit the Jukebox icon at the bottom of the side tray.
If you're running an adventure from the GM Guide, thematically appropriate music and soundscapes automatically play with every scene
Check out a preview of what this scene can sound like on our YouTube channel!
Read Aloud! 💬
There are all kinds of notes and tips for GMs as we make our way through the session guide. Handy Read Aloud sections provide scripted moments to read to players. These Read Aloud moments can help to anchor you back into the story or give you a well-earned break from improvising.
Follow the text or go off-script as much as you like! The guide is here to assist you in whatever way works best for you and your party.
At the beginning of our example adventure, the GM Guide gives a quick recap of the previous session, before helping you set the scene for session 3.
The guide tells you to read aloud: "There are 2 Shadow Bandits and a leashed Timberwolf at the entrance (to the Old World Ruin). The Bandits' heads are bent low toward one another, as though discussing something."
The GM Guide will sometimes include prompts to add NPC or creature tokens to the story scene.
Alternatively, we can go over to the Character icon on the tray and pull out some Foes for our players. 😈
Group Choice 🤔
Time for your players to decide what to do next! While they discuss amongst themselves, this is a good time to remind yourself what options are available to the players at this point in the guide.
Again, how closely you follow the guide is entirely up to you!
We try to anticipate potential player choices and provide narratively appropriate advice, whether your players want to go the stealthy route or crossbows blazing!
As any seasoned GMs know, players can always surprise you with wild suggestions - the GM Guide makes it easy to serve up skill roll requests and adapt them to your players' whims!
Prepare For Battle! ⚔️ 🔥
Whatever your players decide to do, odds are that it may not go exactly as planned.
In the event that they don't manage to charm the guards and their canine companion, it's time to pull out the Battlemap!
As easy as one, two, three, combat! Click the plus sign under the Load Battlemap section and get ready for a fight!
The music will automatically change to something more epic when you load battlemaps from the GM Guide. The battlemaps are pre-populated with the right villains from the story, and it's easy to remove tokens (or add more) depending on your players' choices.
To The Victor Go The Spoils 🏆
Phew! That was a close one but it looks like your players won the day! You know what that means? LOOT, LOOT, LOOT! 🙌
In the guide, there is a list of items that the players can find if they decide to rifle through the pockets of the defeated Foes.
There are also dialogue suggestions for the Shadow Bandits, should your players decide to interrogate them!
While we're in Closed Beta, our game is still getting regular updates. Easily accessible and story specific inventory is gradually being added to the GM Guide, so GMs can simply drag and drop items from the guide into a player's inventory.
For now, let's go over to the Inventory icon on the tray and pull out some fun items to reward our players for a job well done! 🐸
End The Session! 🤩
And that's session 3 of The Road to the Starfall Festival. The guide will have you set up the next scene and give you suggestions on where to end.
Tease the upcoming session and leave your players on a fun cliffhanger!
Until next time, Mages!
Wishlist Us On Steam! 💙
Be sure to Wishlist us on Steam and join our party on Discord!
This new update features an overhaul of the Agriculture skill, including animal keeping, as well as extreme weather events, the first being Sandstorms!
__Update 0.2.10__ - *Major update*: Overhauled Agriculture and **animal farming**! Visit animal pens around Boia and get started by renting them for 100 caps a day (up to 30 days). You'll need troughs made by Woodworking, animal vouchers bought from the pen keepers, and food and water to keep your animals satiated. You can then come back every hour to collect their products. Make sure to keep paying your rent, or your animals might suffer. - Added our first major weather event: **Sandstorms**! These will reduce your accuracy while inside them. More events and content are coming in the future, including unique enemies, bosses, extreme rain and blizzards, and more! - Added the first cutscene once you land on boia docks for starting the main quest - Added an elevated swamp village. Currently a bit empty, but features a bank and several crafting benches. - Added face accessories to our cash shop, with our first one being the **Plague Doctor mask**. You can buy it for *500 BX*! - Renamed the "Energy Weapons" skill to "Technomancy" because it's more lore appropriate - Added more benches of all types around Boia - Added a couple more bridges to Silver Mesa - Added visual variations to certain enemies, see our lovely new female mutant settlers! - Added falling leaves to choppable trees - Added a status effect bar under the stamina bar. Not all status effects are currently displayed - Improved enemy aggro. Hunters now try to aggro nearby animals. - Enemies now de-aggro after 10 seconds of inaction. This caused players to appear to be stuck in battle - Fixed certain hitsplat sprites gone missing - Fixed bank "deposit all" not working for non-stackable items - Fixed not running away from exploding barrel in tut quest