Level: Continuing to replace cliffs in the Adûn Region and Warrior Village. Worked on the cliff material and research regarding the landscape detail pass and optimization.
Code: Cleaned up and improved look-at logic. Implemented feature that allows us to adjust character fur to outfits. Animation Editor now has notify tracks (single event dispatches at specific times), time display and object/track retargeting support. Cleaned up some animation editor UI clutter by moving functions into context menus. Experimented with being able to open the animation editor in a separate window, ideal for multi-screen setups.
Character: Alo’s model is done and awaits implementation. Meanwhile we implemented Rese, Uruk and Zianna into the game engine. More progress on several outfits and hairstyles.
Animations: Max’s threesome minigame is done. Finished transferring NPC routine animations to other skeletons, next step will be to implement them into the engine.
Design: Finished combat system design documentation. Now we can start the evaluation process in Code.
Thank you for all your continued support, -Wild Life Team
Following our Early Access Launch, we've been busy working on our RoadMap. Today is the first progress update, in which we increase the visibility of the Organisation Rank Feature and add a few new threats meant to add more challenge to the game. Full notes: - increased visibility of the organization rank feature - progression against a requirement now displays an organization rank popup - new characters will see the organization rank popup after introduction - deserter missions from Day 40 - high threat mission from Day 70 - shop new stock timeline fix - armour doesn't change the enemy look anymore
We return with another update to Lords of the Fallen, with a routine pass on the game, fixing community-raised bugs, alongside others that surfaced from our internal investigations.
As always, if you do spot anything not working as intended please reach out to our support team with a description, and we’ll get back to you as soon as possible!
In light, we walk. HEXWORKS Team
[h4]Visuals[/h4]
Fixed an issue that allowed players to look out of the game world using the photo mode near the boss arena with the Spurned Progeny.
Fixed an issue that could cause the game world to stream in visibly upon leaving Skyrest Bridge towards Sanctuary.
Fixed an issue that allowed players to see out of the game world using photo mode near the entrance to the Mines.
Fixed an issue that allowed players to see out of the game world in one of the caves in Pilgrim's Perch.
Fixed an issue that could briefly show the Skinstealer standing in the boss arena before playing his actual spawn animation.
Fixed an issue that could cause Umbral objects to visibly load near Redcopse Windmill.
Fixed an issue that could cause Umbral objects to visibly load in the boss arena of Tancred, Master of Castigations.
Fixed an issue that spawned wrong death particles on enemies.
[h4]UI[/h4]
Fixed an issue that could cause the menu selection to return to the top of the settings list when adjusting certain options in the Display Settings.
Adding a warning popup to indicate the reset of character customization when switching body types in the character creator.
Fixed an issue that wrongly displayed placeholder text and icon when nothing was selected in the Rune tab in the Inventory.
Fixed an issue that could cause wrong shop prices to be displayed after freeing Sparky.
Fixed an issue that could cause the Inventory item counter to not update correctly without reopening the Inventory.
[h4]Multiplayer[/h4]
Improved multiplayer experience to reduce rubberbanding and desynchronization of 2 and 3 player matchups. In addition, this change should give a small performance boost in all areas of the game.
Fixed an issue in multiplayer that could cause the coop partner to lose their input after being teleported to the host.
Fixed an issue that allowed coop partners to receive Severed Hands upon defeating Invaders when using a password to matchmake.
[h4]Level Design[/h4]
Fixed an issue that allowed players to skip a part of Pilgrim's Perch by jumping on wooden assets near the middle part of the area.
Fixed an issue that allowed players to skip the boss encounter with the Hushed Saint by jumping on Umbral objects close to the bonfire in Forsaken Fen.
[h4]Enemies[/h4]
Fixed an issue that allowed players to skip Bramis Castle by defeating the last Conflagrant Seer with a Corrupted Banner Javelin.
Fixed an issue that could prevent enemies to trigger aggro if they were affected by a status effect.
[h4]Stability[/h4]
Fixed a crash that could occur when pressing the Load Game button while the savegames were still loading in.
Fixed a rare crash that could occur when selecting the Apply to All option for Tincts.
[h4]Balancing[/h4]
Increased the overall damage received by players by 10% in PVP.
[h4]Other[/h4]
Fixed a rare issue that could cause players to get stuck in the ground when starting a new game.
Adjusted streaming volumes to improve performance near the Vestige of the Bloody Pilgrim.
Fixed an issue that could prevent players from entering the boss arena with Griefbound Rowena through the moth wall while in Umbral due to Umbral enemies blocking the entrance to the arena.
Fixed an issue that prevented the Bucketlord NPC to play the correct animation when being grabbed by Carrion Knights.
Big news today! Since the teaser, one of the most common things we've heard from you was "this looks awesome, but what is the game like?!" Well, we're super excited to lift the curtains today with a new official Gameplay Preview video!
Please support us by liking the video and maybe even leaving a comment, or sharing it in communities you think would love it!
As always, remember to wishlist the game if you haven't yet!
EarthKart: Google Maps Driving Simulator - ColdHut
Improved Upgrade Stations Zombies no longer spawn when upgrading Optimized Game to clear Cache for better performance Fixed loading crash Fixed crash when too far above world Fixed crash when doing donuts in plane Disabled portal for zombies mode Disabled meteor for flying vehicles
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