Microsoft Flight Simulator 40th Anniversary Edition - Jayneivana
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This update includes an overhaul for the games lighting system.
Since 2 dimensional lights in Unity games typically light everything regardless of z-axis positioning, in previous versions of the game lights placed on a specific layer would light up every layer of objects above and below that layer.
With this update I figured out how to limit the lights to only lighting up the map layer they are placed on, allowing for better scene lighting.
Unfortunately for very large maps with lots of layers the shadows cast by walls will sometimes only work on a few layers at a time, so your shadows may not look right. This is something I will work to fix.
In Titan Quest II’s ancient Greece, human civilization is threatened by all manner of monsters and mythical beasts. Some of these enemies you will face act independently, either by choice or simply acting on instinct. But others will be more organized, forming a coherent faction with their own combat doctrine.
One of the early factions you will encounter is the Ichthians. You might remember seeing Ichthians in the original Titan Quest. They are one of the game’s original additions to Greek mythology, and for Titan Quest II we’ve expanded their lore to hint at how these monstrous fish-men came to be and to tie them into existing myth. The Ichthians are a monstrous hybrid of human and sea monster, with a vicious hatred of the god Glaukos and all the humans under his protection. Using their own brand of magic and tools and weapons improvised from their aquatic environment, the Ichthians are able to fight on land--though they do not like to stray far from the water.
We wanted to give you a short introduction to some of the Ichthian enemies, and how they interact, giving you a little taste of what we are aiming for with our combat. Naturally, we are also working towards real gameplay demonstrations, though the game will need some more time in the oven before that.
Ichthian Trooper: A simple, light warrior equipped with a spear. They can either use it for melee or as a thrown weapon. They will choose how to attack depending on the situation, primarily entering melee only when they have no allies already doing so.
Ichthian Enchanter: Drawing on Ichthian sorcery, Enchanters assist their allies in combat by mending their wounds and keeping them in the fight. This is particularly impactful when they accompany strong Ichthians. Their healing ability is a single target channel that enhances the target’s movement speed and damage, in addition to restoring their health. The healing link also benefits the Enchanter, so their health is also restored in the process.
Ichthian Hunter: Hunters are extremely skilled and nimble warriors armed with a heavy spear, specializing in melee combat. They are already potent in direct combat, but they further bolster themselves by using nets to pin down their target. Using their net ability is how they enter combat, and they follow up by rapidly closing the distance before escape would be possible. Pinned targets meet the heavy spear, usually followed by a one-way trip to the underworld.
Ichthian Brute: A heavily armored warrior wielding a two-handed mace. Their regular attacks are already hard-hitting, but in addition to this, they have a dash attack, challenging you to try and stay out of their path. In melee, they can also perform a heavy attack, slamming their mace into the ground, creating a shockwave in front of them.
Putting it all together, it will quickly become clear that we have designed the faction to form effective squads that benefit from each other’s abilities. While each creature may have weaknesses, depending on the group’s composition, we can cover for some weaknesses, while leaving others open. With the numerous possible scenarios, we aim to keep our combat engaging, challenging and fresh.
Picture an encounter with the four creatures above. Troopers serve a function of light harassment, while Brutes are hard to ignore heavy hitters. If the Hunter manages to ensnare your character, you would have limited options to avoid the barrage of hits coming your way. You could teleport to free yourself, or use barriers for tanking, but not your core dash ability while snared. The Brute’s heavy attack would be especially devastating if directly absorbed. Meanwhile, the Enchanter would heal and empower either the Brute or Hunter as a priority, making them even more of a threat.
From a tactical point of view, it’s important for players to think of target priorities as you engage in this combat dance. Do you take out the fodder-like Troopers first, just because that would be easy? Do you take out the relatively fragile Enchanter while risking exposure to the heavy hitters? Do you spread your damage out and risk the Enchanter negating your progress? Or do you use stuns, interrupts and freezes to shut down enemy abilities during their charge-up window? Do you focus on absorbing damage and returning it to your enemies via reflection? The choice is yours.
From a design perspective, one of our key objectives is to ensure that different player builds interact differently with each creature, and by extension, each enemy squad composition.
For example, a ranged character can comfortably keep a Brute at a distance, while a melee character will be often times wanting to side-step the regular attacks, and evade the abilities (or tank/reflect them with the right build). On the other hand, a melee character can quickly dispatch ranged targets, while a ranged character will often take hits during their own attacks from the unfazed ranged enemies.
There are many other loadouts that the warriors of the Ichthian faction utilize (see some extras in the images), and perhaps more importantly, there are other factions for you to face. But, as we said last time, we don’t want to reveal all our secrets just yet.
Howdy Gunslingers! If you’re interested in helping us STRESS TEST our upcoming 4-player update “Better Together,” then you’re in luck: Starting today we’ll be opening up an exclusive beta branch that will allow you to play the game with a max of four wizards.
This beta branch will be open from March 29th (12:00 PST) and close on April 2nd, so please test your hearts out!
We encourage all beta testers to join our Discord for up-to-date information and tools.
BETA DETAILS
Accessing the Beta
Locate “Wizard with a Gun” in your steam library
Right-click the title and select “Properties”
In the “Properties” window, select the “Betas” tab
Click the drop-down next to “Beta Participation”
Select “beta-together - a branch for beta testers of all sorts”
Steam should automatically download the beta branch for you to play
Please check the following places to make sure you’ve downloaded the beta correctly:
The title of the game should read “Wizard with a Gun [beta-together]” in your steam library
In the main menu of the game, a version number on the bottom left will read: 1.3.7-20240327.4-MilestoneWin64.493-Beta Release
Your steam name and steam number will be on screen during the duration of the test in varying colors.
Multiplayer Sessions
To host a multiplayer game, please select “Host Multiplayer” on the title menu
To Join a multiplayer game, select “Join Multiplayer” on the title menu and click on the user that you would like to join.
If you are having trouble joining a multiplayer session, please check the following:
ensure that you are steam friends with a player who is currently “hosted”
make sure that there is room for you in the hosted game. (The max players per game in this beta is 4)
Close and open the “Join Multiplayer” menu to refresh the results
If you are still having trouble, please report the issue using the “Bug Report” button on the Title screen menu.
Changelog/Known issues:
Save files from the beta might not correctly transfer back into the default “Wizard with a Gun” game. If you do not wish to risk your save file, It is recommended that you start a new save for the beta
If you’re already in a game, you are not able to receive an invite from another player.
Some spells might be missing sounds
If someone attempts to join from a non-beta build of the game, issues can occur.
A warning should appear on screen! Please make sure all participants are on the beta branch if you are having trouble connecting
If you happen to find a bug, please use the in-game “Bug Report” feature
You can also join our discord to give feedback, see current known issues, and more!
We’re looking forward to seeing everyone play this weekend and we can’t wait to hear your feedback in the discussion pages and on our discord!
- All enemies have reduced offensive stats. - In RPG Classic: Players will receive 50% more EXP - In Real Game: Players will now receive 15% more EXP - Added Talisman of Trinity (+25% EXP) in Elrik's Jewelry (Havencross East) - Added 41 Achievements - Bosses and enemies now feature adjusted attack stat and have undergone initial level rebalancing.
Zander the Knight has been introduced to Maganrock Tavern. Originally exclusive to East Akendius, this addition ensures players can recruit a reliable tank with heavy armor earlier in the game, addressing potential progression concerns.
Added static 'special' statue rewards: Greater Barrier Ring, Ring of Darkness, Mask of Corruption, Ring of Stamina and Ring of Trinity can now be found persistently in specific high-level dungeons.
Automation for mercenaries have been removed. Players can now control the respective nation's special hires. Do note that these original auto-mercs have a lower skillset count .
Bug fixes
- Fixed a "Beauty Lotion" sidequest not completed if declined. - Revised text to provide clearer location details for bounty patrols for Bear Takedown and Wolf Aggression.
There happen to be a lot of Easter eggs in Squad 44. They can be easy to miss, especially when you’re focused on the objective.
I asked the Mercury Arts team to share with me all the Squad 44 Easter eggs they know and have compiled a bit of a hunt for you all. This list doesn’t cover all the Easter eggs you could find, so let me know if you have others that aren’t on this list!
There was also one that I couldn’t find but have been told exists, so if you find it, please share it with me!
With this list, I’m only sharing the maps of the Easter eggs, so have fun this holiday weekend and go hunt!
1. Maleme - Bob Semple Tank
We’re starting off with an easy one!
This lovely feat of engineering is on Maleme and is a little obvious. Watch out for those dangerous curves!
2. Maleme - Duck on a Boat
Now, you won’t be able to find this one on foot. Seeing this lovely homage to the snazziest duckling takes a bit of cheating (using the admin cam).
3. Hagenau - Dog Shrine
This shrine is dedicated to developer Gunschlinger’s sweet dog. This one can be tricky to find since this map has a lot of places to search, but I bet you all are up for the challenge!
4. Rethymno - Dog Plane
A few planes on Rethymno have this cute decal on the side.
5. Rethymno - Paintings of Katz’s dogs
Katz’s sweet pups have been immortalised as lovely oil paintings on Rethymno. See if you can find them!
6. Best - Narnia Lampost
It’s a classic! This secluded spot is perfect for secret meetings, alone time, or reading a timeless fantasy novel.
7. Carenten - Playable Piano
This one is also easy to find. Did you know you can play it by pressing F? Try it out the next time you see it!
8. Ride-able tractor - Veghel, Carentan, Maginot
Thanks to Lelun on Discord for showing me this beauty. This tractor spawns in different locations on Veghel, Carentan, and Maginot (possibly other maps too, but we weren’t certain). If you see it, definitely take it out for a test drive!
9. Ducks on Doorwerth??
This easter egg was the one some helpful playtesters and I could not find. I was told that McDuckSauce had hidden a bunch of rubber ducks all over Doorwerth, but we could not find a single one! If anyone finds a rubber duck on Doorwerth, please let me know! Maybe I was lied to…
Big shoutouts to the playtesters who helped me look for these!
Are there any Easter eggs that I missed? Let me know in the comments! Good luck, and happy hunting!