- When portaling to a team member that's inside an echo, you will now be placed in Echo of a World with the green portal to join at the time of your choosing. - When health is a fraction of 1, it will now always round up to 1 instead of rounding off resulting in health sometimes displaying as 0
Bug Fixes
UI
Several item tooltip fixes, including:
Fixed a bug where opening / closing an item tooltip would have a drastic performance cost
Fixed a bug where tooltip text could continue off the edge of the tooltip instead of wrapping
Fixed a bug where some languages with a larger text height could be missing information on tooltips
Fixed a bug where prefixes and suffixes had different line spacing on item tooltips
Fixed a bug where some enemies were not displaying their top of screen health bars
Skills
Fixed a bug where some skills, primarily traversal skills, would not work after a zone transition until using a different skill first.
Fixed a bug where some scorpion enemies were unable to be targeted by Spirit Plague
Fixed a bug where channeled movement skills could break if continued to be channeled after running into a wall
Fixed a bug where every other use of Void Cleave with the Gravity's Edge node (traversal) would have its hitbox at the start of the movement
Fixed a bug where skills could stop working after closing a panel until the panel was closed a second time
Fixed a bug where the player's character was visible under the surface on certain locations during using of Synchronized Strike and Lethal Mirage
Fixed a bug where Puncture's Stay of Execution, and Detonating Arrow's Aimed Shot nodes would play the VFX before the character animation when charged to max
Multiplayer
Fixed an instance of a bug which could break all party interactions until re-logging
Fixed a bug where players were unable to portal to other party members when both players were inside of an echo
Other
Fixed a bug where Shade of Orobyss' "Starburst" ability would explode upon his death
Fixed a bug where the falling rocks during the boss fight in Lightless Arbor could sometimes fail to display a telegraphing indicator before falling
Fixed the invisible walls during the Elder Gaspar fight in The Chambers of Ruin, which could block projectiles
Fixed a bug where Death's Embrace's Grim Harvest could trigger while at negative mana
Fixed a bug where Enemy VFX could stop playing / freeze
Fixed a bug where enemies would fail to play their death animation
Fixed a bug where the B_Circle button would focus the action bar panel (skill bar) if it was previously selected
Our playtest has just wrapped up and we want to send a hearty Thank You to everyone who jumped in.
We read through every piece of player feedback we get, and it's super helpful as we continue to develop the game ahead of Early Access launch later this spring. Please take a moment to send your thoughts our way here.
Stay tuned here on Steam and in our Discord for future news and updates on Atomic Picnic!
Eden's Guardian has surpassed the 30K wishlists on Steam! We’re incredibly humbled by all the support, when this all started, we weren’t expecting we would get this far in such a short time. Thank you so much!
We want to let you know that this is only the beginning of the journey, as we will be working very hard on Eden’s Guardian and focusing on development in the coming months, and we will be showing you how the game progresses to make you a part of the process. You can follow us on social media or join our Discord server to stay tuned with everything!
We hope we will continue reaching ever bigger goals in the near future with you by our side! And that’s why we wanted to show our appreciation for all of you with this post. We hope you’ll like it!
Hey folks! We'll be going live for our first ever FS:R livestream on Twitch this Friday, April 19th. Tune in to chat with the devs and hear us talk about future content for the game.
This journey has been a roller coaster - from my father’s passing, to conceptualizing this game, to building the team, to crafting it with my team at Surgent Studios, and to now releasing Tales of Kenzera™: ZAU. It’s completely surreal.
This game was inspired by the loss of my father, who passed away from cancer in 2013. I’m sure many of you can relate to or at least imagine the intense grief that consumed me once he had gone. He was supposed to see me become an actor, a father. It never happened.
At that time, the pain felt insurmountable. As the years passed, I began to let my grief fuel me - that miasma of sadness, anger, and confusion generating the spark that became ZAU. It’s my way of reaching out. Of saying I see you and your journey.
I’m often asked how I got comfortable being honest about the origins of this game. The truth is that there was no other way to do it. In fact, the more I thought about it, the more I realised that the journey towards deciding to share how you feel is as important as the sharing itself.
Many of you have noticed that ZAU is supported by the Ridley Scott Creative Group. Today I’m proud to reveal what that means.
Over the past few months, I’ve written and directed my first short film with the support and guidance of RSCG. That film, My Shoes, Your Feet, is out today.
It tells the real story behind ZAU, showing how hard it is to reach out. To try to connect to others while you’re going through it. To make the choice to be seen.
I’m honoured to share this piece of myself with you now. It’s the ideal primer for Tales of Kenzera: ZAU, and it’s my love letter to my father and to everyone out there who holds the pain of loss in their heart.
Various bug fixes, qol and stability improvements.
This is also our first patch on Steam so welcome everyone :)
Tooltips
Some of the UI improvements we've made in this update include the introduction of Tooltips.
Now you can hover over Items, Abilities, Buffs or some of the Options Settings and they will display additional information.
This improvement is especially good for Abilities and Items because now instead of pausing the game to look at the statistics of your rewards, you can just hover over the icons on the fly.
As for the Options Settings, right now only a few - the most confusing ones have tooltips but in the future updates more options will include the additional explanations.
Chest/Ability Reward UI Update.
This is another major update of this Patch. It improves the UI of the Reward selection process.
The previous version of the UI tried to show both the currently owned rewards and the new ones to choose from at the same time. It was prepared for our initial vision of this system which was to allow for much more than just selecting the new stuff.
However, after the first wave of play tests we've received enough feedback to decide to change the idea a little bit and evolve it into something better. Thanks to that decision the UI is simpler, more intuitive and is utilizing the screen space in a more optimal way.
While switching tabs gave us a possibility to keep both windows (possessed items/abilities and the ones to choose from) in the same place seemed to be quite convenient, the switching itself was not as such. After the changes, the user experience has improved greatly as it's still possible to compare things, but without having to take additional steps to do so.
Pause UI/UX
Among the UI/UX improvements, there were also some improvements to the Pause menu. This one is not as impactful as other changes but is still worth to mention as it hopefully improves the readability of the Player Statistics.
Adam: On a personal note, this specific UI element proved to be more challenging for me than the others, mainly because of so many possibilities for putting the rewards and stats information, while at the same time keeping the layout in a way it wouldn't make the player feel overwhelmed by the sheer amount of data. Another idea was to create additional panels to help separate character information, but these could quickly become problematic while increasing the overall complexity. The current layout seems to be the best of all ideas so far, but it doesn't mean it can't be further improved in future updates.
Map Levels Update
Until recently, the game introduced only one objective-based level, which included all of the monsters and mini-boss the demo has to offer. While the gameplay itself was already very well balanced, the map was quite difficult for novices, as they could be easily wiped out in the first minutes of the game.
With the current knowledge and feedback in mind, we decided to implement additional 3 map levels that would allow the player not only to have more content to play through, but also to have an easier start. They also have an additional description which makes an introduction to the game lore.
The maps go as follows:
Cemetery Outskirts - 10 minutes trial and does not include the hardest enemies.
Cemetery Main Road - 15 minutes time trial with fewer Elite enemies and a new monster.
Deep Forest - 17 minutes time trial with fewer Elite and Champion enemies and a new monster.
Haunted Graveyard - 20 minutes trial that has everything including the mini-boss.
Leaderboard & Scoring
Although the full leaderboard system is still a work in progress, some of its features are already finished, and now each map level contains your personal best score. The score is available while selecting the map you want to play.
The score is calculated based on various factors such as how long you survived, how rare items your character had, how many enemies have been defeated, etc.
Hardmode
We've added an extra option you can select for any map level.
When Hardmode is enabled, it reduces health regeneration effects by 50%, removes the Rebirth ability from the rewards pool and disables the Reviving mechanics. When enabled it also increases the amount of final scores you get per run.
We plan to make this game mode more rewarding in the future, when more content will be added to the game.
Fixes, QoL and Improvements
Many small things have been fixed or improved in this patch. Among those changes, you can find things such as:
First startup localization fixes - The game now handles language selection better.
First-time video settings - The game now evaluates the capabilities of the device and can automatically enable or disable options such as High-Quality Rendering which was previously always disabled. Most modern devices and especially Desktops can run this game just fine so you will most likely find those options Enabled most of the time.
Small adjustments to enemy sprites - Some color adjustments and small visual tweaks were made to enemies in the hope of making them blend less with the environment.
Fixed an issue with drawing Hero icons across multiple UI panels.
Due to the addition of the Hardmode option, the game mode option panel is now always visible regardless of starting single-player or multiplayer mode.
Fixed an issue with floating projectiles once the enemy gets killed and Gore is Enabled.
Improved FX of panic modifier to make it more noticeable.
There is now a small delay once the game is over so that the final player death animation is now visible in singleplayer.
Along with the scoring system update, more info is now drawn on the Game Completion screen, such as Total Damage Dealt.
Spring has sprung, and it's time for a grand spring cleaning on the high seas! Prepare for adventure as we introduce new dedicated Gun Game servers, alongside balance tweaks and Quality of Life improvements to keep your plunderin' smooth. So rally yer crew and set sail, for excitement awaits with this bountiful update!
New Dedicated Gamemode on Servers!
Add dedicated Gun Game server, rotating out Conquest (still available for Custom Matches)
Conquest will be put back in rotation at a future date.
Balance Changes
Slightly reduce the amount of treasure chests spawning
Quality of Life
Allow Explosive barrels to be picked up when in the water
Allow the player to look around while adjusting the sails
Add end of server timer on end game scoreboard, this allows players in Gun Game servers to wait and be automatically put into a new lobby without having to requeue.
Allow players to switch teams using the crew banner flags (Only available in Custom Lobbies)*
Add additional Gun Game UI to show the gun progression + current leader
Change default keybinds for interact and loot to be separate! F is default to Loot now instead of E*
Opened Treasure chests now gray out on the world map if either you or a team mate saw the chest open
Vote Kick reimplemented
Fix issues with vote kicking
Add additional Vote kick UI
Fix issue with Blunderbuss in Gun Game
Bug Fixes
Fix issue with the click region on the end game score board
Fix numerous small issues
Fix some of the order of which team player info synced
Fix issue where the custom match would end early if you are only one team, the match should continue as normal now.
Fix Pirate and Ship Presets
Others
To help investigate the some of the servers having performance issues, we have added more analytics to pinpoint the underlying issues
We're still working on the new and improved back end system. Which should bring improvements to match making and player stats.
And last but not least, Blazing Sails is half the price at 50% off until April 22nd. So if you or your friend has been waiting on the best moment, don't miss out on this steal of a deal!
Thank you for being apart of this community! And as always, stay tuned for more updates, and we'll see you on the high seas!
Founder’s Editions are Available and they come with some new rewards unique to SMITE 2! We want to detail these out further in this post.
SMITE 2 God Mastery and NEW Ascension Passes
God Mastery
Play games of SMITE 2 to earn Worshipers.
Gain Mastery Levels as you reach specific milestones of Worshipers.
Earn Cosmetic Rewards when you reach certain Mastery Levels.
Many Mastery Levels will provide Cosmetic Rewards for free as you level up.
Unlock the Ascension Pass to earn additional Cosmetic Rewards as you level up.
Individual God Progress
All Mastery and Ascension progress is tracked individually per god.
Playing games as a specific god in SMITE 2 will earn Worshipers for that god, which earn progress toward Mastery Levels for that god.
Ascension Passes must also be unlocked per god.
Ascend anytime and claim the Ascension Rewards, even if you already reached God Mastery Level 10 on that god.
Free and Ascended Mastery Rewards
Free Mastery Rewards
Unlocked Through Mastery Levels
1 Skin
Clap Emote
Wave Emote
God Kill Tracker (New Item Type!)
God Assist Tracker (New Item Type!)
God Mastery Level 10 Badge (New Item Type!)
Mastery Emblem
Mastery Emblem Stars for Levels 11+
Ascended Mastery Rewards available after an Ascension Pass is unlocked
Unlocked Immediately
Permanent Worshiper Boost for the Ascended God
1 Skin
1 Advanced Tracker (New Item Type!)
God Mastery Emote
Unlocked Through Mastery Levels
2 more Skins
1 more Advanced Tracker (New Item Type!)
1 Global Emote
1 Title
Additional Loading Screen Cosmetics
The first 11 Gods that you'll receive Ascension Passes for via the Deluxe Founder's Edition will be Zeus, Anubis, Bellona, Chaac, Ymir, Bacchus, Neith, Anhur, Loki, Cernunnos, and Hecate! We can't wait to share more information on new SMITE 2 cosmetics when they release!
We are thrilled to officially announce that Darkest Dungeon II will arrive in the PlayStation Store on July 15, 2024.
You can preorder it for PlayStation 4 and PlayStation 5 starting today (PlayStation Plus subscribers will get 15% off)!
In addition to the base game, The Binding Blade DLC (two new heroes, a special questline, wandering boss, and more) is also available for preorder as part of the Oblivion Bundle. Buy the bundle to get a tidy discount.
Releasing on PlayStation has allowed us to put the visceral DualSense features to good work. You’ll feel the heartbeat of heroes on Death’s Door, and the rumble of the stagecoach’s wheels as they roll over a trap.
We at Red Hook Studios know that console release has been eagerly anticipated, and we are so excited to bring Darkest Dungeon II to PlayStation. We hope you’ll join us on the journey - the game is a labor of love for us, and we plan to continue to expand it!