Added Weapons: • Added G36C Rifle (Modelled by Puddle_NL) • Added AUG Rifle (Modelled by Puddle_NL) • Added 416 Rifle (Modelled by Puddle_NL) • Added AKM Classic. No compatible attachments (Modelled by Puddle_NL) • Added M4A1 Classic Rifle (Modelled by Puddle_NL) • Added PP19 SMG (Modelled by Puddle_NL) ---- Updated Rifles: • Updated/Replaced M4A1 Rifle Model to M4A1 URGI and Suppressor (Modelled by Puddle_NL) • Updated/Replaced AK47 model to AMD65 (Modelled by Puddle_NL) • Updated/ SCARH Model and Suppressor (Modelled by Puddle_NL) • Updated MK18 Rifle Model and Suppressor (Modelled by Puddle_NL) • Updated FAMAS model (Modelled by Puddle_NL) • Updated/Replaced Spear SBR to Rattler (Modelled by Puddle_NL) • Updated/Replaced Spear LT to Virtus (Modelled by Puddle_NL) • Removed TAVOR. Replaced/Added L85 bullpup Rifle (Modelled by Puddle_NL) ---- Updated Sniper Rifles: • Updated MK12 Sniper Rifle Model and Suppressor (Modelled by Puddle_NL) • Updated M40 Sniper Rifle Model (Modelled by Puddle_NL) • Updated/Replaced PSL with SVD Sniper Rifle available only with iron sights or a PSO style 4x scope (Modelled by Puddle_NL) ---- Updated SMGs: • Updated UMP45 SMG (Modelled by Puddle_NL) • Updated P90 SMG Model (Modelled by Puddle_NL) • Updated MP5 SMG Model (Modelled by Puddle_NL) • Updated MP7 SMG Model (Modelled by Puddle_NL) • Updated MP9 SMG model (Modelled by Puddle_NL) ---- Updated Shotguns: • Updated/Replaced Pump-Action shotgun to 590 Breaching Shotgun, no buttstock (Modelled by Puddle_NL) • Updated SPAS shotgun + added butt stock. No additional shells (Modelled by Puddle_NL) ---- Updated Pistols and Attachments: • Updated/Replaced Pistols 1911, Glock, M9, P320 models and flashlight/laser. Now M45, G18c, M9A1 and P226 (Modelled by Puddle_NL) • Updated Vertical, Angled, VGMOD3 and Handbrake Grip Models (Modelled by Puddle_NL) • Updated LPVO and 12x scope models (Modelled by Puddle_NL) • Updated reticles for 4x ACOG, 6x Razor LPVO, 12x NX3 Scopes (Designed by Puddle_NL) • Added LPVO Reticle zoom • Updated Bullet casings (Modelled by Puddle_NL) • Updated Dual NVG model to PVS31 style NVG (Modelled by Puddle_NL)
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Utilities: • Added Lockpick (Modelled by Puddle_NL). How-To Use: Place the pick-end on a locked Doorknob and keep pressing Trigger or Primary Button until the door unlocks. Each door is assigned a random amount of "pick" time (3-5 seconds) until the door is unlocked. You must keep the "pick" within the pick-area of the knob, otherwise it will reset. Enemies are not alerted when a door is lock-picked. ----
Avatar Customization: • Added Boots Tucked Outfit to Avatar Customization • Added Olive Green flannel outfit color option • Added AutoScale Avatar in Avatar Customization menu (minimum 5ft and maximum 7ft avatar calibration). Removed height increment buttons in Avatar Customization. Your avatar's knees will be slightly bent. Please adjust your floor-height properly before auto-scaling ----
Added Features: • Added shootable door hinges and deadbolt. Place a shotgun against a door surface and shoot the hinges or deadbolt to open doors. Shoot both hinges to destroy the door. • Added bullet hole decals to shootable doors • Added doorknob texture...amazing. • Added door knob wiggle sound fx if door knob is locked • Added AutoSling (enabled by default). Automatically holster your rifle when you are no longer holding either the Primary Grip or Foregrip. Only available for Primary Weapon. Pistols are not affected and must be manually placed in the holster. • Added Vest Pullback when crouching to avoid floor grabbing conflicts. Vest position is reset on stand or prone • Added: KIA in Player Listings if a player has depleted all respawns • Added: Host identifier in Player Listings. • Added: Mission Failed and automatic lobby load if all players have depleted all respawns. • Added: sparks impact fx when you shoot an enemy's rifle for visual feedback (response to players thinking enemies require more shots). No damage is done to the enemy. • (PCVR) Added Render Documentary Camera toggle found in Settings > Graphics. Disable this option to prevent unwanted documentary camera rendering (doc cam, helmet cam etc) for improved performance ----
Changes: • Changed: Utilities that take up only a single utility slot are now accompanied by a Healthshot (ie. Lock-Pick comes with a healthshot) • Changed/Removed: Knife can no longer open doors by hitting it with the knife handle • Changed: Updated Multiplayer Lobby • Changed: Thicker smoke from smoke grenade • Changed: All PvP borders, except map edge, have been removed until further notice • Improvements to Hostage Ai when switching control between players. • Changed/Removed voice volume slider in Left Hand menu. Can be accessed in the settings menu. • Removed Standing scale mode from avatar height customization due to scaling issues. Only Room-Scale and Seated mode are available • Removed Room Scale/Seated settings while in a mission due to inconsistencies. Room Scale/Seated mode can only be switched through the Main Menu > Settings or Avatar Customization settings • (PCVR) Updated/Improved Ambient Occlusion Graphics • (PCVR) Removed keyboard up and down arrow keys to adjust height ----
Weapon Changes: • Updated Weapon Calibration system. Now accessible in all mission settings menus. Calibrated with Joystick. Press Joystick-Click to cycle through different calibration axis • Changed: Item Stuck Action now set to Teleport to Player by default. If your weapon/utility gets caught/stuck on a wall while moving, it will teleport back to you • Updated weapon foregrip handling to keep rotation when primary grip is released (typically expected from all VR shooters) • Changed: G18c firemode switch to Primary Button (A/X). Will not switch if the slide is pulled back. Press Primary Button (A/X) to close slide and re-enable firemode switch. • Changed: Shooting door strength increased significantly before it is destroyed. Shoot hinges, deadbolt or use a blunt utility to destroy the door. Or waste your ammo. Whatever. • Changed: Bullet speed and gravity on all weapons have been modified • Changed: Various SoundFX • Updated: bullet spawning and impact fx to Object Pooling system for improved performance • Updated: 3D audio to Object Pooling system for improved performance ----
Enemies: • Added: Enemies can now decide to go prone when taking cover. If you see a prone enemy, you're likely already dead. • Added: Enemies can now perform a Melee Attack if the player is too close. SMACK! • Updated: EnemyAi will now check if their weapon is stuck/phasing through a wall during their scanning state. The enemy will take a step back if true; • Adjustments to enemy ragdoll physics ----
• Fixed compass north position to sync for all players • Fixed Audio slider settings not setting and saving correctly • Fixed/Removed LPVO zoom syncing between players • Fixed Trident Lightning floating laptop on bed • Fixed smoke from smoke grenades not rendering properly through scopes • Fixed smoke from smoke grenades disappearing abruptly. Smoke will now stop emitting after 20 seconds and fully dissipate after another 10 seconds • Fixed Crouch button for Swap Movement Joystick option • Fixed "Change Loadout" button being available during the mission start countdown in Hidden Forest. The "Change Loadout" button is now disabled until Mission Start • Various polish throughout
On April 28th, 2022, we introduced our game, Immortal Life to Steam as an Early Access game with the version 0.3. After almost 2 years, on April 25th, we are excited to announce that we have sold 100,000 units and we are adding new content to our game to celebrate this special moment.
Our latest build 1.0.13 includes 3 in-game events: The Spring Crane, Dragon Boat Race, and the Mid-Autumn Lantern Fair. We have also made improvements to the UI, optimized it for Steam Deck, and fixed bugs. You can see the full update notes here: https://store.steampowered.com/news/app/1201230/view/4168718495678728467?l=english
On this special day of reaching 100k milestone, we, the members of the team, would like to express our gratitude for the support we have received during this 2-year journey. The achievements and progress we have made are because of the wonderful community and your brilliant suggestions and kind words that have been the backbone of Immortal Life. We will keep working on the game, making further improvements and adding more content in the future.
As an Eastern Cultivation Game built in China, we are honored to be invited to be a part of the Eastern Games Fest 2024, which will take place from April 25th to May 3rd this year. We hope you enjoy our special oriental game with Eastern Magic, Culture, and our unique twist on the farming game genre, as well as other games showcased at the event.
Once again, we thank you for your support and we hope to see you soon in our next update :)
There's been a bigtime oopsies going on since we introduced Meat-Shaped Colliders. It's been brought to my attention through watching people play the game that sometimes meats will fall through the container or burst out the sides when playing with Meat-Shaped Colliders turned on.
I spent a lot of time trying to fix this, and finally came up with a new solution. So, everybody who has been playing with Meat-Shaped colliders will now be moved over to Composite Colliders which are still way more meat-shaped than circular, but not quite as good as Meat-Shaped. But, they do have the advantage of staying in the jar and not popping out the bottom.
The April Update is full of exciting content, selected through careful consideration! *Please note that everything we are sharing today along with any mentioned information may be subject to change.
New System:
Skin Tier Grading System Open!
Check out the detailed information on the Skin Tier Grading System by checking the full announcement: LINK
A.V.A Global Care Package:
Check out the detailed information on the Skin Tier Grading System by checking the full announcement: LINK
Battle Pass: Safety First
Skin Combination System Update:
Check out the detailed information on the Skin Tier Grading System by checking the full announcement: LINK
System Closed: Roulette System Temporary Closed
New Annihilation Map Open:
Snake Eyes
Annihilation Map Close:
Anaconda
New Box:
Ultimate Box Open!
Check out the detailed information on the Ultimate Box Jackpot skins by checking the full announcement: LINK
Euro Mega Box Open! In-game Shop >>> Featured >>> ALL
New Attendance Reward:
Monthly Reward:
Weekly Reward:
[April Special Shop Return]
Special Shop: EK-971 Bulk Commando, now available in the SPECIAL SHOP!
For detailed information on the Bulk Commando Capsule Rate, kindly refer to the specifics provided per capsule.
[Open Schedule] Time (UTC): April 25th, 2024, 07:00 AM ~ May 1st, 2024, 00:00 AM (Note: Please be aware that the open schedule is subject to change.)
April Capsule Update:
SR-F2 Seekers is open in Sniper Capsule Shop! X4A1 Bumblebee is open in Rifleman Capsule Shop!
Violate Players Banned
We have carried out sanctions against users whose records of obtaining abnormal Euro rates have been confirmed. We will continue to keep the community safe and healthy.
We hope you enjoy all the new content added through the update!
Please tell all your friends to play AVA Global TODAY!
#2 Be the Lucky One! ZzGODAzZ / KNULL / iMaYujin / dorix / PunchFace * The rewards for this event will be provided through packages.
#3 Try Special Castle War Item - Flawless of the Castle LinhTruc / ZZzMaiAnhzZZ / iLeonel * Please send us a ticket for prize #3 winners to choose their rewards.
Congratulations to all the winners, and once again, thank you to everyone who participated in the Castle War Update Event!
We hope you continue to enjoy Castle War in the future!
Well, it's time to gather some substantial feedback on the game.
Very exciting day.
It took roughly 2 years to develop what has made it into Early Access. 1.5 years were in the format of combining it with the main job, spending several hours in the evenings on the remnants of endurance but with great interest and enthusiasm. And about the last 6 months were almost fully dedicated to development on a full-time basis as the main occupation. In these 6 months, more was accomplished than in the previous year and a half and the pace of work continues to increase. With experience come skills and new ideas. The game started entirely as a "kinetic" VN, but the development process incorporated ideas that will add variability to the game, currently there's very little of this, but different endings, a gallery, and mini-games plus achievements are already planned for the release version.
Anyway... enough talk. Let's try the game and don't forget to share your impressions.