⭐ Added a cap to certain force values in Kril's physics, preventing or at least MASSIVELY reducing instances where Kril would get launched into the void by a strong enemy attack.
⭐ Entering an Moon Snail Shell now checks ALL your achievements, solving issues where save files that had previously collected broken achivements would not be able to obtain them retroactively.
Fixed several physics issues relating to Topoda's boss fight that could result in the player getting pushed through the terrain or other weird behavior
Fixed instances where your shell wouldn't be properly insured when respawning at a Moon Jelly or an area entrance.
Additional tough enemies in Open Ocean now die permanently when killed
Fixed several places where the player could get stuck on geometry or wind up out of bounds in the Expired Grove
Several fixes to floating sand crates in Slacktide
Fredrick can no longer be re-bought for 1 microplastic when dismissed, now costs 3000
Nemma and Konche will now properly leave their spot at the start of the Sands Between as the plot progresses.
Fixed SFX functionality on a certain colossal late-game boss.
Balance
Puffer Quill Stowaway ATK buff reduced from +10 to +5 (Sorry! It was fun while it lasted)
Greetings, mighty Khans! It's Omer here. I’ve taken over our weekly update because my brother is super busy with a big new update for our game.
Here’s the news! You know we talked about a new “contract system” last week? It’s ready now, but it’s got lots of bugs. We’ve fixed most of them, but we still need to test them more.
Now, let’s talk about some cool new stuff we’re adding to the game.
Training System Tweak:
We're making some tweaks to the training system to give you more control over the development of your leaders. You'll be able to set your leaders' training speed to low, normal, or high. But watch out—ramping up the pace comes with its own set of risks, which I'll get into in a sec.
Injury Mechanic:
What's the fun in using the same leader week after week without consequences? In our next update, leaders can get injured. If they get really hurt, they can’t train or play in matches.
So, think carefully before you keep playing your star leader match after match.
How to Avoid Injuries:
Just like in real life, there are various factors that can lead to injuries in our game:
Training: Pushing your leaders too hard in training can lead to amazing improvements or... painful injuries.
Battling: Sure, it's tempting to use your top leader in every fight, but battles come with injury risks, especially if your leader loses.
Aging: Just like in real life, getting older means even everyday activities can lead to injuries. (I feel this one personally!)
Physical Stats: Not all leaders are created equal. Some are just tough as nails and can take a beating. If your leader's physical stats aren't up to snuff, consider focusing their training on physical stats.
Existing Injuries: There's a bit of irony here, but sometimes you roll the dice and play a leader who's not fully healed. They might turn the tide or end up sidelining themselves for good.
With these updates, we're adding a new layer of strategy to Hakan's War Manager. Plus, we're polishing up some quality-of-life improvements too. Stay tuned!
Pet your fams, and any fam! Many adventure and guild improvements, too.
- Many behind-the-scenes changes and improvements. - Pet a fam when you tap to inspect it. - Highlight rare items when you pick them up. - Adventures no longer stay connected to the outdoors chat back in the village or guild. - Only Ministers and above can arrange decor in a guild space. - Only Fellows and above can harvest a crop outdoors in a guild. - Some updates to the guild popup. - Chests were “given the once-over”.
May is both Mental Health Awareness and Asian Pacific Islander Heritage month!
Mental Health Awareness Month is a time to learn and reflect.
Be sure to take advantage of opportunities for education, advocacy, and awareness about mental health – whether that's to look after yourself or those around you.
May also marks Asian and Pacific Islander Heritage Month.
We at 343 honor our colleagues and community members who celebrate Asian and Pacific Islander Heritage Month, and acknowledge the rich culture and contributions they bring to both Halo and the world.
By logging in between now and May 31, you'll unlock both the MHA 2024 and the APIHM 2024 nameplates!
I added a couple of NPCs and puzzles, updated to directx 12 to support ray tracing, now it will automatically be active if the gpu supports it, and other little things.
You told me you want Steam Achievements, so there will be 100 Steam Achievements at launch!
DETAILS
They're based on the unlocks and awards described in the in-game CHECKLIST.
Genome Guardian: Prologue won't have achievements BUT anything you accomplish in the prologue will carry over to the full version (they'll all trigger the moment you start it up)!
100 is the maximum I'm currently allowed, until the game reaches a large enough audience for "profile features" to be enabled.
Some will be easy, others will require some serious tenacity!
Some may not trigger the exact moment you meet their conditions, but instead when your run ends.
We present to you one of the most important changes since the game's launch: Story Mode. Many people have been asking us for it over the months and it is finally a reality. In this mode, you can enjoy the entire story but with a much simpler challenge: unlimited fuel and saves, more ammunition and healing items.
On the other hand, we have created a screen with those Achievements for which you obtain rewards, in the form of unlocking characters and new weapons. We will be adding more in the future.
We hope you like these new changes and that they help you have a better gaming experience.
Hello again everyone! This is a medium-sized patch for 0.4 that updates all our translations for the new content, fixes some crashes and other bugs, and addresses some balance issues players have reported. We've got bigger updates in the works, but those will take more time to prepare. Keep an eye on our beta and validation branches if you want to be the first to play (and possibly break) the latest features!
Patch notes:
Localization
- All translations updated to build 0.4.14. This covers almost all of the new text in 0.4 builds.
Gameplay / Content * You may now cancel repair and resupply operations in progress, and a portion of ships will be repaired/resupplied, and the rest of the cost refunded. They are ordered by quickest job to the longest job to fix, which maximizes the number of ships that can get back in action. A few UI adjustments to support this. * Added comet Pons Brooks to Full Solar System, removed Kowal 2, which doesn't really come into the inner system. Added to Medium Solar System, removed Tempel 2, which stays outside Mars.
Balance
* Clamped strength of pop-scaled event effects to 2x the configured effect. This should reduce the hit to very small nations from wave of fear and similar events * Balance pass to tone down t3 alien missiles * The GDP size modifier on various missions no longer uses the economy score but is instead a separate variable that uses the 0.3 builds power (^.33) instead of the new economy scaling (^.35). This power can be modded in TIGlobalConfig. * Officers will now only promote in combats where at least one ship or hab module was destroyed. Anti-farming measure. * Officer promotion chances will be modified by how lopsided a combat is; the more powerful side will have lower chances of promotion while the underdog will get a bonus. #4342 * All antimatter module granting projects, save those that grant the endgame amat drives, will now grant sufficient antimatter stockpiles to build at least one of the developed object (assuming I did the math right). * Remove redundant photonic computing prereq for quantum computing. Add advanced neural networks prereq in its place. * component armor now reduces internal damage by 25% sted 50% and is immune to being damaged or destroyed as a module (because it's spread throughout the ship). * added First Nation claim on Kamchatka * added North Ural region to that claimed by Great Europa * renamed South Peru breakaway Qullana Suyu Marka and gave it some more claims upon trigger. Thanks for suggestion Discord * adjusted down max armor allowed on ships. Added utility module, Armor Struts, that doubles allowed amount. * reduce 40mm cannon ammo to 2000 * increased hybrid armor density a little * small reduction in max targeting range for smaller alien lasers * added backer hab site * Limited occupation gain from one army to 10% per day sted 15 * flattened scaling of region population/size adjustment effect on occupation speed
Performance * CometController.DoNotDisplay optimization : do not display when zoomed into the surface of a space body that isn't a comet itself * performance / added per frame caching of a ship's functional utility modules, fix issues with too many refreshes of operations bar. Was causing significant slowdowns when a large fleet was selected. * Opening options menu during combat autoresolve will pause autoresolve coroutine * HumanHabPlanner.ManageProspectGoals() optimization : just use an arbitrary hab schematic for comparison. Not necessary to compute the perfect had schematic for each site, it makes no real difference for this decision. * 4319 - removed update from savemenucontroller because JL is a real terror about using Update() when it isn't required
UI * A tech that unlocks new space bodies for exploration will show a probe all button in the tech alert UI that works just like the one in the intel space bodies tab. * Lasers will now show armor pen at 200/400/600 km * hab module tooltip in construction UI will always show base resource cost * combat damage values will show an extra decimal place to account for particle weapon damage
AI * AdjustPerceivedEnemyFleetStrengthFactor() adjustment : capped the maximum ratio to 2. Should prevent AI from being scared into utter submission. * took a crack at reducing AI overuse of crackdown and purge in early turns (focus fire AI only) * AI: alien AI will limit how much exotics it uses for armoring ships so it doesn't overspend. Other changes to armoring calculation, including trying to maintain combat acceleration. * adjust AI priority behavior when cohesion = 0 and when cohesion is otherwise very low during wartime * badly damaged army AI trying to go home to heal won't go into region with enemy armies
Combat AI * Ships now take into account how long it will take them to rotate before beginning evasive maneuvers * Adjusted target engagement velocity * Fixed AI being overly avoidant * Fixed AI charging off into the aether
A * Fixed Texture2D memory leak when cursor image was switched in the UI. This could rapidly inflate memory use when using AI control for ships in combat and we believe it is the cause some end-of-combat crashes that have been recently reported. * fix #4336, crash when looking at fleet operations entry in codex * nullcheck UI icon to prevent a nonreproducible crash found in internal testing * fix crash when trying to loading game during combat autoresolve * Bugfix #4327: Preventing crash when fleets attempt a microthrust transfer to something in its own (or very near) orbit, as the needed alignment will never occur. These transfers are better solved with orbit phasing. * Fix a crash when a fleet bombards a landed fleet in the outback (that isn't at a hab) * 0.4.18 save repair for div/0 education error fixed in 0.4.19
B * fix missing helium 3 mine 2d icon * SingleFleetOperation() bugfix : do not run if fleet is in transfer * TISpaceFleetState.CreateAtRunTime() bugfix : set fleetTrajectoryData.initialDeltaV_mps based on origin fleet data. Not doing this can result in split fleet having 0 deltaV. * fix errors in particle weapon damage calculation. They should be stronger now. * fix bugged viceroy influence calculation * Fix missing adjacency between Jeddah and Buraydah regions * Fixed a bug where AI ships were not properly reengaging combat * AI: PackingDecision.GetChoices() bugfix : use ProspectivePower() for all modules. * AI: PowerDecision.Decide() bugfix : use ProspectivePower() for all modules. * fix missing tail armor slot on alien cruisers. * Fix AI logic error on using particle point defenses, other adjustments to PD weapon selection. * fix logic errors in occupation code. * Fixed combat AI Manuevering bugs
C * weapons with fraction-of-a-second cooldowns will show fractional cooldowns * 4320 - fixed councilor recruit ui where loyalty was covered * Caliphate claim on Buraidah region moved to Caliphate instead of Greater Caliphate project * Fixed a bug that allowed enemy officers to appear in combat UI * fix for long text overflow in apply hab template ui popup * Adjusted Radiation Damage Overflow Text Size * Adjusted overflow for combat damage value UI * fix multiple bad string tags in army names * fix some issues in occupation army UI popup
Check out these ancient artifacts, furry friends, and loads of furnishings that will transform your modest house into a palace, all arriving in the in-game Crown Store this May!
Take a peek at all the items arriving in the in-game Crown Store during May 2024. You can also check out what is currently available on the Crown Store page. Do any of these goodies catch your eye? Visit the Buy Crowns page to acquire as many crowns as you need! Certain items and offers will be available for a limited time only, so be sure to read their details below and don't miss out.
I noticed a bug that happened connected to saving buildables. It made it so that the next time you logged in you went almost directly to the demo end screen. I'm about to upload a fix to it in this very moment. I also forgot to post some more changes I made to the game in the previous main update:
- You will get more branches from cutting down trees and bushes.
- You are able to cut down trees and bushes with knifes now.