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Unveil a legacy surrounded by secrecy with this week's exclusive Web Shop offers, featuring Alpharius! Head to the Web Shop to find huge in-game currency value bundles, as well as exclusive deals on Alpharius' legacy cosmetics this week. Check it out: https://shop.horusheresylegions.com/
Victory at Sea Atlantic - World War II Naval Warfare - James Evil Twin
Thanks again for being a great community and being really positive about making this a great game! We've added the Castle and Heinkel He 177 Greif based on community requests and we have more ships and planes coming that have been requested by the community. Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.
Gameplay:
Added the Castle-class corvette.
Added the Heinkel He 177 Greif level bomber.
Increased CAP size for carriers and airfields with fewer fighter flights.
Airfields will not attempt to launch fighters against overwhelmingly superior enemy squadrons.
Fighters will not attempt to engage targets over enemy territory unless ordered to do so.
Reduced the default spotter range for new ships and airfields.
Added option to skip all tutorials on a new campaign.
Added descriptions to the different difficulty levels.
Added a toggleable automatic resupply feature for patrolling fleets.
Resupplying landing craft takes time, and requires enlisted personnel.
More landing craft are lost during landing operations.
Forces cannot automatically retreat from combat when aircraft are still in enemy AA range.
Frigates and destroyer escorts are available to commission in shipyards.
Added current construction information to shipyard and airfield counter tooltips.
Allowed issuing orders on the minimap when in first person view.
Allowed queueing of turn and depth change commands during combat.
Allowed assignment of control groups using ctrl + number keys.
Prevented simultaneous panning and zooming on the minimap.
Axis fleets will avoid routing through the English Channel when possible.
Adjsuted ship and aircraft steering response to a direction change.
Adjusted objective completion criteria for infrastructure destruction.
Grumman F6F Hellcats will not carry torpedoes unless assigned to do so by the player.
Visuals:
Added an option to toggle off motion blur.
Updated minimap last known position markers.
Bug fixes:
Stopped the ship flight resupply tutorial from getting stuck when the player had too few resources.
Prevented squadrons in a column formation entering a state where ships would stop moving.
Submarines cannot use radar underwater.
Prevented US and Canada from instantly launching convoys in the mid-ocean, and improved their criteria for creating them.
Prevented fleets being displayed more than once on the squadron list.
Ship name usage is cleared between custom games and new campaigns.
Ensured minimap uses the correct orientation in air raid combats.
It’s been a while since we updated you on the development of Update 02, mainly because we were still cooking. We’re getting closer to a release day, the update is being tested and polished, and some features are pretty close to being done. Among them is the reworked version of our boss encounter: The Dreadnought.
When Update 02 launches, we’re introducing a whole new boss encounter (more on that in a later update) – and to not make the Dreadnought encounter feel like “the simple one” in comparison, we’ve given it an overhaul. The current version of the Dreadnought has one trick in its book: A jump/charge attack. The reworked Dreadnought has two new abilities to accompany the charge.
The first new ability is a variation of the Trembling Stomp known from Deep Rock Galactic, where the Dreadnought roars, stomps, and creates volcanic spikes that shoot up from the ground. In Deep Rock Galactic: Survivor, these spikes shoot out in a tight cone that traps you until you dig through or outrun them. This is probably a good idea if you don’t want to be vulnerable to a charge attack follow-up. The second new ability is our version of the DRG Dreadnought’s Swarm Bladder attack: a ranged projectile attack where the Dreadnought spits out a cocoon that bursts open and spawns a pack of Glyphids. The two new abilities will be more deadly in higher hazard levels, just as the Dreadnought’s health and damage scales accordingly.
That’s it for now - stay tuned as we reveal more details about Update 02 which is releasing later this month.
To celebrate the recent release of the Moon Update, I am launching a Stardust Event!
Every hour instead of getting a normal Grow a Carrot Token, You will get a Stardust Fragment! Stardust Fragments are just a collectibles like any other items.
You have a 20% chance to get any of the Stardust Fragment every hour!
There is: - Red Stardust Fragment - Orange Stardust Fragment - Yellow Stardust Fragment - White Stardust Fragment - Blue Stardust Fragment
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There is also a Support Stardust Fragment that is only purchasable during Stardust Event!
Additional support for keyboard and mouse controls: *Added the ability to control the camera with shift + mouse movement in areas where the camera can be moved. *Added the ability to control the camera with the number pad in areas where the camera can be moved.
Hello everyone and welcome to the notes of version 1.4.0, also called “The Final Patch.” After this update we consider the project to be finished and will enter maintenance mode. In short, we will cease active development of content for the game and will only periodically release small bug fix patches if any such action is required. It has been a wild couple of years and we are proud of what we have managed to achieve with the game and as always thank you to our fans for the continued support. This was initially supposed to be a small “bug fix” patch, but we decided to add a little something (or little somethings) into the mix.
So, let’s get the ball rolling on what you get in this patch.
Update Highlights
New Additions
The base game map will now have “Night Terrors”, which will appear after day 24. These new enemies are tied to an additional elevator you might find inside Ark level 3. As for what, where and when, I will leave that for you to find out. The night terrors were originally something that a team member included as "an upcoming feature" in one of these update posts something like two years ago, probably as a mistake. I have been jokingly pestering him ever since about “when exactly are these night terrors going to be added to the game?” It seems he finally caved in.
Both Frore and Hibernus regions have been expanded a little. The player is now able to open a shortcut of sorts between the two. There are a couple of sub-locations, couple of new POIs and a food recipe to be found. “Badnews Bay” is the place to look for an initial entrance.
There are some quality of life changes as well, the most important of which is that if you are a DLC owner, you are now able to use the link towers to travel between the main map and the DLC maps provided you have invented the compass and you have opened a link tower in any DLC map. For that one person who likes to play Dysmantle on their second monitor, the game now remembers which monitor you set it to so you can rest easy.
Bugs, Balance & Buddies
Otherwise there is a massive amount of smaller and larger bug fixes. Of the larger ones, there were some huge issues with some quests being unable to be completed if you did certain things in “wrong order”, namely the DLC1 main quest during a certain link tower phase. There were also cases where the player was unable to enter the final DLC2 platform. The final larger issue was with DLC3 Isle of Doom & Isle of Mana questlines. These have been fixed. Some minor UI revisions should make some map information easier to parse and for some UI elements to work better in a variety of display resolutions.
Besides fixes, there are some tweaks and balance changes here and there. There are minor revisions of content all around the island, but these are pretty much only something that a person who has spent most of this decade working on the game would notice. Lockpicks are now cheaper, so there are a few more locked doors in the early game. Gas clouds can now (mostly) be evaporated by destroying nearby pipes from which they emanate. Most larger buildings now have fire extinguishers. There was a boring stretch of wilderness so there are now a couple of burnt cars there. Things like that.
Pets & Dungeons DLC owners should notice that their pet can’t kill them anymore, which is always a huge plus for any pet owner. We removed the collisions so you can’t be pushed down a ravine by a well meaning but otherwise oblivious buddy. Enemies will also change targets to you from a stunned pet, so you can’t use them as bait anymore. All in all the pets should also behave better, not destroying things you don’t want them to. Finally, the “Lab Guardian” boss has been replaced by a custom made one, for which we have our community moderator Arianna to thank for.
Modding & Workshop
Whew, that was almost everything, but there is still one big piece of the puzzle left. As we are ceasing active development for the game, we would like to pass on the torch to you, our fans. First of all, the modding kit is now included in the folder structure of the game. Unfortunately we're not able to provide support for using these tools, but there should be some documentation available in the kit. With these tools you are able to create new content, edit the map with our editor or just play around with cheats. Or even localize the game to your own made-up language!
Second, upon launching the game you will now have a launch option to play Dysmantle with Mods. If you launch the game this way, you will see a new button “Mods” in the main menu. From there you can enable and disable mods with ease and it also has a direct link to the…. Workshop! Steam Workshop will be enabled upon the release of this patch, so it should be easier than ever to both make, but also release modded content. We have some very talented modders in our Discord, so head there if you have any questions about the tools provided.
Final Thoughts.
There will likely be some hotfixes to this patch as it is never as simple as releasing a patch titled “final” and everything working 100%, but for content, this is it.
Kind of a weird feeling to be honest. At the same time there is a wistful sense of finality, but on the other hand a huge sense of relief as it is done. Literally done.
As for what’s next for us: In anticipation of ever more challenging projects we have increased our size from 10 people in 2020 to 14 now in 2024. We will still be developing our own engine further to make sure it can power all of our future projects. One of the projects has been revealed so far, a fantasy spin-off of Dysmantle called Dysplaced. We are now working hard on getting it ready for Early Access. We are also working on another project, but it is still far away from any sort of reveal so you will just have to stay tuned. I guess that’s all for now. Happy spring to everyone!
ADDED - The game launches on the display selected in the graphics settings. - Night Terrors (after day 24). - Ark Level 4. - Extended Frore and Hibernus regions. - Link Towers can be used to travel to DLC maps and back.
CHANGED - Showing better POI info for tougher enemies and quests. - Damage floaters are scaled down if the camera is farther. - Material drops increase has a chance to affect single material drops as well. - Made the Home Portal effect with Timed Crates a bit clearer. - World map filters button order now matches the tooltip order for gamepads and keyboard. - Misc UI tweaks. - Storage Box can now be built on ground. - Raised Katana Base DMG 15 -> 25, Damage raised per level 5 -> 6 - Raised Riot Shield Base DMG 18 -> 30, Damage raised per level 4 -> 6, Replaced knockback modifier with damage deflect - Lowered Expert Lockpick cost from 15 Steel, 5 Electronics -> 8 Steel, 4 Electronics - Lowered Master Lockpick Titanium cost from 4 to 2 - Lowered Rift Toolkit Mana Chunk cost from 5 to 3 - Changed “A Leak at the Peak” keycard location so it won’t get lost. - All Search Efficiency Food Recipes modifiers from 11 -> 15 - Last two levels of Scavenger Skill Search Efficiency modifier from 20 -> 25 - Changed Buried Treasure Medal counts to 30/64/98 - Multiple terrain and object fixes and changes across all content. - (DLC3) Replaced Lab Guardian boss with a more fitting encounter (thanks to arianna!) - (MODDING) ACTOR_MARKER POI type is now the default for unknown types instead of QUEST. - (MODDING) Doubled the maximum number of actors that can exist in loaded chunks of a stage at the same time (now 65536 actors).
FIXED - Fixed co-op player 2 special item getting hidden if player 1 has nothing equipped. - Point of Interest Info UI layout fixed for 3 visible buttons. - Showing all the features in inventory screen instead of the first 20. - Link Tower Transmitter UI properly updates the UI after crafting. - Destroyed built objects are instantly reflected in the world map. - Fixed ambience sounds played with tombs objects. - Fixed refiner bug with long pressing the + sign. - Added few validators to prevent audio logs from being destroyed prematurely - Fixed a few small tropic plant not being destroyable - Fixed campfire numbers for achievement + medal - Quest widget rendering fix. - Main Quest Search Launchpad Key goal is now not completed until you find the key. - (DLC1) Fixed a main quest bug, where fixing a link tower early locked progression. - (DLC1) Mana spirit now get stunned and killed from mana gun hits. - (DLC1) Mana gun stunned animation - (DLC2) Added a backup marker to raise the bridge to the final platform if it hadn’t been activated by the cutscene. - (DLC2) Added missing death animations to buildable chemistry sets A,B & C - (DLC3) Enemies no longer target lock stunned pets, but change to player when possible - (DLC3) Improved pets' avoidance - (DLC3) Removed collision between player and pet - (DLC3) Fixed Isle of Doom & Isle of Mana questlines - (DLC3) Added additional starting point for DLC1/DLC2 pet dungeon quest - (DLC3) Added failsafe method to progress quests if player is on Isle of Mana/Doom before they completed the related quest phases - (DLC3) Removed 2x Amber Lily (now there's 5 of each of them) - (DLC3) Added a small decal as a hint for Pocket Pet puzzle in main DLC3 island - (DLC3) Moved one DLC3 boss away from VIVARIUM area - (DLC3) Fixed some reflective panels in DLC3 content being marked destructible - (DLC3) Fixed IGNORE_PET_ATTACK tag
-Fixed bug that made it so achievements would not appear correctly. They now, in fact, appear correctly.
-The game now has a deadzone to not force your mouse back to the middle of the screen if youre not hovering over the game. Resizing the window may affect how this works, but it shouldnt be a problem unless you make the window smaller. And if youre making the default window smaller, thats a you problem.