Today, we have a new civilization of gnolls rising on Savannas. I'm sure many of you are familiar with the hyena-like humanoids, so I'll let you discover the details in the game. Here are some example portraits:
There are 2 biomes left that we want to expand to have a civilization on each one - hills and snow, both races having 3 subraces. Some of you who asked before will be happy to know that to add what we want the subraces will require a little expansion in functionality and have moddable perks on the subraces level.
Here's the changelog for today's update:
Added
- New civilization: Gnolls. - 3 new recipes for Agriculture. - 2 new recipes for Carpentry. - 5 new resources. - Added Crown Legs recipe to Armorsmithing. - Added a button linking to our YouTube channel on the main menu screen.
Changed
- Dwarf Engineers have anvils in their workshop. - Ignore Party amplifier works on Bleed, Burn, and Poison effects. - Added magic slots to Heavy Necklace. - Tweaked some bows and moved around their recipes in the Carpentry skill. - Changed how Lava tiles behave.
Fixed
- Fixed rare crash in history simulation.
Updates in May will be slower in terms of new functionality. I've begun working on the next major feature of Settlement Management, and since it's a much bigger update than the Companions, I will need to stay focused on the topic for longer. Some functionalities that I will be adding, like improvements to the building mechanics, will be released sooner, but some, like the new GUI window for managing our settlements, will need to wait till June when supporting functionality of acquiring NPCs will also be ready. The update will shake things up with alternative gameplay options and how we acquire money and resources, and it will be a huge opening for the next stage of conquering and controlling NPC settlements. Because of this, the new magic skills will be postponed until I have completed the bulk of the work.
For those who don't yet own the game, I would like to remind you that as I've announced before the Early Access began, I plan to increase the game's price every 6 months of active development, and the Settlement Management update will mark the first half of a year. The price will change to $18.99, increasing by $1. There will be one last discount period before that happens, so if you missed the previous chances, it will be the last one to get the game this cheap. I will make a dedicated announcement about it then.
The work continues, although I wish I had air conditioning...
- Added ladder climbing functionality - Added one handed weapon use for certain weapons when arm is injured - Added dominant hand left/right option - Added Luminous Katana variant for Rank 12 Brawlers - Added FN Rifle (Assault Rifle) - Fixed some more performance issues - Fixed issue with cold server boot - Fixed explosions not damaging hardcore bodies - Fixed iron sight position for Valiant and Valiant Precision - Fixed iron sight position for KAK Charger, KAK Thrasher, Kalash and Micro Kalash - Fixed iron sight position for KA5 DMR, KA5 AR, KA5 CQBR and KA5 AP - Fixed issues with obscurity visibility when using certain scopes - Improved collision between players - Improved shotgun reliability and consistency of damage - Improved on screen blood visuals, timings and consistency - Increased explosive damage required to obliterate - Made obscurity fade more visually appealing - Made small improvements to the obscurity character mesh - Made the depth sight capable of spotting obscurity - Made push firemode trigger explosives via a delay similar to tank roar - Made any hits on obscurity briefly glow red - Reduced dash recharge time by 33% - Updated some more weapons to support adaptive camo - Updated tank stance description - Updated melee physical effects to better use swing direction - Updated recoil to be:
Reduced and more predictable in short bursts
More rigid through the arms (controlled recoil kicks view not gun out of hands)
- Fixed some performance issues - Increased obscurity torch strength - Added torch direction indicator to obscurity torch - Colourised torch direction indicator based on source - Doubled the score limit in human domination - Dropped weapons now clean up between obscurity elimination rounds - Made the obscurity slightly more visible - Increased the amount of blood chunking damage bullets / shotguns do, especially for lower power weapons - Reduced the amount of bullet / shotgun blood chunking players take when downed - Increased blood restored by both bandages and med kits
0.47.4 hotfix:
- Fixed server crash - Fixed game crash - Reduced base obscurity sword damage - All obscurity stances now use stamina to some extent: - Attacking with full stamina deals bonus damage (one hit kills possible) - Obscurity tank stance now needs to land hits to charge stamina - Fixed bug where obscurity were totally visible in some circumstances - Increased damage obscurity take from explosives
Thanks to everyone who endured the crashes and sent us those reports :)
0.47.3 hotfix:
- Increased visibility of obscurity cloak - Reduced ambush stance health boost
Since our announcement of Exoborne at The Game Awards, we have been waiting for the moment when our players will get a chance to try Exoborne. Today, we are excited to share that we are preparing to host a number of playtests in the near future. The first of them will be closed and of a smaller scale, but we will also be looking to host a larger open playtest later down the line.
We hope that you are as excited as we are! Now make sure to fill in our playtest survey here for a chance to be among the first to participate!
The first Closed Playtest will take place from May 30, 5 PM PDT until June 5th, 1 AM PDT.
The purpose of these playtests will be to get your feedback early on to ensure that we can make the best game possible and to test the stability of the game's infrastructure.
Also, as a small token of our appreciation for signing up for the playtest, we have prepared a small gift in Exoborne that will be given to you once the game launches.*
- Optimize the Tip UI effect in the upper right corner of the screen; - Solve the problem of casual mode tip not displaying; -Add a tip for newbies; - Optimize font display effect; - 优化屏幕右上角Tip UI效果; - 解决休闲模式tip 不显示的问题; - 添加一处新手提示; - 优化字体显示效果;
Congratulations on completing stage 4 of the RE_HACK ARG and gaining access to the weather satellite!
Three new concept arts have been unlocked, which showcase more details about the environment in the game.
We designed the first one to evoke the familiar feeling of walking down the street in a regular suburban neighbourhood but with the forces of nature having drastically altered parts of the environment.
The second one showcases the US Southern-style architecture, which you will frequently find in Exoborne.
Here, you can see how both nature and humans are utilizing the ruins of the old world.
The third picture captures the intensity of a combat situation as a storm is quickly approaching. In Exoborne, you will always have to weigh the risks versus the rewards. Getting too greedy can be fatal!
This image was developed using a technique called ‘photo bashing’, where we use our photo references or 3D assets, layer them, and then paint over them.
This is a fast and efficient method to create concept art, especially when dealing with numerous details and objects of varying dimensions and wanting to maintain a realistic style.
Until next time, see you in the apocalypse! /Sharkmob
Cards and Guns officially launches on Steam today, May 2. A top-down arena shooter roguelite, where you’ll have to defeat hordes of creatures. Choose from a variety of cards and upgrades to create unique builds and survive to the end.
Today marks the culmination of several months of dedicated development and unwavering passion. We are thrilled to present our video game to you. We've poured our hearts into creating an experience we hope you'll enjoy as much as we do. Your feedback is invaluable to us, and we eagerly anticipate hearing your thoughts. Thank you for joining us on this journey, and may you find joy in the world we've crafted.
Congratulations on solving the third stage of the Exoborne ARG!
This one was a little more challenging but once again, you showed us that you are up for the task! The first unlock is a dev diary with our Creative Director Petter Mannerfelt.
Petter shares a few words with us about his passion for gaming and our ambitions for Exoborne.
The second unlock is a concept art where we want to show you the intensity and variety that we will bring with the combination of the Exo-Rig abilities and the forces of nature.
The third unlock is another concept art that illustrates how the extreme forces of nature have changed the landscape. In Exoborne the world as we know it has been turned upside down and you will need to use your Exo rig abilities to traverse the ravaged environment successfully.
Until next time, see you in the apocalypse! /Sharkmob
AK-xolotl is now featured in Playstack's very first publisher sale, with a fantastic 45% OFF discount! Immerse yourself in our outstanding games at prices you won't find anywhere else! Don't wait – seize the opportunity to grab your favourites or anticipate thrilling new releases!
Congratulations on completing the second stage in our RE_HACK ARG.
In the first stage, you proved that you are worthy to join Omnis by completing the challenge that was given, and now you have completed your first real mission that revolved around a mysterious message that Omnis received.
As your reward, you have unlocked the second Behind the Scenes episode of the announcement trailer for the entire community.
This video showcases how the trailer came to life from the storyboard to the final video.
Watch it here:
Until next time, we will see you in the apocalypse!