Greetings, Ascended, Welcome to the Cherry Blossom Tales Dimension Contest, where your stories are voiced through a dimension of your creation.
For a limited time only, take part in the dimension contest to highlight your decoration skills and earn amazing prizes!
How do I participate?
Get into RIFT and pick your favourite dimension.
Decorate your dimension with as many pink decorations as possible.
Take one or more screenshots of your dimension and submit them to the #cherry-blossom-tales channel on Discord or use the #RIFTCherryTales24 hashtag on X (formerly known as Twitter) or Facebook.
Include a short story with your entry that may or may not be related to the dimension itself.
Include your Character Name, Shard and Region.
You are good to go!
Are there any rules?
Feel free to use an existing Dimension, but fresh decorations are encouraged!
Your entry must adhere to the theme of the colour pink.
(BONUS) Including a short story with your entry is not a requirement but it will make it more likely for an entry to win.
Inappropriate or offensive content is strictly forbidden.
Image editing is allowed, as long as your entry remains visible.
Not including Character, Shard and Region will make you ineligible to receive a reward.
What are the rewards?
The top three (3) participants will receive the following rewards:
1st Place – Dimension Contest First Place + 3000 Credits 2nd Place – Dimension Contest Second Place + 3000 Credits 3rd Place – Dimension Contest Third Place + 3000 Credits
The entry period will close on May 31, 2024, 22:59 UTC and winners will be announced on June 7, 2024.
First batch of bug fixes for the game! Most of the things I could fix quickly are in this build; so crashes and simple adjustments to bosses.
What *isn't* in the build, and I'm very much aware of, are fixes to some of the input/controller issues people have been reporting. That will take a bit more work to figure out exactly what's going wrong, and probably a bit more sleep too.
You won't be able to play with people who are on the previous patch, so make sure everyone has updated their game!
1.0.0.1 Patch notes
- Fixed crash that occurs if a player leaves while you're browsing the Inventory - Fixed crash that occurs if (10th class) uses a move and then quickly leaves the lobby
- Fixed issue where petting Asha (the shopkeeper) wouldn't work correctly if you weren't playing in 16:9 resolution
- Fixed issue where Matti (the mouse boss) used some patterns in Normal mode that were intended for Hard mode - Fixed issue where The Queen's Daggers used some patterns in Normal mode that were intended for Hard mode - Fixed issue where Ranalie (the dragon boss) would make odd movements during her phase 1 (sometimes even desyncing between players) - Fixed issue where the Normal mode of Merran's first phase 2 slice was using the Hard mode's number of projectiles
- Fixed issue where the "Book of Cheats" item would list show status effects in some different places - Fixed issue where loot items wouldn't tell you what "Supercharge" or "Omegacharge" was - Fixed issue where Heavyblade Rabbit's Emerald Secondary could have a cooldown and GCD of 0, allowing it to be used without any delay
- Adjusted numbers that appear next to your hotbar when you use certain skills to use "Charge Alpha" rather than "Player Alpha" - Adjusted Normal mode so that your "KO" timer has a maximum time of 30 seconds
- Fixed a number of different typos in various different languages
We added 5 new recipes, please test them and let us know when you find any bugs with them.
Also, please check out the item info tab in the item library, and related to this, the record popup shown after a game in the bottom left. You can now gain medals for winning with items in your backpack.
The changes will go to the main branch when everything is cleaned up and all translations are done, which we expect to be around Friday next week - but we will see how things go. There are no balance changes applied to the beta branch, these will be done when the patch goes live.
Instructions on how to join the beta are on our Discord server. Please report any bugs you encounter there so we can finish version 0.9.8 and bring it to the main branch soon!
0.9.8 BETA Patch Notes:
New Content
Added Serpent Staff
Added Spiked Staff
Added Thornbloom
Added King Crown
Added King Goobert
Added item info panel
Added item medals/records
Added new outfit for Pyromancer
Fixes:
Fixed multiple Badger Runes (Armor) not stacking
(Strong) Demonic Potion can now crit
Other:
Platinum Customer Card: Now also gives 10% chance to protect your buffs from removal
Added Burning Coal and Burning Torch to the recipe book
Hot Bundles:
Also, we are excited to offer you two awesome bundles with a 10% discount! Both Backpack Hero and BlazBlue Entropy Effect are incredible games you should not miss out on!
Over the past week we have experimented a lot with the beauty of the game and balance. We watched the latest playtests and discussed the design of new mechanics. Here is a list of changes that we approved and managed to implement.
Gameplay and balance
1. Increased enemy spawn rate. 2. Increased enemy spawn speed at stages 6 and 8. 3. Reduced the increase in enemies' health between stages. 4. Increased the health of melee drones. 5. Increased the shooting range of grenadiers. 6. Turret: 1. attack speed reduced to one third, 2. damage increased threefold. 7. Now, to win on the twentieth (final) stage, you must defeat the boss. Previously, you could just wait for the portal. 8. Punishers do not appear on the twentieth stage. 9. After the skill build is fully assembled, a first aid kit and resources appear sequentially in the skill selection window.
Art and sound
1. Added random level color. Now levels have different colors. 2. Damage numbers appear higher - above enemies. 3. Visually enhanced the meta level and terminals (the meta level is the future base, currently this base has two terminals with progression and upgrades). 4. Reduced the intensity of white glares when hitting enemies. 5. Removed the spatial distortion effect when hitting enemies with rockets. 6. Updated the animation of enemy drones to be more "flying." 7. Updated dash sounds. 8. Added character voiceover in an "inner voice" style. 9. Changed the sound of the death event. 10. Added a vortex effect around the teleport. 11. Replaced some grates on the walls with other elements. 12. Added filling at the edges of the level. 13. Changed the effect of turret evolution projectiles. 14. Rocket Swarm skill: 1. Changed the “skin” of rockets. 2. Rocket tail effect reduced by half.
Bugs
1. Fixed "empty" enemy teleports - if a red teleport appears, an enemy will definitely appear. 2. Fixed the ESC button in the progress and upgrade terminals at the meta level (on the base). 3. Fixed lighting on the meta level. 4. Fixed the infinite training level, now it is not infinite. 5. Fixed statistics on the training level.
Other
1. Removed the "Danger" sign for enemies with a bomb. 2. Added time slowdown upon victory and defeat.
Flying High is out now!!! Go grab yourself a copy from Steam!
We hope you enjoy it as much as we've enjoyed making it! Also feel free to leave us a review and fill out the survey to help us improve in the future! Thank you for the support!
This week has been bustling at Balas Games as we've made some significant strides in developing 'Recycling Center Simulation'. Here’s what we’ve accomplished:
1. Item Expansion: We've added a whopping 90 new items that you can collect and recycle! Each item brings unique challenges and benefits, significantly expanding the gameplay possibilities.
2.Pallet Jack Introduction: Moving heavy items around your recycling center has never been easier! We’ve designed and coded the pallet jack, a crucial tool for efficiently transporting pallets across the facility.
3. Sorting Mini-Game: We're excited to introduce a fun, optional mini-game for sorting the materials you collect. This addition not only enhances gameplay but also gives you more control over how you manage your recycling operations.
4.Advanced Machinery: Our team has been hard at work finalizing the purchase and implementation of new machines that allow for more complex recycling processes. These machines are key to expanding your recycling capabilities.
5.Level 2 Machines Complete: All Level 2 machines are now fully operational! These advanced machines enable you to process recyclables more efficiently and unlock new ways to profit from your hard-earned scraps.
We’re thrilled to share these updates with you and look forward to your feedback. Don’t forget, the demo for 'Recycling Center Simulation' will be ready on the 10th of June! Stay tuned for more enhancements and surprises as we continue to build a comprehensive and engaging recycling simulator. Don’t forget to wishlist 'Recycling Center Simulation' to keep up with all our updates!
We are pleased to bring you the latest news from the development front of Train Mechanic Simulator 2024.
Driveable steam locomotives
The locomotives you will be repairing have just come alive. You will have complete freedom to drive it seamlessly from workshop onto yard, test track or simply use it instead of shunting locomotive if you wish. And it doesn’t just drive – you will be able to use a set of cinematic cameras to look at wheels, rods, suspension, brakes and all other moving parts in action. You will hear and see steam coming out of smoke pipe, cylinder valves, whistle and other steam-powered subsystems – everything in sync with motion of rods, reverser setting and internal simulation.
Effects and graphics
Our sky has also come alive. Instead of a clear blue one, we now have a sky with full 3D clouds that evolve over time, creating a dance of light and shadows above you. They leverage our new in-house technology that allows rendering volumetric clouds with a bit of extra detail, without sacrificing performance, so everyone can enjoy this new cool feature.
We have added more dynamism to reflections to better represent various materials and light occlusion. Materials will shine differently outdoors, indoors, or while watching from under a locomotive. You will see reflections of surrounding objects in windows, and the whole picture will generally feel more consistent.
The game now supports dynamic exposure, which will help you see better in dark areas, while also letting the vision adapt to bright areas when necessary. Aside from practical value, this new feature also enhances the sense of light intensity and contrast between indoor and outdoor locations.
In addition, we have added imperfections to railways, which are no longer ideally straight or curved. You will be able to feel all these bumps while driving and see suspension at work.
Environment sounds
This month has brought even more life to the game with the addition of environmental sounds. You will hear wind, birds, stream or trains passing by on the mainline. Everywhere you go there’s something going on, and the world is no longer a lifeless static scene but an environment that surrounds you. Some areas will of course feel different from others and the sounds can also change in different situations so you don’t always hear the same things.
Dynamic sounds linked to physics
Background sounds are just one piece of the puzzle. Moving things now also make sounds, but these sounds aren’t just played back - they’re linked to the physics engine. You can hear valves turning, buttons clicking, doors and gates creaking as you move them, but sound reacts to what is happening. The harder you slam the door, the louder sound they will make, the faster you move a rail switch lever, the louder it will creak. You will hear electric motors working when operating a forklift or crane, and of course you will hear the engine and collisions.
More work on 3D models
We have completed work on the warehouse model and made some improvements to roundhouse. There is also a new office area inside roundhouse. Some of the smaller models in the yard have been updated and look significantly better now, bringing us one step closer to completion of the yard area. There are also a lot of new details on the steam locomotive, including steam, air and water pipes for injectors and brake system. The first version of the tender has also been added with physics and while work continues on more details, the locomotive has now received a working whistle and lights.
As always, your feedback has been instrumental in making Train Mechanic Simulator 2024. We appreciate your support. Your input is invaluable, so keep those suggestions coming on!
If you like our work, jump on the hype train and add Train Mechanic Simulator 2024 to your wishlist!
Spell targets will now be displayed while a spell is chanting as long as the original target is still alive.
Animations during some main menu operations have been shortened and response speed increased.
The Tips screen now clarifies that scanning requires the player to press and hold the button.
Fixed the issue wherein monster abilities could not be absorbed from the Cordycep fiend Lord of the Earth.
Fixed the issue wherein a technique with the Delay effect causing a United Attack to be broken would not properly take into account the number of units participating in the United Attack when recalculating the combo rate.
Fixed the issue wherein poison damage did not occur at the proper timing during an Overdrive.
Fixed an issue related to additional United Attacks when an Overdrive occurs.
Fixed an issue wherein monster abilities would not be absorbed when a Glimmer occurs during an Overkill.
Fixed an issue wherein an Overdrive occurring during an Unleash ability would cause the Unleashing creature to not participate in the Overdrive.
Removed abilities that cannot be absorbed from the Monster tech list.
Adjusted a misleading description in the Mr. S Trial It's Showtime.
Fixed the issue with the Mr. S Trial Unleash and Absorb wherein the trial would not be considered completed if an Unleash and Absorb occurred during a single Showstopper.
Increased the amount of combo rate increase provided by Chain attacks.
Adjusted the types of techs chosen for Overdrives.
Fixed an issue with conditional techs glimmered from Chain attacks.
Resolved the issue wherein a Showstopper could erroneously lead into a United Attack.
Fixed an issue wherein a character equipped with two different weapon types performing a Showstopper would have role effects specific to one type of weapon erroneously apply to techs performed by the other type of weapon. (Ex. Dreadblayde Nobunaga applying instant death-level damage to non-two handed sword techs.)
Fixed an issue wherein The Final Trial during Tsunanori Mido's journey would erroneously occur immediately before the final boss.
Fixed various minor graphical issues.
Fixed various minor text issues.
Adjusted various UI display elements.
Added further support for keyboard and mouse controls. - Shift + Mouse and the number pad may now be used to control the camera in areas where camera control is enabled.