The Make It Rain Campaign is back, giving thrill-seekers the chance to earn 50% more MGP and obtain some enticing Imp-inspired gear─perfect for merrily marching with your fellow mascots! Join the festivities and rake in the rewards!
Event Duration
From Wednesday, May 15, 2024 at 1:00 a.m. (PDT) / 8:00 (GMT) / 18:00 (AEST) to Friday, May 31, 2024 at 7:59 a.m. (PDT) / 14:59 (GMT) / 1 June at 0:59 (AEST)
How to Participate
Begin the quest "Of Impish Importance" by speaking to Quevain in Ul'dah – Steps of Nald (X:9.4 Y:9.2).
* Players must be level 15 and above to start the quest. * Players must first complete one of the following main scenario quests: "The Gridanian Envoy," "The Ul'dahn Envoy," or "The Lominsan Envoy."
Rewards
* MGP rewards from the Gold Saucer have been increased by 50% for the duration of this event. * Certain items available during previous iterations of the event can be obtained via the campaign attendant. * The Crystal Tower striker, Monster Toss machine, Cuff-a-Cur machine, and a number of other prizes may be purchased at a reduced MGP cost from the campaign attendant.
- Fixed a bug where settings/pause menu would react by holding the confirm button when it should not - Lowered the Spin-Bounce attack cooldown - Fixed the Time Trials rooms top-speed counter not working properly - Improved the main menu settings a tiny bit - Fixed where pins would be above the map UI
The role of the Winger in football has changed dramatically over the years. No longer are they just expected to hug the touchline and whip in lofted deliveries for tall, old-school centre forwards. Now, just like their teammates in other positions, they have to be much more versatile.
Modern wingers now serve a variety of roles across the pitch, something reflected in the growth in attacking and defensive outputs delivered by top wingers year after year.
Here, SteinkelssonFM uses Brighton & Hove Albion to break down all of the different winger roles in Football Manager 2024 and how you can effectively build your tactics around getting the most from them.
KAORU MITOMA – A TRUE MODERN WINGER
Kaoru Mitoma has been nothing short of sensational for Brighton since joining the south coast club from his native Japan in 2021.
What makes him so special? Like most players, it’s a unique combination of skills.
His biggest strength, and the thing that’s wowed fans and pundits the most, has been his movement and ability with the ball at his feet; his Dribbling Attribute of 18 is one of the best in the entire FM24 database.
He’s also mobile, with Attribute scores of 16 for Pace and 17 for Acceleration, while his rating of 16 for Flair highlights his natural talent for the creative and unpredictable.
These scores reflect his natural game, wherein he’s constantly working to create one-on-one situations with opposition defenders. In this way, he very much embodies all of the things that teams need modern wide players to be.
TEST CASE #1 – USING MITOMA AS AN INSIDE FORWARD
We’ll start this run-through of the modern winger roles with the one that’s alphabetically first, the Inside Forward.
Players used as Inside Forwards are typically those whose strongest foot is the opposite to the flank they’re being used on, allowing them to regularly cut inside from the flanks and run at the opposition defence. This movement can open up space for overlapping Full-Backs/Wing-Backs as well as overloading a retreating defender.
For this example, we’ll be using Mitoma as an Inside Forward on a Support duty, as this will encourage him to cut diagonally into the space behind the defence and play through balls or take long shots if the opportunity arises.
Mitoma’s strong Off the Ball Attribute (15) is important for him being successful in this role, as it means he’ll be constantly moving while not in possession, scanning for avenues to receive the ball and create attacking opportunities. It also likely means he’ll have more touches in the box when compared to the alternative roles covered in this post.
His strong scores for Pace and Acceleration make it easier for you to use a Support duty as he’s still likely to be able to break free beyond the opposition’s defensive line - even if his runs start from deeper positions.
With Mitoma in this role on the left, you’ll need something complementary on the right. The best option is using Solly March as a Winger on Attack. In this role, he’ll often look to play balls into Evan Ferguson as the Deep Lying Forward, who can slow the pace of the game with the instruction ‘Hold Up Ball’ as he waits for support. Due to Mitoma’s deeper starting position, he is already at full tilt when Ferguson plays the pass through the defensive line, meaning that he’s got a great shot of goal and João Pedro supporting for any rebound opportunities.
TEST CASE #2 – USING MITOMA AS A WINGER
In FM24, the Winger aims to beat their opposite number on the outside, either through technical skill, speed or a combination of the two. Typically, you will see the winger hugging the touchline when their team is going forward, ready to surge into space and attack the byline.
When deployed with an Attack duty, the Winger will be much more direct in their runs in the final third, aiming to cause panic and indecision before shooting or attempting to make a through ball/cross to a teammate.
Mitoma’s previously outlined strengths make him a great fit for the Winger role but you need to make sure that he gets the requisite space to be able to run at the opposing full-back. To create this within a tactic, Pervis Estupiñán has been deployed as a Full-Back on Support to reduce the number of overlapping runs made. This is a fairly accurate representation of how Brighton plays out from the back in real life, with Mitoma being Brighton’s leader in terms of progressive passes received.
You will note the other players' roles highlighted within this tactical set-up all emphasise making runs into the box. Danny Welbeck, operating as the lone complete forward, will be supported through the late runs of Julio Enciso (Attacking Midfielder), and Simon Adingra (Inside Forward), as both roles have the ‘Get Further Forward’ instruction.
TEST CASE #3 – USING MITOMA AS AN INVERTED WINGER
Last but not least is the Inverted Winger, whose primary aim is to cut inside to open up space for overlapping full-backs and overload opposition defenders. With an Attack duty, the Inverted Winger will run directly at the defence with the options of shooting, passing or crossing as he moves into the attacking third.
By being a bit more direct and having a naturally wider starting position than the Inside Forward, a player in this role is likely to face more direct resistance in terms of pressing when attempting to progress play.
In this role, Mitoma’s Attributes of 14 for Balance and Agility allow him to move between defenders to create a shooting opportunity or draw contact, resulting in a potential free kick or penalty. Mitoma also has 14 for Decisions, enabling him to make the correct choice more often or not in wide areas.
Much like in the example above, the roles of your defenders and wingers on the same side should be in tandem. As such, in this example, Estupiñán is deployed as a Wing-Back on Support to take advantage of the space vacated by Mitoma cutting in.
Again, I have opted to ensure that Mitoma has two players occupying the defensive line – namely Enciso and Ansu Fati. The Advanced Forward will look to exploit any vacant space behind and also take an opponent away from the defensive block, thereby leaving space for the Attacking Midfielder. March, meanwhile, ensures that width is maintained on the other flank.
These simple relationships will potentially help Mitoma’s attacking contribution, improving the likelihood of him playing a key pass into a goalscoring position.
PICKING THE MOST APPROPRIATE PLAYER AND TEAMS INSTRUCTIONS
While the default roles in FM24 will cover most of the things that we want our players to do, it’s sometimes worthwhile to add some additional Player and Team Instructions to give things a helping hand.
Regardless of which wide player roles you choose to use him in, Mitoma’s effectiveness is enhanced even further by the Shoot Less Often and Take More Risks Player Instructions. These will encourage him to be patient while in possession, particularly further away from the goal, meaning he has more avenues to pursue either mazy dribbles or lower-percentage passes.
To ramp up Brighton’s effectiveness down the left, you could also add in the ‘Focus Play Down the Left’ Team Instruction to create more overloads and opportunities.
Wide players are integral to almost every tactic in FM24, and with this guide, you should have a greater insight into whether a Winger, Inverted Winger or Inside Forward is best for your next career.
🎮🌟 Big News, Gamers! 🌟🎮 . We're thrilled to announce that we're joining the Endless Replayability Festival! 🎉 Come and experience our game like never before with tons of exciting updates and new features. Don't miss your chance to dive into the action and see what surprises we have in the game for you! . 👾 Joining our Community - Let’s make some epic gaming memories together! (Link in comment) 🚀 New Contents - More n fun to play more 🙂 . Starting 13 - 20 May 2024 on Steam . 📅 Mark your calendars and stay tuned for more details.
I thought I'd just quickly write a post to give you all an update on how V0.2 is coming along. First of all though, I want to say thank you to everyone that has bought Episode 2 so far. I am blown away by the support you guys have shown. I've identified a couple of issues players have had and addressed them for V0.2.
The biggest issue is that some players have been unable to find the content preferences menu. I've had a few complaints about being unable to disable futa content, as well as other types of content. I believe this has arisen mostly for two reasons. 1. People skipping the intro, which is where the existence of this menu is explained and 2. The game dropping you straight into the MC's bedroom, which naturally causes players to begin playing.
So, from V0.2 onwards, I'll be removing the skip intro option (since you can just press tab or hold control to speed through it anyway) as well as having the intro drop you directly into the preferences menu. This should hopefully mean players will see they can disable most content types they dislike.
As for the actual content of V0.2, I'm working on more story content for each character as I usually do, but I'm also working on adding in more repeatable events. A few that didn't fit from Episode 1, due to things like location changes, were removed and need adding back. For example, Sandra's repeatable scenes were set in the basement, but she is no longer there. I've recreated them in V0.2 in her new location.
I've also started working on some other new repeatable events. Part of the goal of Episode 2 is to avoid one of the issues in V0.1 where you often found yourself needing to skip time to get to events. I've set up the events so it'll be rare you'll have to skip more than to the next day to find an event, but I also want it so when you do need to skip time, there's interesting things to do instead of just clicking a button to advance time.
So, with that in mind, I'm aiming on filling the world with a lot of repeatable events. The aim is that at any time on any day, there'll be at least a couple of repeatable events for you to choose from across a whole range of characters. You can see the foundation for this is already in game with a lot of passive events with characters around the house. I hope to flesh these out into more interesting events in future and will be focusing a little bit on this with each update.
Finally, if you're wondering when V0.2 will be released, it'll be a little while. I'm going to be extremely busy over the next month, which may slow development down a little. My usual update schedule is once every 3 months or so, but this may be closer to 4. It entirely depends on how much I get done in the next couple of weeks!
I hope you're all excited, I'm really looking forward to where the story is going to go in the next couple of updates and peoples reactions to it!
Have you been sowing chaos and curses on the battlefield? It's time to gather your sena and start your ascent, as Mount Meru is here!
New Realm: Mount Meru
Picture the most incredible mountain you could climb – made of gold and reaching so high, it touches the stars! That is Mount Meru according to the legends. The final path that leads to the abode of the Devas. A place of light, wisdom, and now, conflict!
The Ascension experience is a culmination of all your choices from the humble beginnings of Narak to the lofty peaks of Meru, exploring the conflicts between realms and resolving them along the paths of Shesha and Garuda. You’ll see some familiar faces from our previous seasons (and some new ones!), as they may help or hinder your journey. The choices you have made Yodha will have world-altering consequences you’ll be able to see in a new cinematic that plays upon completing the Meru campaign. We wonder though, are there other paths one may follow?
New Store Bundle
The realms have been tied together in more ways than one, head over to the store to grab a bundle that includes Pataal, Prithvi, and Meru at a special price.
Hero 8: Kaikeyi
The former Queen of Ayodhya and master strategist is now under development as our next Hero. Kaikeyi thrives in the shadows, utilizing stealth and cunning to eliminate her targets. We are currently exploring and testing various designs for her mechanics. Expect an update soon.
New Features
New features are making their way into Kurukshetra: Ascension as well. Some were community suggestions, and others we hope will add more immersion to your play sessions.
In-Game Move History
Players can now look up previous moves played in a match. Need to track what your opponent did? Forgot how many copies of a card were played? Just tap the Move History button to see what went down!
Quest Re-roll
Having a hard time completing a quest? The new Quest Re-roll system lets you switch your daily and weekly quests for a small fee of 5 and 20 Shards respectively. There is no cap on how many times a player can re-roll a quest, so go wild! Please note that New Player and Premium Hero quests cannot be re-rolled currently.
Boss Voice-overs
Finally, our Bosses can show how menacing they really are! Key interactions with Bosses are now voice-acted, adding an entirely new layer of immersion.
New UI and VFX
At Studio Sirah, we’re constantly trying to make the game a seamless and stunning visual experience for our players! Get ready to experience a refreshed look and feel with a brand-new splash for the Launch screen, a streamlined Realm Select UI, polished Deck Builder visuals, VFX updates for attacks, and more.
Balance Changes
Elephant: Health reduced from 7 to 6. Boulder Giant: Damage reduced from 6 to 5. Tidal Giant: Soma Cost increased from 6 to 7. Divine Apsara: Soma Cost increased to 9. Damage increased to 7 and Health increased to 8. Blitz: This spell no longer pierces but damage increased from 2 to 3.
Daily Reward Changes
Streaks have been removed, so there’s no worry about missing out on your streak ever again. Instead, the daily reward is now 20 gold coins on your first daily login.
Remember to complete your Karma Pass over the course of May, and let us know what you think of Mount Meru! Join the conversation, give us feedback and get involved with our community and look for early updates on our socials linked here: Discord, Instagram, and YouTube.
The most difficult achievements related to the extraction of a very large amount of food have been replaced with more feasible ones.
Also, the functions of "jumping" or pressing the menu buttons were removed from the Alt key on keyboard, which prevented the game from being minimized with the Alt + Tab combination while remaining in pause mode.
🧡 Hi everyone! This is Kirill speaking. Checking in and saying some words about what's going on, development-wise.
For those who do not follow the game on Discord or Twitter - apologies for the long silence. There are many news, some of them bad, some of them good. I feel like if my English was a bit better I could make a Stand Up comedy telling you our devs news on Youtube.
🍋 Life gives you lemons
Let's start with me texting this Patch Note with annoying tooth pain cause I overcooled the trigeminal nerve. You might have noticed the game industry shaking last two years. There are a lot of great devs who lost their job, didn't find funding for their games, and so on. Nerves are frayed in many ways.
🍋 Following our last update, we embarked on an ambitious journey to chart the future of the game. Gameforge while always supportive, did de-prioritize the further development of Trigon.
🍋 We had to care about the long-time existence of the company and this is why we reinvested our remaining company resources into tech which will be the foundation of our next projects.
🍋 At some point I was sure that we passed the uncertainty and we were good to focus on work on some new projects and Trigon updates but NO. Looks like we have to prove that we are here working for you as true indie devs. It was the hardest time ever for me, cause I didn't have any money to pay salaries for a team or any other costs for half a year.
🔮You should be dead, but apparently, you weren't ready for that, either.
Same as with you, my honesty settings are set to 95% for the team either. I am proud to be part of the Sernur.tech. I can't even expect that the whole team will decide to stay together even when we don't have any money to cover the burn rates for an uncertain period.
Somehow with some of my personal losses, we managed to find a good partner for our next title and opportunities to continue our journey. So let's jump to the good news.
🚀 Good news everyone
⚡️ The most important through it all, one thing remained constant: our undying passion for creating amazing video games, just for you!
🌟 Rest assured, Trigon: Space Story is not abandoned. We cherish Trigon: Space Story like our very first star.
🐰 We are very close to opening the curtains to present you with what we are working on as our next game.
🚀 As part of the Steam Endless Replayability Fest, we're glad to announce the latest ver 1.0.10.4270 is now live with 70% discount.
You have been waiting for so long and here it is one of the biggest pack of fixes
🐞 Bug fixing
Version 1.0.10.4270
Changes with the ‘🚀’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game or give us feedback feel free to join the discord at https://discord.gg/Sx3ZypU2VU
🚀 Fixed an issue where pressing buttons 2 and 3 simultaneously in the dialogue caused an error.
🚀 Player units became invisible in some compartments on the player's ship.
🚀 Thrown-off units continued to provide visibility in a compartment it was.
🔹 Error when attempting to deflect a projectile with a defensive drone that has already reached the target.
🔹 Enemy guns could target multiple sections of the player's ship. It was not visually noticeable, but occasionally caused game lag.
🚀 In the crew overflow window, it was possible to add an undeletable and unselectable unit.
🚀 In the crew overflow window, it was possible to convert enemy units into friendly ones.
🚀 While boarding Player units could get stuck outside enemy ship compartments when pressing the "return to saved positions" button.
🚀 With the ship's lid closed, the white silhouette of a unit and its health bar were visible.
🚀 Achievement "Hold your fire" could be obtained even when using weapons in combat.
🚀 Achievement "Lucky Swine" could be obtained faster than 10 battles.
🚀 A tiny mass selection of weapons or unit portraits selects one as it was clicked.
🔹 Error when deflecting a projectile with a defensive drone from an attacking drone at the moment of impact, leading to an inability to continue the battle. Visually appeared as projectiles hovering over ships without dealing damage.
🔹 Enemy weapons and drones did not get back to work immediately after breakdown, repair, or EMP. They were waiting for any spaceship condition update event. For example, they start working back only after entering stealth mode.
🔹 Error when assigning a new target for a weapon that fires multiple projectiles in a row before completing shooting with the "burst fire mode" enabled. Visually appeared as projectiles hovering over ships, the game blocker.
🔹 The fire sound effect ends with an error on leaving the game session.
🔹 Error when the day passes with unit active mass selection, having a dead player unit on board.
🚀 Error when attempting to return player units to saved positions while the player unit or units are on an enemy ship.
🚀 Error when quickly closing the game statistics window before the data had time to load.
🚀 Error with the unit popup breakdown, showing an empty frame in the top left corner instead of the unit popup.
🚀 Numerous energy-related errors were caused by the ability "Electrician" like extra energy in the system, the inability to distribute energy to the system, and the inability to take energy from the system.
🔹 When using the "Rapid Fire" ability on pause and simultaneously ordering a unit with this ability to leave the weapon system, the game crashed - the enemy no longer fired, and the player's projectiles did not reach the enemy.
🔹 When using the "Harpoon" ability on pause and simultaneously ordering a unit with this ability to leave the weapon system, the game crashed - the enemy no longer fired, and the player's projectiles did not reach the enemy.
🔹 The unit with the "Technician" ability did not fully protect the system from EMP.
🔹 Abilities "Combat Protocols," "Crusher," and "Warrior" incorrectly calculated damage to doors and systems.
⚖️ Balance
🚀 The bounty level has been changed. The bounty level can now only range from 0 to 5 and cannot overgrow to very high values. The bounty level can now be properly reduced by sold units at stations, but not below 0. While in the sector the bounty level growth over time has been reduced.
🔹 The galaxy sector generation has been improved. Previously, there were three types of sectors: small, medium, and large. Now there are 20 types of sectors with different numbers of anomalies, number of stations, types of stations, and encountered races.
🔹 Space Stations with varying upgrade costs, item prices, and item availability can now be generated. Upgrade costs and item prices may be above or below average, and item availability may vary.
🔹 The spread speed of fires has been increased by 25%.
🔹 The upgrade cost of systems and sub-systems for scrap has been increased.
🔹 The Life Support system now generates 1 food per stage instead of 2.
🚀 The efficiency of all drones has been increased. Energy consumption has been reduced, damage has been increased, and recharge time has been decreased.
🚀 The "Technician" ability now provides an increased repair speed.
🔹 The "Electrician" ability now provides energy not to the specific system where the unit is placed but to the reactor and can be used on any system on the spaceship.
🔹 Upon the enemy's surrender, the reward is higher but the bounty level increases more significantly: for a surrendered ship without a faction +1 bounty; for a venator patrol +1 bounty; for a pirate +0.5 bounty; for a slave trader +0.5 bounty.
⚡️ Features
🔹 Rewards for battle outcomes have been changed:
Difficulty "Easy"
Enemy ship boarded (this also includes crew elimination by other methods such as suffocation, burning, or shooting with anti-infantry weapons):
The player receives 100% of the enemy cargo hold.
75% chance to obtain a weapon/drone that was on the enemy ship; probability calculated separately for each weapon/drone.
Enemy ship destroyed (this also includes captain elimination):
100% to obtain scrap equal to 50%-100% of the enemy ship's HP.
25% to obtain 10%-50% of each cargo hold cell.
10% chance to obtain a weapon/drone that was on the enemy ship.
Enemy ship surrendered
75% chance to obtain 200%-300% of each cargo hold cell
40% chance to obtain a weapon/drone that was on the enemy ship.
Difficulty "Normal" and "Hard" work the same way but with slight differences in probabilities.
🚀 Added events "Low Supplies" and "Hunger" to facilitate survival in hostile space. In these events, players can obtain food through various methods, sometimes not entirely conventional.
🚀 Weapons have been given 3 firing restriction modes:
no firing if the target has shields
no firing if there are friendly units in the target system
no firing if the system in the target is disabled.
🔹 Units have been given the "Well Fed" buff when they consume food, increasing movement speed, melee damage, and repair capabilities.
🔹 The EMP damage has been redesigned. Now, the duration of EMP on a system is calculated by the formula: duration of EMP = system level * time to disable one level (3 seconds). Thus, for a level 5 system, the duration of EMP cannot exceed 15 seconds. The EMP effect on the system gradually diminishes as the time to disable each level passes, starting from the lower levels.
🔹 The behavior of units during a fire in a system has been changed. They now try to avoid standing in the fire as much as possible and move to a cell without fire to extinguish it from there.
🔹 The behavior of units in battle has been changed. Units that are not skilled in combat (poor Taerticons) will now try to flee from enemies attacking them in close combat (mighty Rakhi).
🎮 UI
🔹 The weapon interface has been redesigned: control buttons for firing restriction modes have been added.
🔹 "Automatic fire mode" is now set by default to all weapon slots on all player ships.
🔹 The chosen firing modes on weapon slots are now always active and are not reset when the weapon is turned off.
🚀 The names of players and enemy spaceships are now displayed on the interface.
🚀 The reward now shows the outcome of the battle - enemy destruction, team destruction, enemy surrender, enemy escape, or player escape.
🔹 An icon for the "Well Fed" buff has been added to units on the left panel.
🚀 The rewards window now more clearly indicates when an effect, buff, or ability has been removed from a unit. For example, when a unit is no longer hungry.
🔹 Additional energy from a unit with the "Electrician" ability in the reactor is highlighted in yellow. The popup indicates that additional energy is obtained from the "Electrician".
🔹 The visual representation of energy in the reactor is limited to 20 energy bars. Anything above 20 is shown as numbers above the top bar.
✨ Roadmap revival
Please take a look at what is a ver 1.1 should look like
🔹 During that time we collected your feedback on the Steam community, Discord channel, and bug report tool. Then we prioritized work based on what we heard, added some of our previous backlog, and made a dream roadmap. We shared it on Discord a long time ago but now it is time to share it here.
🔹 Expect major updates, improvements, and tons of minor changes. Now It's all on us and no matter that it will take much more time we're always dedicated to providing you and new players with an outstanding gaming experience.
🔹 We can't set a due date cause we are still a small team now working on different projects but we are sure about what we would like to deliver.
🌈 What about Mods?
We are often asked if we can provide mods support to the Trigon: Space Story. And the answer is - "we would love to do this".
We are wondering what tools you are expecting. Custom avatars, quests design tool, galaxy generation tool, weapon balance tool, or maybe 3d models import?
We are very excited to design the Mods support update with you.
🤝 How can you help?
🤝 If you would like to help us - please check this 1.0.10.4270 update.
🤝 If you have not made a game review yet - please do it. This is still important for us.
🤝 Bug reports and suggestions are appreciated, though I can't promise to do all suggestions we will try to do our best.
🤝 If you have some thoughts about Mods Tools please let us know here or join our Discord channel https://discord.gg/Sx3ZypU2VU
💗 Thanks for reading!
Again, I wanted to say thank you to each and every one of you - it's been an amazing experience launching Trigon: Space Story and we're truly grateful to have such a passionate fanbase! I wish everyone of you all the best, play the games you love, and do not overcooled as I did =) Be health! Please keep the feedback we’re watching and listening!