May 14, 2024
Total War: WARHAMMER III - CA_KingGobbo


Greetings!

We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!

Here's what we've got:

Age of Reckoning

We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle:

  • Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.
    • While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. We will continue to monitor the situation with the above change.
  • The second reward bracket (Skruff) no longer provides negative Control and Growth and the first reward bracket (Elgi) has had it's negatives slightly reduced. This should make the system feel less punishing if you only manage to reach the second bracket as it acts more like a neutral stage now.
  • Age of Reckonings and their subsequent rewards now last for 15 turns (from 10), however we have increased the percentage of grudges required from your local area each cycle to ensure it's still challenging.
  • Grudge targets now scale based on campaign difficulty.
  • We have squished the amount of grudges in the world along with how many grudges are gained by hostile actions, while this shouldn't create too much of a gameplay difference as the Grudge Targets will scale to match, it should make swings in Grudge Targets feel significantly less drastic.
  • Following the number squish, we've reduced the base cost of confederating to 7.5k settled grudges (From 15k)
  • Additional starting grudges have been added to the world (especially around the Darklands/Chaos Dwarfs)
  • We fixed an issue with sacking settlements not fully clearing the grudges from the target, allowing you to double dip.
    • This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).
We've also made the following adjustments to the Grudge Settler units and army rewards granted by the Age of Reckoning to smooth out its impact on the early and late game:

  • Base size of Grudge settler army has been changed from 15 -> 10
  • Added a further +3 grudge settler army size to the "Way of The Clans" technology (for a total of +5)
  • Added a further +2 grudge settler army size to Thorgrim's "High King" skill (for a total of +5)
  • The cap for maximum units reserved in your grudge settler unit pools has been reduced from 20 -> 2
  • The cap for grudge settler units in your army has been reduced from 5 -> 3
  • Added +1 to the unit cap in army to the warrior guild tech.
  • Added a further +1 to the unit cap in army to the Call Upon Oaths of Old tech (for a total of +2)
  • Grudge Settler units are no longer free to recruit.
  • Added -20% grudge settler unit recruitment cost to the warrior guild tech

Frost Wyrm Rescaling

As part of 5.0.3 we're making a pretty significant change to the Frost Wyrm by reducing its size by roughly a third. (See below)



Envisioned as a mid-tier fast mover, the Frost Wyrm was placed roughly in the brackets of large fast creatures like the Carnosaur, but the unit was also around the size of a Dread Saurian. We've heard your thoughts on the unit's performance since its release and concluded that the Frost Wyrm's concepted role and performance bracket was unworkable at its current size.

Size is an important balancing factor for our entity level simulations. Generally speaking, being larger exposes you to more potential attackers at the same time, owing to a larger attackable surface area, and so particularly large monsters must be paired with massive health pools, powerful defensive layers or dangerous abilities to survive. The Frost Wyrm was a mid-tier monster stuck in the body of a top-end supremacy-monster. Our reduction instead scales it similarly to a Carnosaur, compacting its stats into a less vulnerable package.

Additionally, we're making the following stat changes to the Frost Wyrm:

  • Armour: 80 -> 110
  • Bonus vs. Large: 0 -> 25
  • Max Entities Hit by Splash Attack: 6 -> 5 (this concentrates the weapon strength of the unit on fewer targets, improving its lethality)
Give the unit a spin and tell us what you think!

General Fixes

  • Fixed oneshot group vocalisations not triggering, particularly on unit selections and order responses ("Chosen of the Gods!" and all that good stuff)
  • Fixed 'Channel Magic!' always resulting in a loss of Winds of Magic. They say the house always wins but we're here to make that statement a bit less absolute.
  • Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon
  • Fixed an issue where certain plague symptoms could disappear/become unavailable when playing as Festus the Leechlord
  • Fixed an issue where Chaos Lords of Nurgle would not ascend to Daemon Princes when playing as Nurgle factions
  • Fixed an issue where Chaos Lords of Nurgle would not gain a trait when ascending to Daemon Princes
  • Pestigors now have 0 recruitment cost for Beastmen
  • Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
  • The Dwarf Dragon Slayer has found his unique axes stashed away under 2000 dead goblins and stopped stealing clothes from the Doomseekers. No wonder he's a Slayer.
  • Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
  • Fixed the effects provided by Miao Ying's quest item set
  • Balthasar Gelt's unique skill "Will of the Patriarch" now correctly increases Battle Wizard recruit rank
  • Fixed Chaos Sorcerer Lords and Heroes missing certain Marks of Chaos upgrades
  • Fixed the Gunnery School upgrade "Ballistics Plating" not functioning
  • Reverted oversight causing final transmutation to deal about a quarter the intended damage when not overcast
  • Fixed the Runesmith skill "Learned Intuition" having a lord's army scope instead of a hero's army scope.
  • Fixed an issue where some mounts could be stolen post-battle, sorry Bubebolos.
  • Fixed an issue that caused the Rot Beast to be available to all players, regardless of ownership. (Consider it a moldy, rotting taster.)
  • Fix reinforcement popup opening whenever the list of reinforcement updates.
  • The "Righteous Fury" skill shared by Warpriests and Arch Lector's now provides different effects.
    • For Arch Lectors:
      • Weapon Strength for flagellants: +10% -> +15%
      • Frenzy
    • For Warpriests:
      • Weapon strength for flagellants: Removed
      • Frenzy
  • Reduced the number of uses for the "Call of the Wild" amber college ability from 3 to 1.
  • The Beacon of Dawn Landmark now generates Slaanesh corruption for Morathi and the favoured corruption for all Daemon and Warriors of Chaos factions instead of always granting undivided corruption.
  • Fixed assembly_kit_example.pack presence in mods folder for Assembly Kit on Microsoft Store.
  • Cathay - fix Dragon Emperor's Wrath button notification still showing after the action has been performed
  • Fleshounds of Khorne were playing the wrong vocalisation tags, resulting in vocalisations cutting out - fixed
  • Fixed campaign conversational VO being able to trigger when multiple panels are open and one of them closes and also stopped the lord/hero panel that appears when selecting a lord/hero in campaign from blocking conversational VO
  • Fixed an issue where Gyrobombers were still being handled as single entities on the campaign, causing health inconsistencies.
  • Fixed an issue where the Lord Magistrate's unit card's colours were being tinted the wrong colour depending on your faction
  • Fixed an issue where unique herdstone settlements (Altdorf, Kislev etc.) weren't using the herdstone battle map when attacked
  • Fixed an issue where certain event feed notifications had a chance to cause a crash.
  • Fixed the tooltip in the Greenskin technology tree for Oglok the 'Orrible's trait displaying the wrong effects
  • Fixed an issue where Khalida's frontend poison attack benefit would simply state "phase name" when hovered over. Not very helpful, Khalida!
  • The Gate Master no longer misplaces his sword and shield when toggled into melee mode.
  • Added clearer collision impact sounds for land ship and steam tank
  • Where an effect applied only to Flamers and Exalted Flamers of Tzeentch (and sometimes Changebringers), it now always applies to Changebringers and Burning Chariots of Tzeentch as well
  • Fixed the portholes on dragon units being too zoomed in
  • Fixed an issue where mousing over spell lore selections in the custom battle menu would display the wrong text.
  • Reduced clipping of the chaos lord of Nurgle's arm and shield
  • Miners weapons are fixed ( now receiving blood properly )
  • Fixed some weapons that were appearing too blurred with TAA on.
  • Fixed the Gate Master and Exalted Hero of Tzeentch Heroes having the wrong "Mentor" skill
  • Beastment Rewards of dread will now always maintain the same original order instead of changing order based on the cost (this is to avoid an issue where sometimes the rewards will go on a third line instead of maintaining 2)
  • When playing a battle in multiplayer, battle speeds selected by the other players will now be highlighted.
  • Fixed an issue where confederated lords that had a loyalty rating (dark elves, skaven) would immediately drop to zero loyalty and rebel if confederated while that lord was in the pool or wounded
  • Fixed an issue where the Huntsman General's "Experienced Hunter" skill was giving regular empire archers upgraded crossbow bolts from crossbowmen instead of upgraded arrows.
  • Added modifier preview to buildings that provide factionwide resources (such as oathgold)
  • Mother Ostankya - fix curses showing in prebattle when reinforcing an ally instead of blessings
  • Individual entities will no longer attack while the unit is routing. This was particularly pronounced with Katarin on her sled.
  • Fix a placeholder army ability showing in multiplayer if one player takes control of daemon armies spawned from Malakai adventures
  • Fix funds field in multiplayer battles not being coloured red when the game version doesn't match
  • Fixed some abilities and attributes not being grouped together in the expanded view of the unit information panel
  • Fix war coordination button sometimes becoming active after a quest battle even when having no allies
  • Fix trade resources appearing as dy_resource after using the Slaanesh dominate mechanic in multiplayer
  • Fix mount icon in item set tooltip showing as weapon instead of the correct icon
  • Made Grom's Recipe UI top bar behave like it did in wh2, where it opens the panel when clicked
  • Fixed a rare crash caused by a lord gaining a mount while the army contains 21 units. (A rare occurrence itself, caused by armies which have lost their lord without replacing them yet recruiting up to fill all 20 slots with units before a replacement returns)
  • Fix some units in frontend lord selection not showing in the correct order
  • Fix selecting the 'show only unequipped item' checkbox in magic item panel and then switching to ancillary tab causing the ancillary tab to not filter out equipped items
  • Added diplomatic relations icon and tooltip to dilemma faction element, so it's easier to tell the relation with the faction from the dilemma (especially useful for dilemmas that give diplomatic relation)
  • Added stricter controls on rebel faction to prevent them generating invalid characters that can cause further issues.
  • Fixed Multiplayer Chaos Dwarf Ownership flag.
  • Fix chaos dwarfs technology notification appearing after all technologies have been researched
  • Fixed Skrag the Slaughterer has matched combat animation that leaves enemy body on battlefield
  • Fixed Vampire Coast Raise Dead marker not having a tooltip when attached to a settlement
  • Fix Visions of the Old Ones unit details tooltip appearing in an odd location that was causing parts of it to go out of screen
  • Fix corruption preview for agents entering a region not showing increased values from technologies

Battle Balance

Beastmen

Pestigors:
  • Recruitment Cost (SP): 650 -> 0
Gor Herd
  • Recruitment Cost (MP): 700 -> 600

Daemons of Chaos

Chaos Furies
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

Dwarfs

Malakai Makaisson

Malakai has had his missile weapon adjusted from a triple shot scattergun to a triple shot rifle, in order to maintain consistency with his lore.
  • Projectile number: 3 -> 1
  • Spread: 1 -> 3
  • Armour Piercing missile damage: 70 -> 100
  • Base missile damage: 30 -> 50
  • Penetration: 3 -> 4
  • Bullet Mass: 20 -> 25
Thunderbarge
  • Additional Hit Points: 12820 -> 11320
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20
The Spirit of Grungni
  • Additional Hit Points: 14840 -> 12340
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20
Flame Cannons
  • Effective Range: 200 -> 240
Grudge Throwers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 700
Flame Cannons (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 1200
  • Upkeep Cost: 325 -> 300
  • Effective Range: 200 -> 240
Hammerers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 1200
Irondrakes (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 700
Longbeards (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 750
Quarrellers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 600
Slayers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 900
Gyrobombers
  • Additional Hit Points: 812 -> 1054
Gyrocopters
  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 6 -> 8
  • Armour Piercing Missile Damage: 16 -> 18
  • Miniminum Range: 10 -> 0
Gyrocopters (Brimstone Guns)
  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 12 -> 14
  • Armour Piercing Missile Damage: 2 -> 4
  • Miniminum Range: 10 -> 0
Gyrocopters (Trollhammers (Grudge Settlers))
  • Recruitment Cost (MP): 800 -> 1000
  • Recruitment Cost (SP): 0 -> 1000
  • Upkeep Cost: 200 -> 250
  • Additional Hit Points: 312 -> 346
  • Miniminum Range: 10 -> 0

Empire

Hochland Long Rifles
  • Recruitment Cost (MP): 850 -> 900
  • Recruitment Cost (SP): 850 -> 900
  • Upkeep Cost: 213 -> 225
Nuln Ironsides
  • Recruitment Cost (MP): 950 -> 875
  • Recruitment Cost (SP): 950 -> 875
  • Upkeep Cost: 238 -> 218
Amethyst Ironsides
  • Recruitment Cost (MP): 1250 -> 1075

Khorne

Chaos Furies (Khorne)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

Nurgle

Toad Dragon
  • Recruitment Cost (MP): 2400 -> 2100
  • Recruitment Cost (SP): 2400 -> 2100
  • Upkeep Cost: 600 -> 525
  • Morale: 85 -> 75
  • Turn Speed: 60 -> 90
Chaos Furies (Nurgle)
Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

Slaanesh

Chaos Furies (Slaanesh)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

Tzeentch

Chaos Furies (Tzeentch)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

Campaign Only

Obsinite Gyrocopters
  • Additional Hit Points: 330 -> 366
  • Base Missile Damage: 18 -> 10
  • Armour Piercing Missile Damage: 8 -> 20
  • Miniminum Range: 10 -> 0
  • Projectile Velocity: 45 -> 60
  • Base Reload Time (Seconds): 9 -> 8
  • Calibration Area: 13 -> 3
  • Projectile Mass: 3 -> 4

Warriors of Chaos

Chaos Sorcerer Lord of Nurgle (Death)
  • Additional Hit Points: 4622 -> 4180
Chaos Sorcerer Lord of Nurgle (Death) [Mount: Chaos Steed]
  • Additional Hit Points: 4960 -> 4708
Chaos Sorcerer Lord of Nurgle (Nurgle)
  • Additional Hit Points: 4622 -> 4180
Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Chaos Steed]
  • Additional Hit Points: 4960 -> 4708
Chaos Sorcerer Lord of Nurgle (Death) [Mount: Rot Beast]
  • Additional Hit Points: 5786 -> 5486
Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Rot Beast]
  • Additional Hit Points: 5786 -> 5486

Abilities

Army Abilities

Call of the Wild
  • Number of Uses: 3 -> 1

Character Abilities

Hurricane of Death
  • Recharge Time (Seconds): 90 -> 120
  • Initial Recharge Time (Seconds): 90 -> 120
  • Delay until damage is dealt (Seconds): 0 -> 1
Mistwalkers’ Barrage
S
  • pread: 0 -> 10
Feast of the Maggot Lord
  • Target Intercept Range: 100 -> 30

Spells

Soul Stealer
  • Winds of Magic Cost: 16 -> 18
The Fate of Bjuna
  • Active Time (Seconds): 20 -> 18
Traitor-Kin Upgraded
Phase Stats:
  • Direct Damage Amount: 133 -> 100
The Dwellers Below
  • Armour Piercing Vortex Damage: 1 -> 4
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20
Dwellers below and its upgrade's performance was too volatile after our previous round of changes. So we've elected to return its damage application to a more standard vortex arrangement, but leave the new randomized flailing branches imparting forces for spectacle.

The Dwellers Below Upgraded
  • Armour Piercing Vortex Damage: 4 -> 6
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20
  • Expansion Speed (Per Second): 40 -> -20
The Fate of Bjuna
  • Active Time (Seconds): 20 -> 18
Final Transmutation
Phase Stats:
  • Direct Damage Amount: 33 -> 133
    • This is a reversion to the accidental overwrite of this in 5.0

Unit Abilities

Coruscating Blast
  • Base Missile Damage: 75 -> 50
  • Armour Piercing Missile Damage: 175 -> 125
  • Radius: 5 -> 4
Spear of Grungni
  • Base Explosion Damage: 75 -> 15
  • Armour Piercing Explosion Damage: 15 -> 75
Thunderburner
  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: ~50 per second -> ~150 per second
Thunderburner Upgraded
  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: 0 -> ~50 per second
Whirlwind of Death
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100
Whirlwind of Death Upgraded
Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200
Endless Whirlwind of Death
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100
Endless Whirlwind of Death Upgraded
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200

Once again, thank you all for your bug fixes and feedback since the release of 5.0 and Thrones of Decay. As always, please keep talking to us about your experiences over in the CA Community or the Total War Discord server, and keep reporting your bugs over in our dedicated bug report forum.

See you on the battlefield!

—The Total War Team




⚠ IMPORTANT



If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.

If the issues persist, please visit our support site for additional troubleshooting steps and assistance.



🧱 MOD WARNING



Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.

For the latest news and announcements, drop by our official social channels. Steam Discussions X Facebook Instagram Discord
May 14, 2024
Dying Light 2 Stay Human: Reloaded Edition - radoslaw.maj
Hi, it’s Tymon here,

I’m going to be sentimental again today. This time, I’ll cast my mind back a little further, to over 10 years ago, when I was still young and beautiful.

As you know we recently reintroduced Dying Light Standard Edition, which is still available for a couple more days at an uber-attractive price on Steam and Xbox Store. In preparation for this, I started playing the game again, and it brought back many wonderful memories. What a great blast from the past! I would like to let you in on the fun we had working on the first Dying Light by inviting you to take a peek behind the scenes.



In my recent solo playthrough, I explored our take on open world parkour and it reminded me of how fresh it felt in the wide field of FPP genre. The mastermind behind Dying Light’s approach to traversal is my friend, Bartosz “Glova” Kulon. Bartosz, together with the gameplay and animation teams, pulled off one hell of a task, making sure the movement is smooth – it sure took a long, long time until everybody was happy with it.

When I joined Techland over a decade ago, parkour was already in place. Adrian “Pyza” Ciszewski, who was our Creative Director back then, and Glova himself – already a Senior Gameplay Programmer – had a chuckle on my behalf when I tried to use A on a pad to jump in Dying Light (like in every other action game I played before). It took me ten minutes, or maybe even more, to realize that in this game, jump is actually bound to the right bumper – for a reason, as I later found out, because it allows you to jump and still keep your right thumb on the stick, to control the camera as well as the direction of the jump itself. This didn't stop the guys mercilessly roasting me from the sidelines. But it was already then that I realized Dying Light would become something new and unique to the players, and the smooth traversal was what convinced me.



As far as I know, the beginnings of parkour were totally different. Level Designers used to place special “hooks” in the world, which were the spots a player could hold on to when moving around Harran. And it worked all right, but the team kept adding more and more of them (at one point there were several thousand on the map) to increase the freedom of movement. It was Bartosz Kulon who finally stopped the hook invasion and came up with an alternative plan. The new idea for parkour programming was based on the game itself analyzing the geometry in front of the player and letting it decide whether a given ledge is reachable. It was a game changer, for sure.

Playing Dying Light today, I’m still amazed how good the game looks almost 10 years after it was released! I remember the day I first experienced the quality of these graphics. Maciej “Keoz” Jamrozik, our Technical Art Director, just introduced a new lighting model to the game – and he had been working on it on the side, keeping his cards close to his chest. During the morning stand-up meetings, he used to say that he had been tinkering with the chaparrals, or the bushes, or the vegetation in general (obviously, I had to google the chaparrals, but for a good chunk of time I thought it's some tech-lingo for... a rendering technique perhaps?). Then, one day he comes and says that he’s uploaded the plants already, oh, also a new lighting system, by the way. When I launched the game, I paid zero attention to the damn chaparrals, but I was blown away by the lighting, how beautiful Harran looked, and I was especially amazed by the sunset. And alright, the plants were nice too, I guess.



Working on combat was an emotional rollercoaster. Obviously, the fights in Dying Light are very brutal, bloody, and immersive. To have that impact reflected in the game, we recorded a lot of combat moves in mo-cap, and I cannot say that no developers were harmed in the process. The aforementioned Pyza Ciszewski once set out to show the animators how he wanted the heavy, curb-stomping kicks to look like, demonstrating them on a mattress and… he broke his leg. It might be funny now, but believe me, no one was laughing back then. In hindsight, it was probably karma for the "jump with A button" roast.

What was genuinely funny, though, were the reactions of the journalists during E3 in 2013. We prepared a demo of Dying Light, which consisted of a daylight playthrough, plus literally only a couple of minutes of nighttime. It wasn’t anything out of the ordinary, the game was still in production, but we wanted to show it to a couple of chosen editors. Our guests could run around at night, evading Volatiles during a chase, but it turned out to be a bit too much for some. There were a couple of journalists who threw down their pads mid-playthrough, saying that the experience was too scary and intense for them. Did we mind? Not much, I suppose, because we turned up the night difficulty even more for the final product.



Dying Light is defined by the physical parkour, scary nights, and immersive combat. But it also has a couple of secrets up its sleeve. Some of them are linked to easter eggs, of course. The driving force behind those was none other than our Lead Level Designer Piotr “SiCK” Pawlaczyk, who personally loves uncovering them in every game he plays, so obviously he wanted us to have some in Dying Light. He managed to negotiate with the higher-ups to let him organize a couple of so-called Easter Egg Days towards the end of production, so that the team could focus on cooking up and implementing some surprises.

One of the fan-favorite easter eggs was Korek Machete, named after our then Optimization Lead and current Senior Producer, Kornel “Korek” Jaskuła. Originally, he created this machete for the QA testers, so that they could have a one hit kill weapon. Together with Piotrek, they concocted a plan to also give it to the players – by hiding it on the map, in a box that you have to kick 76 times to open. Why 76 times? Good question, but no fancy answer, I’m afraid – it was the first number Korek came up with (literally, when he was asked by SiCK how many kicks were needed, the quote was "Dunno, 76?"). Thank heavens he didn’t think of a larger one…

As I’ve mentioned, working on the first Dying Light was a real blast. The entire team had fun, we were challenged, and it definitely tested our creativity. We came up with a lot of unique ideas, which made it easy to continue the adventure in Dying Light: The Following, and later in Dying Light 2 Stay Human. I wholeheartedly encourage you to play the first game, it’s a great entry point to the franchise and a neat lead in to the second release that we are currently supporting – and the Dying Light universe in general.

Good night, good luck and… Stay Human!
May 14, 2024
Fabledom - Terry_Dear Villagers (Com Dev)


Hi Community,

Thank you for your love & support to Fabledom 1.0. Here are the patch notes 1.01 which mainly focuses on fixing visual issues.

Fixes
  • Can no longer use keyboard inputs during wedding video cutscene.
  • Fixed all friends achievement
  • Fixed so prismatic liquid now shows in production controls UI
  • Fixed achievement "Popular"
  • Fixed issues with Farrah's feast
  • Fixed wooden walls can be upgraded while mounted
  • Fixed resurrecting soldiers counting as training soldiers in some quests
  • Fixed tutorial text-boxes staying on screen in pause menu
  • Fixed quest "Farrah's challenge", now counts all buildings
  • Fixed issue where Strategic council wouldn't work for newly spawned trolls
  • Fixed camera flickering when moving with mouse outside map
  • Fixed balloons not being covered in snow
  • Fixed/Updated water colors
  • Fixed waterfall would turn white on winter
  • Fixed iron deposit would turn white on winter
  • Fixed issue where tutorial focus rings would not disappear
  • Removed references to early access from some localization
  • Fixed the issue where the tutorial's circle indicating that player can buy territories wasn't removed
    after completing the tutorial
Balancing
  • Now allows peasants to work in prismatic liquid extractor
  • Embassy now lets you lock resources like in granary and stockpile
  • Added Health regen to trolls
  • Minor balancing to Military ranking world event
  • Added grapes / juice to town shops
  • Added extra storage amount to flower farm
  • Noble world events will now trigger slightly more often
  • Added a coin option to the wicked sisters world event
  • Small balancing of different hats
  • Pawnbroker loan "Family Money" is now a bit less expensive
  • Added rewards to Farrah's request quests
Known issue
  • Trolls camps will be bugged when you reach a fortification level higher than 10. (it should be fixed in the upcoming patch)
For feedback, bugs and suggestions, join our Discord and discuss with the developers!

Thank you and we wish you live happily ever after in the realm of Fabledom. 🏰

https://store.steampowered.com/app/1651560/Fabledom/



Join our Community
ColorBlend FX: Desaturation - PeterSvP
Hello Splatians! We're happy to announce that a big quality of live patch that adds some neat things and fixes some stupid bugs is now a thing.

Here's what's changed:

  • New mechanic: S.L.I.M.E. will not kill you if some of your colors match theirs.
  • The Power Generator in S.P.A.R.K. is now cycling its colors to keep being a challenge.
  • Added overlays to the map for the pipeline, crystals and relic quests when you unlock them.
  • Barrels now actually have rolling sound and collision sound.
  • Moving platforms also have sound effects when they are moving.
  • Fixed environmental sounds in most levels, especially underground.
  • Fixed Eaden's Store Item Slots becoming non-interractable after being cancelled
  • The Status screen unlocks earlier
  • Added missing collision in Modular Factory Area
  • Added extra cables to Copper Tunnel and Dwellings
  • Fixed achievements: Splatterhouse, Water Cooler, Power On, Crystals Of Essence
  • The Laser traps in Dwellings will now visibly break when activated.
  • Fixed potential soft-locks in some places.

Call To Action
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Across the Obelisk - oxonomia
Hello everyone, here are the patch notes for the 1.4 content update.

Reworked sound system

  • Cycling sound system for the hit sounds
  • 3 new hit sounds for all the heroes, bosses, monsters in Act 1 and most of the Act 2.
  • Drag sounds for cards, with diferent sound depending the card type.
  • Multiple new sounds for the game UI.
  • A characteristic sound, that indicates when is your turn in a multiplayer game.
  • Two new options in settings to revert to the old sound system or keep the new one with the exception of keeping the sound of the Sheep and Owls.

New events in all the zones
  • Lots of new event response options for all heroes.
  • New languages. The game has been completely translated into German and French.
  • New weekly challenge and cardback: Rise of the Machines.
  • Added 4 new cards, 1 for each class.
  • Added 4 new items.

Wolf Wars changes
  • 2 new skins! Young Reginald and Young Thuls.
  • All skins (new and old) can now be used from the start, just by owning the dlc, without the need to unlock them first.

Balance changes
  • Removed immunity to Weak in all the bosses for Adventure mode except for Archon Nhir in madness mode. With the Despair corruptor the end of chapter bosses will retain the immunity to Weak.
  • Reduced the base Hp of Archon Nhir in Madness mode by 10% and with Despair corruptor by 15%.
  • Archon Nhir; Apotheosis enchantment, increased the shield charges gainned when hit in the blue and yellow version.
  • Archon Nhir; Divine Punishement-Corruption-Lethargy, increased the base damage a bit in the blue and yellow version.
  • Removed immunity to Weak in all the bosses of Obelisk Challenge except the bosses that appear in the third floor in madness 10.

Card changes
  • Atonement: Added the Fire Spell tag.
  • Blade Flurry: Blue upgrade now also applies bleed, yellow upgrade don't apply poison or bleed but you gain fury instead.
  • Burning Shot: Now is rare (from common), reworked to scale from fast or fortify.
  • Caltrops: Upgrades are now rare (from uncommon), blue upgrade now gives block.
  • Charge: blue upgrade increased fast to 2 (from 1)
  • Crescent Light: Added the Fire Spell tag.
  • Death Coil: Increased scaling a bit.
  • Divine Ire: Added the Fire Spell tag to both upgrades.
  • Disengage: Now is rare (from uncommon), increased block.
  • Explosive Shot: Now is epic (from uncommon), reworked to scale from your speed.
  • Evanescence: Added the defense tag. Yellow upgrade, reduced scaling with vanished cards to 1.5 (from 2)
  • Eviscerate: Increased damage, poison and bleed.
  • Feint: blue upgrade now targets a hero.
  • Hit and Run: Reworked to scale from your speed.
  • Holy Fire: Added the Fire Spell tag.
  • Holy Ripple: Added the Fire Spell tag to blue upgrade.
  • Necropotence: Reduced scaling with vanished cards to 1.5 (from 2)
  • Parry: Now is Epic (from rare), reworked with targeting other hero or overcharge.
  • Penance: Added the Fire Spell tag to blue upgrade.
  • Puncture: Reworked to scale from speed diference.
  • Purge the Wicked: Increased sanctify charges applied, zeal scaling has been reduced and standardized to x5 in all versions.
  • Recurring Nightmare: Base card is now epic (from rare).
  • Sacred Bolt: Added the Fire Spell tag to blue upgrade.
  • Spiked Shield: Increased block a bit in both upgrades.
  • Stoneskin: Adjusted all values, blue upgrade has overcharge and yellow upgrade gives fortify.

Bug Fixes
  • Fixed a bug with Navalea's Undying Will card that wasn't working properly when she died because of a begin-turn curse effect (f.e., bleed).
  • Fixed a bug that prevented the game from launching the final combats (Lord Hanshek and Archon Nhir) under some circumstances. While this barely happened on the PC version, this problem was prominent on the Nintendo Switch.
  • Fixed a bug that showed some pets as being sold in towns when that wasn't the case.
  • Fixed a bug that reset the availability of pets between towns when a corruption that rewarded a shop was selected during the adventure.
  • Fixed a visual glitch in the Tome of Knowledge that hidden page number tabs when the user searched for some tags.
  • Fixed visual problems with some shaders in the game that were being shown wrong in some cases (f.e., lock icon).
  • Small text corrections here and there.

Patch 1.4 will be available this Wednesday the 15th, we hope you enjoy it!

-The AtO team.
Magical Delicacy - Ricethin
Dear friends,

I'm excited to share today that Magical Delicacy will launch on Steam this summer! I've been working very hard, and I can't wait for everyone to play it in just a few short months.

To celebrate, Whitethorn Games and I have put together a new gameplay trailer. Please enjoy!


With Magical Delicacy's launch close at hand, I'll have much more news to share, so I hope you'll keep checking back! In the meantime, you can still play the demo right now!

Deliveries, Ahoy!
Steven

https://store.steampowered.com/app/2231190/Magical_Delicacy/

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