Get to know some of your fellow Adventurers throughout Community Convergence. Our first profile spotlights Newb World, a longtime player with passion for the story of Aeternum. Newb World covers lore, guides, and unique community events on their YouTube channel. When they’re not capturing footage for series like The Story of New World, they run dailies, work towards top tier trophies, or jump into any content depending on their mood. Here’s how Newb World found their niche on Aeternum.
FIRST MEMORY OF NEW WORLD
“New World looked so fun in all of the trailers and pre-release tests,” Newb World said. “I was a console gamer at the time, but eventually got a nice PC, picked up the game on sale, and fell in love. After 2,000 hours, I still look forward to logging in, not to mention coming up with video ideas whilst at work.”
THE START OF A CHANNEL
“I never thought I'd make content until I realized how much I liked the game. I felt I wasn't good enough to make guides, so I started with a small project — video footage of each elemental effect on every weapon type. This was before transmog released.”
“The views were better than my previous channels. I had a blast capturing footage, editing, and experimenting with different content. One and a half years later, I’m still enjoying myself. My goal is to make at least 1 video per week, on my days off of work. The community was a massive part of my decision. All of those positive comments made me want to stay and be a part of it.”
TRANSMOG CONTEST
“When transmog came out, I hosted a contest with random people. The fun, unique outfits people brought motivated me to do it again with higher video production. I also wanted to better tap into the community, which sparked collaborations with some of my favorite content creators.”
“Thank you to DannehTV, itsGlaive, BDLG, TrickTrick, Goddess009, Savvvo, JoshsTip, and vXBlackSwanXv for joining the contest. From there, I built a massive stage and judging section in my house, coordinated everyone's schedule, received all of the submissions, tallied the judges' scores, and finally began editing. It took over 15 hours. I also want to thank the random people in Maramma that emoted for extra video footage.”
“I’ve never been more proud of a video. Working with all of these amazing people was a great experience. The response from each one, plus the community as a whole was really heartwarming. It’s something I'll never forget.”
THE STORY OF NEW WORLD
“Following the announcement of the main story quest (MSQ) rework, I realized I had rushed through the story to reach end game faster. I wasn't sure what was happening on Aeternum. That was a great opportunity to go back, dig deeper into the lore, and take the community along for the journey.”
“I constantly have to stop and work on my series as to not get too far ahead. I always want to hurry back to take the small, encouraging group of people that follow it on the next step in our adventure. I can't wait to experience the rest of the updated zone stories, Ebonscale and Shattered Mountain in particular, especially since I couldn't resist watching the new cutscenes. They're a massive step up from anything I've seen up to this point."
FORGING CONNECTIONS
“Since starting the series, the story does feel far more personal. I wrote the first episode in first person, but it didn't feel right, so I changed it to third. Now I get into my character's head more and the story feels more like it's happening to me.”
“When I received Barkimedes’ Puppy as a reward for an Amrine Excavation quest, I needed to figure out how to weave him into my character's narrative, why the puppy looks different from his father, a backstory, a name, and the character's response. Luckily, I mentioned in a previous episode that Jin-Jae gave me a house in reference to the first house discount system in New World. Next, if the puppy's going to be there and I'm out, I'll need a dog house with water, food, and bathing stations. I bought any furniture I could use from the Trading Post to get all of that done. But you can't leave a dog alone for too long, so I said that Jin-Jae would check on him when I was out of town, as she lived next door.“
“One small little detail sent me down a massive rabbit hole that took over an hour to complete. On my first character, I didn't even know I had that puppy or where I got him. Now, every time I teleport to that house, I see him and remember my journey. I am slowly building a personal connection with the story, but didn't have one going into this series.”
FAVORITE PART OF THE STORY
“My favorite part has to be the Isabella arc, especially after her backstory with Father Russo was fleshed out in the updated MSQ. It really humanizes her. In my first playthrough of the old MSQ, I wanted to take her down. This time I felt sorry for her. That change was only from watching the new cutscenes, since I skipped the dialogue to save it for my lore series. I can only imagine how much more I will feel when I look deeper into the lore.“
Look forward to more The Story of New World and new series like a competitive Dueling League from Newb World in the future. We’ll feature additional spotlights throughout Community Convergence. Thanks for your support and we’ll see you in Aeternum.
A new dev blog is out, and we’re thrilled to spill the beans about our upcoming update to the exciting Tusk Tales mode.
In addition to the existing Tusk Tales mode, the update will introduce a brand-new region called "The Hollows." This mysterious new region beckons the bravest adventurers to venture into its depths and engage in the dangerous quest of collecting Souls. Can you score Souls, or will you find yourself forever adrift in its eerie expanse? For those eager to dive in, the new region will be available on the Cross Blitz Beta Branch soon!
Buckle up, and let’s check out what's in store with our latest update!
Sneak peek into “The Hollows”
The Hollows has two types of runs, named Hunts: Daily and Weekly Hunts. Both runs are auto-generated. All Players will start with the same loadout, including mercenary, starting deck, and a mix of positive and negative masks. Additionally, any taverns, battles, and landmarks will be identical for all players. Any shops, e.g., cards, trinkets, or relics, will be generated based on your card choices and deck, per usual.
Daily and Weekly Hunts feature a unique scoring system that sets them apart from normal runs. Your score is determined by several factors, which you can learn more about on our wiki. This score not only affects your placement on the global leaderboards but also determines the number of Souls you'll earn.
Both challenges will require Husks to enter, are auto-generated, and come with their own leaderboards. The main difference between the Daily and Weekly Hunts lies in the number of attempts allowed to achieve the best leaderboard position.
Daily Hunt: Once you enter this Hunt, you can access it repeatedly until it resets. However, you will only earn Souls and secure a place on the Leaderboard with your first attempt.
Weekly Hunt: For the Weekly Hunt, you need to pay Husks each time you enter. Each attempt allows you to earn Souls and gives you the opportunity to improve your leaderboard position.
Developer note: we want to make each playthrough valuable and provide an experience as engaging as challenging. Keeping things fresh, exciting, and worth spending time on was our top priority.
Sneak peek at The Bazaar
Positioned at the center of the world map, the Bazaar serves as a marketplace where players can trade Souls for items. It stocks three items at any given time, and once an item is purchased, its slot is marked as "sold out" until the inventory is refreshed.
This refresh occurs after any run in which the player defeats at least one enemy. Players have the option to pin items in the Bazaar to prevent them from being re-rolled. Alternatively, the player can purchase an instant reroll by paying 1 Soul (pinned items are not rerolled).
The following items are available for purchase in the Bazaar.
Party Cards: Unlocks a new party card for a specific mercenary, it can be equipped to the player's starting deck in the Mercenary Select screen.
Trinkets: Unlock a trinket to be seen in runs.
Relics: Unlock a relic to be seen in runs.
Card Backs: Unlock a card back to be equipped to certain faction groups. These are bought with Husks, rather than Souls.
Leave us a Review on Steam & Share your insights with us on Discord
If you’re having a blast in Cross Blitz, help us spread the word and share some love with a Steam review.
As always, your insights are invaluable as we strive to create the ultimate engaging and balanced gameplay experience. Please don't hesitate to reach out and share your feedback with the team, every opinion matters greatly to us!
See you around, Blitzers!
Cross Blitz Team
Make sure to follow us to be regularly updated with 100% valuable Cross Blitz content:
- Fixed twinmoon defeat achievement not being awarded sometimes - Fixed overgrown defeat achievement not being awarded sometimes - Fixed "Mysterious Energy" being awarded at the start of an enhanced boss fight, instead of at its end - Made it so "Feeling Dizzy" can't be achieved on Plane Planet - Fixed new cosmetics being on the wrong rendering layer - Fixed fractal bullets being frozen by the Sharpshooter achievement - Slightly extended the distance Popcorn Bullets have to travel before popping
*긴급한 공지이기에 일본어, 영어로 번역하지 못하여 죄송합니다. 내일 정식으로 일본어,영어로 번역하여 공지하겠습니다.
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이번 긴급 패치로 인한 보상안
- 1300 무료 광기
- 약지 스튜던트 이상 / 약지 스튜던트 오티스 육성에 소모한 성장 재화 (경험치 티켓 / 파편 / 끈 ) 소모한 만큼 보상으로 지급해드리겠습니다.
- '약지 스튜던트 이상' 을 보유하신 분들에게 파편상자 250개 지급해드리겠습니다.
----------------------------------- 추가적으로 약지 스튜던트 이상의 성능을 기대하고 추출을 진행하시거나 파편을 제작하셨을 플레이어분들에 대한 보상으로 '약지 스튜던트 이상'을 보유하신분들에게 파편상자 250개를 지급해드리도록 하겠습니다.
제가 생각했던 컨셉,성능이 기획,테스트 팀에 제대로 전달되지 않았음이 가장 큰 잘못으로 생각하고 있습니다.
다시 한번 사과의 말씀드립니다.
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*긴급한 공지이기에 일본어, 영어로 번역하지 못하여 죄송합니다. 내일 정식으로 일본어,영어로 번역하여 공지하겠습니다.
[ 약지 스튜던트 이상 / 약지 스튜던트 오티스 인격 성능 일부 조정 안내 ]
안녕하세요. 프로젝트문 디렉터 김지훈입니다.
이번에도 기획과 구현의 미숙으로 약지 스튜던트 이상과 약지 스튜던트 오티스가 의도에 맞지 않게 거울던전에서 모든 키워드 기프트의 효과를 받게 되었습니다.
해당 인격들이 거울던전에서 모든 키워드 기프트의 효과를 받는 것은 예상치 못한 기획 실수입니다
약지 이상, 오티스는 출혈 키워드 기프트에만 영향을 받도록 하는 것이 의도였습니다.
또한 약지는 파벌에 따라 한 키워드에 어느 정도 특화되지만, 동시에 여러 키워드를 부여함으로써 최종적으로 한 도화지에 여러 키워드가 칠해져 추후 다양하고 독특한 효과를 내는 것을 도슨트, 마에스트로 인격에서 여러 약지 인격들의 효과와 함께 완성하는 것이 목표였습니다.
하지만 현재 구현된 약지 스튜던트 이상은 점묘파의 메인 키워드인 출혈 외에도 여러 키워드 기프트들의 효과를 받음으로써 어떤 조합에 들어가도 상위권에 위치하는 오버파워적인 성능을 가지게 되었습니다.
또한 이는 키워드별로 특화된 인격과 에고에 따른 덱의 다양성을 만들고자하는 거울던전에서의 플레이 경험과 너무나도 어긋난 상황입니다.
추가적으로 약지의 컨셉은 적에게 다양하게 부여된 디버프의 수와 위력의 조건으로 성능을 강해지는 것을 의도로 했으나, 적에게 부여된 디버프의 수량 조건이 다른 인격에 비해 조건달성하기 쉽게 설정되어 너무나도 쉽게 최대치의 성능이 나오게 된 것도 문제였습니다.
제가 이러한 부분을 빌드 마지막 날에 기획팀장과 기획자분을 통해 이야기를 한 번 더 나누고 빌드직전에 의도대로 되었는지를 확인해야 했는데, 이번에 그러지 못했습니다.
결과적으로 초기에 의도했던 약지의 컨셉과는 다르게 구현되고 반영되었습니다.
이러한 상황이 발생한 이유로는 제가 생각한 의도를 기획팀에 명확히 전달하지 못했고, 중간과 마무리 단계에서도 지속적으로 체크를 하지 못하여 발생한 문제입니다.
최근 잦은 사양 변경으로 인해 이번만큼은 인격의 성능을 변경하고 싶지 않았으나, 어떤 조합에 들어가도 특정 키워드에 특화된 인격까지 상회하는 성능을 발휘하는 인격은 방치하면 안 된다는 판단을 하였습니다.
너무나도 송구스러운 마음입니다.
약지 이상,오티스의 성능적인 조정이 들어간 만큼 동기화를 진행하신 분들에게는 동기화를 초기화하여 그만큼의 동기화 재료를 반납하여 지급해 드리겠습니다.
밸런스 조정의 목표는 '3성 에드가 가문 치프 버틀러 료슈' 정도의 성능을 목표로 하여 성능이 급락한 경험을 하시지 않도록 조정하겠습니다.
약지 이상의 경우 하단과 같이 밸런스를 조정할 예정입니다.
1. 약지 이상이 랜덤으로 부여하는 키워드 표기 방식을 변경( 랜덤으로 부여하는 키워드에 해당하는 기프트 효과는 적용받지 않도록) --> EGO 어느날갑자기, 홀리데이와는 다르게
2. 약지 이상의 스킬2 - 혈점묘화의 재사용 조건을 너프 --> 스킬2의 경우 재사용으로 인한 피해량이 높음과 동시에, 합의 위력도 높아서 전천후적인 스킬이 되어버렸습니다. 코인 재사용 효과는 더 신중하게 수치를 넣도록 하겠습니다. 위력은 유지한채, 조건을 강화하는 방식으로 최대한 성능적 상실감을 느끼지 않도록 조정하겠습니다.
3. 약지 이상의 스킬3 - 부정적인 효과 갯수의 고정적 수치 이상이 아닌 부정적인 효과 수에 비례해서 성능이 조정되도록 하겠습니다. 약지의 컨셉이 부정적인 효과를 다채롭게 칠하고, 그 수에 따라 강해지거나 효과를 부여하는것이 의도였으나, 지금은 정해진 부정적인 효과의 수만 넘으면 고정된 최고 성능이 나오기 때문에 약지의 컨셉과 맞지 않게 구현되었습니다.
구체적인 조정 방안은 내일중으로 기획팀과 정리하여 다시 한번 알려드리도록 하겠습니다.
- 약지 스튜던트 이상 / 약지 스튜던트 오티스를 동기화 하신분들에게는 동기화를 초기화한만큼 동일한 재화를 지급해드리도록 하겠습니다.
- 잦은 인격의 사양 변경으로 인한 송구스러운 마음으로 1300 광기의 보상을 지급하겠습니다.
여러번 돌이켜봐도 제가 컨셉과 의도를 정한만큼 끝까지 한번이라도 체크하는 시간을 가졌어야 했는데 안일한 마음으로 그러한 과정을 거치지 않고 나태한 마음으로 방관한 책임이 가장 크다고 생각합니다.
이유가 어떻든 좋은 성능의 캐릭터를 사용하시다가 너프되었을때의 상실감과 분노를 알기 때문에 더욱 죄송한 마음이 큽니다.
프로젝트의 규모 커지고, 즐겨주시는 팬분들이 많아진 만큼, 기획과 구현 공정 시스템을 체계적으로 가다듬겠습니다.
플레이어분들에게 너무나 죄송한 마음이 크고, 최근 빈번한 사양 변경 공지로 디렉터인 제 스스로도 너무나 많은 부족함을 느끼고 있습니다.
It's been an incredibly productive week at Balas Games, and we're thrilled to share the latest and greatest updates on 'Recycling Center Simulation'. Here’s what we've been working on:
1. Machine Placement System: We’ve nailed the machine placement system! You can now strategically place your machines within designated areas of your recycling center, optimizing workflow and creating the most efficient setup possible. Get ready to customize and conquer!
2. NPC Dialogues: All NPC dialogues for buying and selling interactions are complete and packed with personality. These conversations will add depth and dynamism to your trading experiences, making every transaction feel unique and engaging.
3. Game Economy: Our game economy is fully functional and nearly optimized! We’ve meticulously balanced the financial aspects to ensure a challenging yet rewarding economic journey. Prepare to master the market!
4. Factory Design: The recycling center's factory design is now complete, and it looks fantastic! We've crafted a functional and visually appealing industrial space where you'll build your recycling empire from the ground up.
And the best part? The demo for 'Recycling Center Simulation' will be available on the 10th of June on Steam! We can’t wait for you to dive in and experience all these features firsthand. Mark your calendars, spread the word, and don’t forget to wishlist us on Steam to stay updated on all the exciting developments.
The bug that the game does not continue at the beginning has been fixed. The problem was that the soldier for the tutorial was not spawned. The bug apparently occurred when I made an update 1 day before release.
What are the Doneigada? They are our past and future, the sages tasked with safeguarding our clan and lands. Violence should always be the last resort. How many resorts do we have left?
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
*Now we will launch (in the game) an event of 4-5 days, each time before the date specified in the description.
We're thrilled to announce two captivating reveal streams where we'll unveil the latest enhancements, features, and quality-of-life improvements in the Magic! Update.
Don't miss the chance to see what mystical concoctions we've been brewing ⚗️
English ############Content############### [Battle]As we now have more things to display in the post-battle screen, the result window has been split into two. One for experience and one for loots. [Battle]The experience window shall display every character's exp gain separately. The number shall now be posted to all modifiers including the game setting or any modifiers on the characters. Thus, each character in your group may gain a different amount of experience for each battle. [Battle]If a character levels up, such information will be displayed in the experience window. [Battle]The loot window now displays the loot you gained only. [Battle]Those 2 windows respect the game setting of automatically making them disappear without the need for any confirmation inputs if you desire. ############System################ Added a more versatile popup class taking a window class as a parameter and an array as a parameter of that window class that can use any window class as a temporary popup. 简体中文 ##########Content################# 【战斗】因为我们在战斗结束后显示的信息变多了,所以战斗结束的报告窗口现在被分成了两个,一个显示获得的经验,另外一个显示掉落物。 【战斗】战斗后获得的经验窗口会对每个队伍中的成员获得的经验单独显示,并且经验值是所有的包括游戏设定、角色身上的修正进行调整之后的数值。因此,队伍中每个角色在一次战斗中获得的经验可能不同。 【战斗】如果有角色升级,则也会显示在战斗后的经验窗口中。 【战斗】掉落物窗口将会只显示你获得的物品。 【战斗】上述两个窗口会遵循你进行的游戏设定,可以设置为无需输入,在一段时间后自动消失的状态。 ############System################ 加入了一种更为通用的窗口显示类,使用一个窗口类作为参数,一个数组作为这个窗口类的参数的参数,从而可以在游戏中显示任何的窗口作为临时的弹窗。