Armed Forces Day in the United States is an important annual holiday, which this year fell on May 18th. It was first celebrated in 1950, combining and replacing the separate Army, Air Forces and Navy Days.
Celebrations are held in honor of all military personnel, including those defending the country's interests abroad. On this day, exhibitions, air shows, parades, and other festivities are traditionally held.
By celebrating this holiday, civilians show their support for the army. And for members of various service branches, this day represents the unity of the U.S. Armed Forces.
From May 20th (13:00 UTC) to May 26th (13:00), you can get rewards for completing tasks. For completing 6 out of the 9 tasks, you will receive a unique "S&W M1917 engraved" revolver, and for 8 completed tasks, a unique "M1911 Colt Swartz" pistol.
Tasks
Stage 1:
Kill 100 enemies.
Kill 15 enemies using a pistol.
Complete 4 battles.
Stage 2:
Destroy 6 vehicles.
Kill 120 enemies as an assaulter or medic.
Complete 6 battles.
Stage 3:
Kill 150 enemies using a submachine gun.
Your rally points were used 40 times (including APCs).
Complete 6 battles.
Terms
The tasks can be completed in the Squads mode.
The list of tasks is updated every two days at 13:00 UTC.
Tasks can be completed simultaneously.
Uncollected rewards will disappear when the tasks change.
From May 26th to May 28th (13:00 UTC), after the end of the event, you will have the opportunity to purchase any missing rewards.
Taskmaster VR, the virtual reality adaptation of the hit TV show, is set to release on June 13th for SteamVR!
Step into the contestants’ shoes by competing in extraordinary challenges or fill the industrious boots of the Taskmaster’s Assistant by creating tasks of your own!
As a contestant, you'll complete a series of amusing and bemusing challenges with the aspiration of becoming Taskmaster champion - these tasks are puzzling, physical and designed to allow for outside-the-box thinking with multiple solutions!
In Creative Mode, you become the one creating the tasks. An extensive array of tools and toys makes task creation and experimentation easy, with hundreds of in-game items that can be picked up, piled up or used in just about any other way you want. The creatively minded can build custom tasks and surreal scenarios, or explore the Taskmaster House and its many nooks and crannies. Players can then challenge friends and family to complete their fiendish tasks in local play.
Taskmaster VR comes to a headset near you on June 13th and is available to wishlist on SteamVR now!
How Can I Find Out More?
Join the discord! This is the best place to chat directly with our developers and other Taskmaster fans about Taskmaster VR and our work on the game. You can also follow us on our social media, such as twitter/x or instagram!
Happiness adjustments and fixes related laws. (now, again, laws affect provincal happiness. (It was affecting countrywide happiness so it had almost no affect because countrywide happiness were no longer used.)
Today, we’re thrilled to reveal an exciting feature of our game: the level selection HUB, specifically focusing on the Frozen Castle. This area serves not only as a portal to different levels but also as a narrative device, slowly unraveling the story as you progress. Let's dive into the intricacies of the Frozen Castle HUB, exploring its dual states of destruction and restoration, and how it enhances the player experience.
Concept and Design:
The Frozen Castle HUB is one of the game's 3 unique level selection areas. Each zone in our game features a distinct HUB, meticulously crafted to reflect the environment and story arc of its respective zone. The Frozen Castle is a prime example of our dedication to creating immersive and engaging spaces for players to explore.
The Frozen Castle HUB exists in two primary states: destroyed and restored. This dynamic transformation is not just a visual change but a narrative one, giving players a deeper connection to the world they are exploring.
Destroyed State: The castle is engulfed in ice, with shattered walls, broken statues, and a cold atmosphere. Snowflakes drift through the air, and the ground is covered in ice combined with sounds of wind, the distant echoes of falling debris, creating a sense of abandonment and desolation. In this state, players encounter remnants of a tragic past. Frozen statues and debris hint at a sudden calamity.
Restored State: As the players solve the puzzles, the castle returns to its former glory, with warm lighting, restored architecture, and vibrant banners fluttering in the breeze. The ice melts away, revealing intricate stonework. Music becomes more uplifting, reflecting the sense of hope and renewal.
Level Selection
Navigating the Frozen Castle HUB is a unique experience tailored to enhance the game’s narrative delivery. Players unlock levels by interacting with elements in the HUB that change depending on the level completion.
The transition between the destroyed and restored states is not just a cosmetic change but a crucial part of the game's storytelling. As players complete levels and progress through the game, their actions directly influence the state of the Frozen Castle. This mechanic ensures that the HUB is not a static backdrop but an evolving environment that reacts to the player’s journey.
The Frozen Castle HUB is more than just a level selection area; it’s a living, breathing part of the game’s world that evolves with the player's journey. By intertwining the HUB’s dual states of destruction and restoration with the narrative, we aim to create an immersive experience that draws players deeper into the story and encourages them to explore every corner of our game.
Stay tuned for more updates as we continue to develop and refine this unique aspect of our game.
Show title-screen background image darker to make the title-screen look less messy in some cases.
new "adios" and "oops" quit screen.
If crash is because of alt-F4 then it now shows the normal 'adios' but adds a message to reques that if the user used alt-F4 because TAXINAUT was hanging to send the crash-file to me.
Fix mobs sometimes spawning (e.g. Haion) inside range where mobs are faded but still visible (making spawned Mob appear to pop in to view).
Fix toggle minimap button images wrong way around and sometimes not updating to correct state when transitioning from day to night or vice versa.
Fix transporter sometimes slowly moving off when you approach it.
Fix transporter appearing twice when booking ticket inside Station then leaving Station, then entering Station again and then leaving again.
Having taxi-company membership when entering a system of a company that is active in that system will automatically make the hazardous regions, gate network and all habitats known.
NPCs now sometimes have a SYSTEM MAP Topic that makes the hazardous regions, gate network and all Habitats of the current system known.
Information sells a SYSTEM MAP of the current system (same as above).
SystemDetails etc. will now always show Gate network Indicator when the system has one (before it would only show it for those system that had a checkpoint station).
Fix possible mobs colliding with the Player during the Warp spin-up (and even after) sometimes causing TAXINAUT to hang.
Ram-jam Item that gives a short boost and causes damage to other Mobs hit while keeping damage to the Player low (check your home-store or army footlocker).
When in widescreen and sliding open the control-pane it can now either push the main-view back to the normal view-mode or just slide over the widescreen main-view depending on setting slide main-view on control-pane toggle.
I don't know exactly yet what's up next. Probably some bug fixes etc. and then I'll make it version 0.9 unless something else comes up. After version 0.9 it will be mostly more planets, mobs, etc. that I will be adding until version 1.0.
Lord Captains, as we continue to work on the big 1.2 patch, we are deploying a smaller update 1.1.67 to keep you busy! In this update, we're fixing another handful of bugs, while bringing some optimizations and improvements for the UI and fonts on Steam Deck and controller interface.
Same update will come to consoles within 24 hours depending on region, as usual.
Watch out for possible spoilers below!
System and stability:
Added a number of improvements and optimizations to UI and fonts for Steam Deck and controller interface;
Narrative:
Fixed a rare quest lock problem with "Aeldari in Distress";
Fixed an issue with one of the dialogues with Argenta, when an Iconoclast dialogue option would not be available if the Lord Captain has a combination of pistol and melee weapon;
Players could trigger Yrliet's romance dialog in the Pit multiple times - fixed;
Fixed an issue with the Jae's quest in the Administratum, where after delivering the seal, the quest objective didn't update, which blocked further progress;
Fixed sudden disappearance of Idira after the quest in Macro-Cannon Chamber;
Fixed an endless loop in dialogue with Asclepius, which blocked other dialogues from starting on the bridge;
Jae's Act II quest didn't fail correctly if not completed by Act III - fixed;
Fixed a broken option in one of the dialogues with Nomos, that could break the dialogue;
Fixed inverted internal triggers that could cause Argenta to receive an incorrect ending;
Fixed a broken condition causing Marazhai's Harlequin epilogue to never trigger;
Fixed an issue with Jae in Act IV, where after visiting Footfall she could disappear if her first quest wasn't completed;
Fixed a case where not taking Yrliet to Quetza Temer could break the quest;
Dying in combat in Act III no longer removes buffs and debuffs important for the story;
Marazhai could come back from dead after being killed by Heinrix in Outer Spire Halls - fixed;
Due to a bug, it was impossible to persuade Calligos Winterscale to not kill the Aeldari in Quetza Temer even if all checks were successful - fixed;
Mechanics:
Bounty Hunter's "Savour the Kill" talent no longer activates when an ally destroys a cover or another destructible entity;
Dominate telepathy psychic power had no type assigned and therefore wasn't present in the Warp filter during level up - fixed;
Bounty Hunter's "Claim the Bounty" kills with overpenetration sometimes didn't count as kills - fixed;
Open to the Warp Navigator talent affected allies - fixed, it no longer does;
Voidborn "Be Smart" talent in some cases did not apply its effect - fixed;
Ulfar now always correctly attacks with his melee weapon with "Go for the throat " ability;
Wounds sometimes didn't update with level up correctly - fixed;
Fixed an issue where you could land on Eurac V with more than 6 characters in the party if you hired mercenaries before landing;
Bounty Hunter's "Claim the Bounty" ability had incorrect damage percent calculation in the description - fixed;
Arch-Militant's "Confident Approach" and "Cautious Approach" buffs could, in some cases, display as "Versatility" buff in terms of the icon and text, while retaining their original mechanics. Fixed, now they are always displayed correctly;
Confusing psy-rating requirement texts have been replaced with five unique levels of psykers' powers;
In come cases, Operative's "Expose Weakness" ability could remove all stacks of Exploit from the target even if it reduced enemy's armour to zero - fixed;
Marazhai could not take Aeldari Armour Proficiency as an Exemplar talent - fixed;
Yrliet could not take Drukhari Armour Proficiency as an Exemplar talent - fixed;
Analytics System feature was using the target's Intelligence bonus, instead of the owner's - fixed;
Fixed an issue with Heinrix's event, that could block the transfer to Act V;
C'tan Shard no longer goes into an infinite loop of attacks in response to Reckless strike;
Items:
Dust of Rending can no longer be placed into cargo, which could cause the quest to fail due to quest items missing;
Edge of Daybreak sometimes dropped incorrect loot. Edge of the Irrevocable will now always drop correctly;
Grenadier's Cloak now correctly prevents allies from receiving grenade damage;
Locations:
Fixed a case where Jae didn't give the Lord Captain the trinkets she stole in Commorragh despite saying she would;
At Janus, fixed a case where Yrliet couldn't join the party in the final dialogue, if she already joined and left the party earlier;
UI:
An explanation has been added to some modifiers that their final value was changed due to progressive difficulty early in the game;
Fixed an empty tutorial popping up at Eurac-V;
Fixed a problem with window focus after sending a bug report while browsing the settings;
Fixed a problem causing abilities to disappear from the bar after switching from the system map to the voidship bridge and back;
Colonization window received minor UI improvements;
Space:
Fixed an issue with Foulstone colony event Humiliating Visit, where several response options couldn't be chosen;
Fixed issues with ultimate officer abilities in the void battle with the Drukhari, where dealing with each wave of enemies before the next one appeared could cause the ability effects to end;
The amount of resources in the colony is now displayed correctly, resources from extractors are displayed in tooltips, and the extractor productivity multiplier affects the amount of resources received from the extractor;
Visual:
Fixed T-posing servitors on the voidship bridge;
Hexrifle no longer clips through the character model when equipped;
Shuriken pistol no longer clips through the character model when equipped;
Romance scenes will no longer sometimes permanently change your character's haircolor and color of class outfit;
Localization:
Fixed some lines in French localization;
Co-op:
Fixed a rare case in co-op, where after a certain combination of actions, the transfer to another zone would happen for only some of the players, causing the game to be unable to process it and breaking;
Sound and music:
Fixed incorrect annoying sound effects at the Epitaph;
We are happy to announce that the demo for "Mound of Music" will be available on June 21, 2024. In this demo, you can experience the most of gameplays and a small portion of the storyline. We warmly invite you to try it out, share your valuable feedback, and add the game to your wishlist. Thank you for your support!
.possibility to choose to use DirectX9 or DirectX11 renderer: in the Preference editor (F12)
Bug fixes
.selection was unreliable with DirectX11 .player didn't collide with background elements because of Intro Move duration, even if Move was disabled .changing a text size font didn't change the text whitespace size .updated Steam sdk .possible crash when importing 3D materials with missing textures