The original plan was to update from 10:00 to 12:00 am on May 21, 2024, Beijing time. Due to the discovery of potential issues, these issues may affect the player's game experience and game stability. To ensure the smooth running of the game and the player's gaming experience, we decided to postpone this update.
The specific update time is from 10:00 am to 1:30 pm on May 21, 2024, Beijing time.
We apologize for the inconvenience caused. Thank you for your understanding and support!
The NPC head controller was attempting to look at another NPC when the level was unloading, meaning the UE4 garbage collector nulled that other NPC's pointer. This caused causing a null pointer crash.
Sorry for the inconvenience, we have updating the game with some new adjustment as well as upgrading the game version to V1.0.9. The following updates are :
Features
Adding AI Camera Reset
While in action, the action camera is now following the enemy/target position and fix the rotation. It will happened whenever the camera isn't moved or if the camera movement is too extreme. The camera action also not happened if player don't hit any enemy or target.
Free Action Mode is now based by character direction, while Lock Action Mode is based by camera direction.
Enhancement Combat System
We have increased the 'grip' of attack between the controller and targetted enemy, also increasing the responsivity on attack, evade, and hit reactions.
We have updated some immunity system to some monster.
Adding Parry Chance while player executing combos, it will decrease incoming damage while keep the combos still performing.
Greetings, guys! In my spare time, I've been delving into the craft of solo development, particularly enjoying the creation of compact arcade games with straightforward mechanics, inspired by Kenta Cho's legacy and others minimalists. "ASTRONAVE" is my first project—a bite-sized arcade experience designed for replayability, centered around the simple thrill of surpassing your own high score, with mecanics based on classic tube shooters like "Gyruss" and "Tempest". I value your feedback immensely and am committed to providing ongoing support for my creations. Hope you enjoy it!
Other than (potentially) one more patch, this will be the final build of Consortium: THE TOWER that uses the UE4.15 engine. The TOWER project at large has long since been moved up to UE4.27 to co-exist with CONSORTIUM VR/Remastered and now shares many heavily updated resources, such as choreo systems, user interface, game mechanics, AI, a brand new save/load system and more.
This updated UE4.27 version of Consortium: THE TOWER is not yet playable yet but when it is ready, it will be coming as “Alpha v2.0”.
SPECIAL NOTE to all CONSORTIUM Remastered / VR players that are interested in continuing their story. We do not recommend proceeding too far past the rooftop of THE TOWER in general, if you do decide to buy and play right now. The roof is indicative of a finished part of the game, but everywhere is in various states of deep incompletion and bugginess.
ALPHA v1.12 of Consortium: THE TOWER fully supports importing Universes from CONSORTIUM VR / Remastered. We also made a few other changes. Because it has been so long since we’ve updated this for you all, we have decided to open up more of what iDGi-1 has managed to map out of the Churchill Tower - seekers can theoretically get as far down as the parking garage now, though it is exceedingly cold and hazardous.
CAUTION: The iDGi-1 signal strength is still very low for most of these new lower Tower areas (though we have forcibly filtered out the visual distortion so that it is possible to navigate these “proto-areas”). Only the most stalwart and determined seeker is invited to go down there…save spheres are rare.
NOTE: Just in case, the old December 2019 build of Alpha 1.11 can still be accessed by opting into the “alphatest” Steam beta (no password required).
RELEASE NOTES
Supports importing universes from CONSORTIUM VR / Remastered
Updated Main Menu
Fixed a bug that would cause the ISS system to be spammed with “Stop fighting” player dialog choices endlessly, preventing the player from saving their game.
All on-screen HUD icons have been disabled for this build. Reason: it is too cluttered, we think it’s better overall without and will instead be streamlining this system in Alpha 2.0.
Never before seen office complexes and industrial areas around/above/below the C.T.P.F. can now be partially accessed.
More water tunnels have been mapped out and can be accessed.
The parking garage can now technically be reached, but be warned - iDGi-1 signal strength is exceedingly bad down there right now.
Completely removed the functionality of the broken NewsWire panels for now until they have finished content.
- Fixed Master sound slider not working as intended. - Fixed soundtrack not playing after round reset. - Fixed XP being incorrectly reported on clients in multiplayer mode. - Fixed multiplayer Team deathmatch and Team king of the hill modes not restarting the round after completion.