How does it feel to have that vibe right off the bat? There's an excellent girl in the picture, and a magic ball in the background... Let's reveal a little secret for this semester - we're going to have a new class! Who better to find out what it is than this girl? 🥰
In all seriousness, Hero, we're getting ready to continue the story in a new build. We hope you're off to a low start too, so stay there for now. We still need some time, but we're ready to show you what's coming in June. The most prickly part is polishing existing quests. For example, we found a bug that causes the game to freeze at the end of dialog in the quest "Forbidden Potion". And that's just an example, and there are more examples like that...ahem...oh,ahh, and we're not done yet! 🤩
Something we've left for you, dear... Runes are coming! This is the part that will expand the basic card combat and make it more diverse for you. In a few builds, a magic class will be added where you will be able to get them as a reward😉
Runes are active abilities that the hero can use every turn, as opposed to cards. You'll get them as rewards for completing particular quests and a magic class that will be released later. You can't take all the classes at once 😏
Oh, and a little more about our comfy nests in the form of Discord. We will have stickers coming soon! Just look how funny they are already 😍 We think you'll definitely find your new favorite sticker and add it to your favorites!
That's all for today's news! Don't forget to do your homework, because we haven't checked all of it yet. Add it to your wishlist while you wait for WANDERER: Broken Bed 💖
Full Reveal Date Confirmed: Xbox Games Showcase, Sunday June 9th at 10 AM PT. Black Ops 6 Direct immediately following. Stay on this channel for further updates.
The Truth Lies.
Welcome to Call of Duty®: Black Ops 6.
Black Ops 6: The Breadcrumbs Begin
“Nothing is as what it seems.”
Briefing to All Urzikstan Operators
Previously, Operators in the Urzikstan AO uncovered a 9MM Daemon Handgun with markings of particular interest. Starting on May 29, squads dropping into Urzikstan are wise to thoroughly inspect any ground loot for signs of this weapon returning. If the handguns are equipped, a Challenge may be in play: Ensure you defeat an enemy combatant with this sidearm to unlock this Blueprint.
For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on X (formerly Twitter), Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X (formerly Twitter).
The Transcendence Update is here! Full runs are now in the game with the introduction of The Orbital Complex and our final boss, VerOS. Explore the last biome in the game, experience a new challenge and take on the final boss for the first time ever!
New Biome: The Orbital Complex
The final biome is here, a dangerous and shadowy tower, the command center of VerOS, the mysterious Overlord responsible for the corruption and hijacking of New Elysium. Fight in the most challenging encounters yet, including fights that contain more enemy variants and a new type of trap.
Final Boss: VerOS
Once you reach the final room of the Orbital Complex, take on VerOS, our latest and greatest boss fight. Defeat him and get one step closer to liberating your city from the spreading corruption! Unlock new narrative content as you progress through the last leg of your runs.
New Feature: Greater Hacks
We've added another way to add power to your builds through the Greater Hacks system. Each time you liberate a tower, you'll now gain access to a Greater Hack selection. This will allow you to select one of three hacks that applies for the rest of your run. There are 19 new hacks available through this system for you to find new ways to supercharge your builds.
New Feature: Hideout Teleporter
Once you unlock the starter weapon and starter ability ciphers, you'll now gain access to the Hideout teleporter. This teleporter will move you directly in front of the exit towards Stage Select from the Hideout.
Changelog V0.7.0
Gameplay Changes
The Orbital Complex is now available after liberating all three towers
The VerOS boss fight is now available at the end of the Orbital Complex
Added the Evil Oculi, a new environmental hazard for the Orbital Complex
Three new bangin' soundtracks for the new biome and bossfight
Global Hacks: Select city-wide hacks each time you defeat an Overlord and liberate a tower in your runs
Adjusted scaling health of enemy captain and elites to make them less tanky
Added a teleporter visual to make teleporters more obvious when leaving a room off of the main path
Added a teleporter to skip from The Hideout directly to Stage Select when the player has unlocked the necessary ciphers
Added new cutscenes for defeating the final boss
Increased the homing of taken down enemies towards nearby foes. This will allow you to more consistently utilize takedown explosions to damage other enemies.
Improved the visuals of the electric floor trap in the Stormscraper to make them more easily identifiable
Strike Mantis' drone will now spawn nearer to Ada during boss retaliations
Unlocked final levels of several ciphers to prepare players for the final leg of their run
Added feedback for maxed out affinity after defeating an Overlord
Added VFX and SFX for recycling
Optimizations for lower end machines
Bug Fixes
Fixed various issues causing minor collision and lighting inconsistencies
Fixed an issue causing biome specific boss traits to not display in the Stage Select menu
Fixed an issue causing cores to flash momentarily when the Core Station is first unlocked
Fixed an issue causing the word Elite to appear twice when fighting Elite Mistmantles
Fixed an issue causing the doors in the Affinity Amplifier unlock room to remain open during combat
Fixed an issue causing homing to affect Thermal Clusterbombs incorrectly
Fixed an issue causing Wrecking Balls to veer upwards after being punched
Fixed an issue causing enemies killed by dash-strike to disappear
Fixed an issue causing no sound to play during Tower liberation in the city
Fixed an issue causing some failures in Shaper Rift: Parkour to not be counted correctly
Fixed an issue causing the sound effect of certain weapons to get stuck when opening menus or charging other weapons
Fixed various grammatical issues and typos throughout the game
It's been two months since our last dance. The release of Café was followed by – well – just about sixty days of eerie silence. Today I'd like to break that streak. At the core of this post thus lie three major talking points: the state, future and ambition of ANARCHY.
Retro
Here's the story so far: ANARCHY was conceived in May 2023. Over the course of ten months, we managed to build the foundation of a tactical RPG. Specifically: we established the segments ExcommunicAtion, InvAsion and – most importantly – the first few hours of ParAdise.
I would have loved to keep that pace until August 2028 at least. On the other hand, a man's got to earn a living. I pushed ridiculous hours into ANARCHY, severely neglecting my PhD. This became undeniable in February – and public knowledge on March 28th. Going forth, ANARCHY couldn't be my top priority.
So where does that leave us? Has ANARCHY drawn its final breath?
Future
Let's face it: I'm obsessed with TRACHI. Sixteen days ago, I dropped a little post on the AUTONOMY-andies, covering the mischief I've been up to through April and May. There's even a bit of ANARCHY in there! Which is the core of the message I'd like to make right here.
Incidentally, TRACHI turns five on August 28th. I've been going back and forth as to what we should do for this super-special day. I dabbled with Discord Bots powered by Large-Language models trained on TRACHI dialogue. I spun up RPGMaker, dreaming about AUTONOMY 1.6.
Eventually, I had to make a choice. It all came down to a single question: Which of the TRACHI projects do I like working on the most? I'll let you in on it – if you promise not to tell anyone! 😊
ExtrapolAtion
In 2022, we continued AUTONOMY's story with InvAsion. ANARCHY picked up the pieces and called it ExcommunicAtion. However, there's still a gap between that and the earliest point of ParAdise – i.e. ImmigrAtion. In other words: We need to build a bridge between Ganymede & Daphne singing in the rain to Lorna moving into 'totally-Aion-1913'.
I mentioned at several points that Atlas plays a key role in all of that. We've seen the odd screenshot of him confronting Ganymede & Daphne. However, it didn't sit right with me to throw you into a battle and call it a day. It worked for ExcommunicAtion because Daphne meeting Ganymede on August 28th happens every year.
To produce our favourite trio on the screen, we can't just pick any year. It's got to be a special one.
Three's a crowd
Think back to the first couple of AUTONOMY scenes. We remember Daphne visiting Ganymede for the third and final time in 1926. Following that, the game transports us to the point where most of the story takes place. That's three people and a city – Trachi 1923.
I'd love to go on about how nicely the numbers match up. On the other hand, I already feel like a walking excel-sheet. So let me just state the following: ExtrapolAtion is 2024's InvAsion/ExcommunicAtion.
The plan is to have three sets of scenes. The Sanatorium in 1926, an undisclosed location in Trachi 1923 and – last but not least – the place we know from ExcommunicAtion. I'll talk more about the latter two as we approach August.
For now, I'd like to focus on the first segment, since that's already 80-90% done.
Reception
The scene starts off with Daphne under our control. AUTONOMY threw you into a cutscene, including a conversation with the receptionist. This time, we can move around immediately. There's two reasons for that. First off, interactivity. Secondly, it's our first hint that something's off.
Every part of the tileset is where it used to be. However, the people play it a bit differently. There's small changes in the dialogue here and there. Above all, one of the scripts (let's call it 'D'), doesn't behave the way it (she) used to.
Destiny & Agency
With freedom comes responsibility. In this case, I had to introduce a gate-keeping NPC. After all, we want you to go and have that chat with our friendly but short-sighted receptionist. It's a perfect example of how a cutscene can make it easier on the developer to keep the immersion intact.
Either way, we're on our way to the west-wing. There's the familiar conversation between two guards. One of them asks us to follow, which we do in our own time. We'll eventually arrive in front of a door. Two knocks and we step inside.
Danymede
Knowing what we know, it's exciting to think about the words they'll say. Then again, which version of themselves are they, anyway? Seasoned RPG-enjoyers might take a look at the ingame or the quest menu. Either way, I believe this scene combines the best of all the previous iterations.
There's the innocence of AUTONOMY, the degeneracy of InvAsion and the absurdity of ANARCHY. It's two people dancing the same dance for the fourth time. Incidentally, it's also the first segment of ExtrapolAtion. A three-parter that'll find its conclusion on August 28th.
Since we're exactly three months away from that, let's revive a little tradition!
Renaissance
If all goes well, we'll ship the first part of ExtrapolAtion with ANARCHY 0.2.2 (Renaissance) next month. I'll try to have it wrapped up around Mid-June and push a beta build at the usual time. There will also be a couple of bugfixes and QoL things in there.
After that, we'll add another segment each month. The full package should hence be ready for TRACHI's 5th. Everything beyond that depends on how hard my day-job is pushing me. Which is the perfect segue into the last couple of points I'd like to make.
Ambition
In case you're wondering what'll happen with ParAdise – you're not alone! One one hand, I've used my hiatus to conceptualise the rest of the act. This includes both the structure of new-world areas and the main-story fragments showing the turning points of Lorna's old-world life.
Even so, I couldn't get rid of a thought in the back of my head. 'Have I bitten off more than I can chew?' To be honest, I don't know. Maybe ANARCHY proper is one of those games that'll never be completely finished. Maybe it'll take us ten years instead of five.
Beyond
The good news is: We'll have all the time in the world. The decision to relegate ANARCHY to just 'another thing' ultimately means less content more irregularly. On the other hand, I can let go of monetary ambitions. The first consequence of that is to scrap the fomo-baiting Variation events.
Until further notice, you'll be able to unlock everything whenever you want. This goes both for the current suff, and for the three Variations coming with ExtrapolAtion. I wouldn't expect too many following that – until the 'December' 'update to Stella's Character Generator comes out.
Scope
Next to the financial aspect, there's an even more important thing. Let's call it discoverability and player retention. The first part describes how many people start the game, whereas the latter denotes the ratio of players that stick with it.
My focus is undoubtedly on the second metric. A better game means it's more likely for someone to play it for more than just five minutes. At the moment, one out of four players end up spending more than 3 hours in ANARCHY. In AUTONOMY, that ratio was around 1 out of 11. Simply put: ANARCHY does a far better job at keeping people engaged so far.
In regards to discoverability: That's majorly down to Steam's algorithm, driven by reviews and wishlists. We've recently had a major push in players thanks to our fifth review – while being 100% positive across the board. Even though it's not the only reason why I can't let go of ANARCHY, I'd be lying if I said it didn't make me smile for days.
Sum
So before I try to do the same for you, let's take a moment to highlight two super-duper special individuals!
First, there's (-_-!). He's almost single-handedly filled an entire thread with bug reports. Please show him his gratitude for making sure that ANARCHY is in a playable state. Furthermore, a massive shoutout to my man and the heir-apparent, Ser! If I one day don't show up anymore, he'll have 20 fictional people in his care.
Last but not least, there's you! If you're reading this, you're a real champ! I know it's been up and down and back and forth. I'm terrible at maintaining things – especially relationships! Nevertheless, I've been writing devlogs for almost five years. Not that it shows, but at least I know it's worth it in the end.
With all the chaos from the influx of users now behind us, the dev team has been straggling a bit due to burn out. This has resulted in a slower pace of a development for the moment, but that doesn't mean we've stopped completely!
New features
Replaced upper-right corner minimap with bottom-middle bearing compass.
Split death messages from regular event stream and put them upper-right.
New dissolve effect on spawning items and players.
Added backported map "Center".
Added UI overlays on players to draw targets and damage numbers.
Prizes now attract toward the winner to increase the odds they get their prize.
Added damage indicator around crosshair.
Improvements
Improved the visibility of the edge radial damage effect.
Fixed an issue with item drop resynchronization where it could leave behind an empty item.
Fixed an issue where the server query reply gave the wrong time remaining.
Brightened the team colour palettes slightly.
Increased the amount by which items repel each other to avoid overlapping.
Flash halos around players when dealing damage to them.
Increased the length of intermission to 60 seconds.
Multiplayer is finally now in a state where I feel comfortable deploying it to a larger testing audience, specifically on the experimental branch.
NOTE: The two major tech pieces of this update (Multiplayer & Component Refactor) have taken a considerable amount of time to put together, and while they're in a much more stable state now, I'm still expecting some issues to arise with them. Please bare with me as I work through these issues!
Also note that some content has been stripped, as it's not quite fully updated to the new component system (these mainly being world features). It will be brought back as testing progresses.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Enabled
Backwards Compatible: No
Update Type: Major Patch
Contains Spoilers: Yes
v0.2.1 Patch Notes
(not including 0.2.0)
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
Core Tech:
The biggest tech overhaul to the game; the Component Refactor. Fundamentally changes how entities are defined and built in the games back-end entity manager system.
Completed networking architecture (Multiplayer), join forces with friends on a shared world. Currently in testing and will likely have issues, but I'll be watching forums closely to address bugs and deploy patches for them as quickly as I can over the coming week.
Updated save system, with better save-state capturing. (i.e. saving drone position & action)
Automated model batching, which should drastically reduce draw calls each frame. This is disabled in the first build of v0.2.1 but will be enabled shortly after.
General Improvements:
New control-scheme, including dedicated control modes and click & drag movement.
Bug Fixes:
Fixed global modifiers not applying properly.
Variety of fixes from the previous mp-testing build.