We have released a minor update to fix a bug in the graveyard. Previously, if you lost a battle, there was a chance you would be reloaded directly back into the battle scene and unable to return to the main scene. This issue was caused by enabling autosave during the battle scene, so when you lost, the game automatically reloaded to the battle scene, preventing a return to the main scene.
To fix this bug, you can reinstall the game (your save files will not be affected). We sincerely apologize for any inconvenience this may have caused. We are continually taking feedback and improving the game, so if you encounter any issues or have suggestions, please reach out to us on our Discord channel or via email.
Thank you for your understanding and support.
And hey, if you find yourself thoroughly enjoying the game, we would be grateful if you could tell three friends who share your gaming interests. ´• ل •`
Your support helps us grow and enhances the gaming experience. (•ө•)♡
We are excited to announce that this Thursday, May 30th at 3pm Eastern (12pm Pacific) we will be hosting a Templar Battleforce ‘race’ between a handful of our veteran players over on our Discord. Each of them will be highlighting a different style of play as they see how fast they can move through the game. The event will start before Ferarai and Galantia and we will see who gets furthest!
Come hang out with us, chat about Templar Battleforce and your favorite strats, and check out what we're up to these days at Trese Brothers Games. To find the event, join our Discord and check out the events at the top of the channel bar.
A big thanks to the community champs who pulled this together and let's show up to see what these Templars can do. As they say, Shalun favors the fast (and the brave!)
The crafting price from upgrades not placed on the ship was not returned
Sir Jasper's delivery of artifacts bug (losing item) is now fixed
Player cannons can fire even if an enemy is destroyed.
Crumbly is marked as "Medium" - the correct one is "Very Hard"
The dismiss crew text had the wrong alignment.
If you have a full inventory and click ESC when holding an item and a chest is open: item is lost.
The workbench on the fort side of the player island is now disabled to avoid confusion until it is added to the game.
New
You can now add sailors to a bottle when you need to Dismiss sailors (if a magic bottle is available)
New menu for Sir Jasper's item quest
Weekly pay to crew update, make it less punishing: It is instead of instantly set +- on the current moral. So for instance, 0 gold equals -2 points (if the crew is "Euphoric" they will now be "Normal" not on the "Mutiny" level.)
I have finally released a brand new teaser of my upcoming survival horror game, I am going to be trying my best to get this game released soon at the highest standards possible.
This game is a survival horror game (not in any way like LIDAR Survival), with new features and gameplay that will be unique to the horror game franchise.
Note: - This is not the only map in the game there will be several and this one is showcased as it is fully finished and ready to show off, - I will be uploading more videos on this game as well as some gameplay reveals in the future (possibly development logs), - Multiplayer (PVP and/or Co-op) is planned at some point, either on launch or as updates progress.
I am heavily dedicated on creating this game and will try my best to get it out as soon as possible at the quality I see it ready as, many features will get added and I'm open to suggestions if anyone feels like leaving them.
Our 70% sale is in full swing, and we're loving the party! Join now for the ultimate gaming experience and save 70% on our game, Tactical Vengeance: Play The Games, on Steam! Get ready for an explosive action-adventure where every bullet counts and every decision can change the course of the game. Our game puts you on the front lines, where you battle hordes of enemies and embark on challenging missions that require both sharpness and tactical savvy.
In our intense shooter game, only the strongest and most daring can survive. Gather your team of fearless warriors, arm yourself with weapons, and dive into the fight for victory and honor. Whether you prefer to be a sniper, an explosives expert, or an invincible tank soldier, we have something for everyone.
Experience the adrenaline rush as you navigate through dangerous environments, challenge rival teams, and fight to conquer terrain and resources. With our innovative multiplayer features, you can collaborate with friends around the world or compete against them in epic battles for dominance.
So what are you waiting for? Take your friends on an action-packed journey through our game universe, where only the bravest will survive. Save 70% on our game on Steam and experience the ultimate gaming adventure today!
Stay connected by joining our Discord community to stay up-to-date with the latest news and updates about our upcoming game features, as well as other exciting developments and beyond. Join us on Discord today and become a part of the journey!
If you experience any bugs, please report them to us as soon as possible on our Discord.
We've released another hotfix for the latest content update that addresses some bug reports and general QoL improvements.
[GAMEPLAY]
- Added M-LOK Rail slots to Benelli Agency Handguard - Added BenelliIinventory open/close animation - Added all AR-15 Pistol Grips to the same pool - Limited Mission Reward Value. (There is now a max each mission can provide)
- Fixed Injector disapearing. - Fixed equipping tablet causes other player's inventory to be closed. - Fixed WASR handguard being compatible with SAG upper rail. - Fixed Inbox sites not showing correctly. - Fixed turning on NVG while inspecting weapon to stop weapon being functional. - Fixed AI spawning during a raid.
fixed production cycles not being deterministic, causing production cycles to have varying, usually longer then intended durations changed default production cycle duration to 3 days when building is fully staffed by employees without Factory skill and 2 days if Factory skill is maxed out fixed Happiness Bonus reducing resource amount taken during production halved Production Lenght Multiplier on Non Bio to Bio seeds and saplings production (if fully manned with no Factory skill, it will take 6 days to complete cycle) Production Buildings storage is now treated as if it has Cold Storage uprade updated building sprites increased Expiration Date on every Resource to 30 days if given Resource has less then it removed requirement, reduced price and cost for "Bank offer" training (Loans and Lease) fixed Dates having DD.MM.YYYY format instead of MM/DD/YYYY in several places if "Fahrenheit" option is selected fixed second production line not being shown in Production Manager removed Plant Factory from blocked building list for second player in "Organic business" Multiplayer Scenario fixed Plant not changing on second field if Field Modal with first was not fully closed
[undocumented changes from 0.8.20240526.324]: fixed issue with when Produced Resource is not found, causing animal production breaking (mainly affecting Turkey) fixed animal count being greater then maximum space for animals in buying/selling/moving view if new animal is born fixed trees not being hidden when Layers are active (follow up to grass) disabled beig visible outline on trees, causing weird glitchy effect added more variety for seedling and saplings in Tree Planter and Transplanter (Bush seedling, Cactus seedling, Coconut seedling, Tree seedling) updated localization
The previously announced client changes are now on the test client, and we’d like to invite all of you to check it out and help us iron out the quirks. All features and most optimization work mentioned here is limited to the modern (default) renderer, as that’s where we focus our efforts with most of the improvements.
New terrain renderer
The terrain renderer was completely rewritten, mainly in order to make it use significantly less graphics card memory and to allow us to add more features there easily. You should encounter less pop-in as terrain gets less detailed in the distance, as that’s handled in a way that should do it further away from you, and with some transition animations
Terrain tile textures have been remastered to double the resolution, and we have added dynamic mesh tessellation, which adds small geometric details on every tile near you. This is currently limited to the high Terrain Detail setting, but so far, it didn’t seem to affect performance that much, for how large of a visual improvement it is.
For future improvements, this will also allow us to make distant terrain more detailed quite easily, but it isn’t in scope for the initial release.
Eye adaptation
Right now, the level of light that’s received by the player’s eyes remains a sum of the light in the scene, similar to having a real world camera set to a constant exposure, so at some point if the lighting is too intensive, it completely washes out the details as the intensity of the colors to be rendered goes beyond what your monitor can show you.
In situations where there’s a lot of light in the scene, white objects get washed out completely and turn into a white, blinding blob. You’ve definitely seen this happen with snow, marble items and other bright colored objects, as those will reflect most light.
Test client has a new feature that automatically adjusts the exposure, it's always enabled on the modern renderer. In simple terms, this reduces the overall brightness of the scene if it detects too much light, and increases it slightly if it’s too dark, just as your eyes do. This has a bottom limit so you will still need lamps and lanterns at night or in caves.
Lighting and environment reflections
Shaders that apply lighting to the world have been changed to use some more modern formulas, to a bit more closely resemble reality. It's now much closer to how most newer games do lighting.
This mostly affected metallic objects, which will now show more complex specular highlights and reflect the environment around them. Those reflections include only terrain and the sky, to avoid impacting the client performance negatively, but that’s enough for things to actually start looking like metal.
Intensity of reflections may have to be tweaked on a case by case basis, as retrofitting such changes to existing assets means it won’t look immediately perfect on everything. Expect some things looking too shiny, or too dull - please report it on the forum (here) so we’ll know to tweak it.
World Lighting changes
You may have noticed sunlight still affecting the world during the Wurm night, hitting the objects from odd angles without casting any shadows, often giving everything around you a yellow hue at certain times of night.
This was fixed, and in the phantom sunlight’s place, moons now emit light and cast shadows just like the sun does.
Multiple moons cannot cast shadows simultaneously, as that would be very bad for performance, so the game decides which of the currently visible moons is active based on their size and how high up in the sky they currently are.
MacOS compatibility
Modern renderer will now finally be available on MacOS, along with all of the improvements mentioned here. So far, there’s only one feature that isn’t working the same as on other systems, and might not make it there any time soon - MacOS cannot use an OpenGL version higher than 4.1, and that blocks us from being able to enable our rendering depth precision improvements.
That normally reduces or even completely removes Z-fighting in the distance, the issue where objects flicker as if unsure which one should be rendered first, due to computers not being great with large floating point numbers.
We’re unclear at this point about the performance of the modern renderer on newer Mac devices - it shouldn’t differ much from Windows, but older Macbooks with weaker GPUs may struggle. I was only able to test it on a 2015 Macbook Pro so far, but it’s a rather slow machine by today's standards so the performance was poor as well.
I’d like to hear from any of you that play on Macs about the performance and whether you encounter any graphical glitches or crashes.
General performance
Other than the terrain changes improving the performance, the client update includes many smaller optimizations that should lead to overall better performance, and even less VRAM (graphics card memory) being used. We hope that allows you to either run the game with better settings, or just to run more clients at once without having to resort to the legacy renderer.
Our ambient occlusion effect, generally a very demanding setting, should now have improved performance everywhere, but especially when combined with a high display resolution, where it used to kill the framerate the most.
Testing feedback
All of the changes mentioned above are now on the test server, and will soon also arrive on live servers. If you get a chance to test it, please let us know here if you encounter any issues, client crashes or poor performance compared to the regular client. The screenshots here are only a limited overview of the changes. When you post feedback, please base it on what you encounter on the test client.
With any issues, the console.log file generated during the same client session is key to us working on fixing those. That means you have to copy it over before running the client the next time. You can find it in your Wurm data directory, named console.Username.log
Don't only post the error part of the log, if you find one in there, as the log file also contains your client settings which are usually needed for us to reproduce the issue to be able to fix it sooner.
There are certain things that won’t make it to the launch of this client update, but will follow soon as a part of smaller updates.
Java runtime upgrade - we aren’t able to proceed with this until we get a new code signing certificate, to sign an updated version of the launcher with, which we have had some issues with acquiring as the process for that has become more complicated in the last couple of years. We are in the middle of getting that certificate, but it may still take some time as a lot of verification is involved.
Lamp shadows - this is something we’ve shown off a few months ago. Lamps and other small light sources will finally cast shadows, rather than lighting up areas behind obstacles like walls, however it needs more optimization work to limit the performance impact in scenarios where there are a lot of light sources around a small area.
AI combat system The AI combat system is working now and it looks EPIC. There still couple of nuances that need to be done and adjusted for a proper battle but the core system and battle brain for the AI is implemented finally
Attack Animations We will have to find the best suited attack animations for the LMB combo , We made it better but still did not find the best fit YET. Only after continuous testing .
Viking shields Had to design ourselves and recreate all viking shields to have unique ones after seeing repeating designs in multiple games. We plan to apply this approach to all assets in future builds to make everything uniquely identifiable with Battle Charge
Battlefield Zone Battlefield Zone Implemented: We've added a battlefield boundary to the game. If you stray from the combat area, you'll receive a 10-second warning to return or face execution for cowardice
UI screens Started adding UI screens. the hard part is that the screens have evolved during years of development and concept creation. We have to make sure it is consistent and user friendly before we refactor for the full game.
HUD In game UI elements are shaping up and we will need to make these data driven when the first game loop is done
Capsule Art Evolving our logo and Capsule art . after working with different artists A/B testings still brought us back to our own design. We will evolve this.