* 몇몇 연출이 어색하게 나오던 현상을 수정합니다. * 에델트리드를 '영광의 대문거리'에서 리타이어 시켰을때, 자애의 성당에서 출현하던 현상을 수정합니다. * 몇몇 툴팁과 오탈자를 수정합니다. * '베카'와 동행하지 않았는데, 흰 괴물이 먼저 나와서 퀘스트 진행이 꼬이던 현상을 수정합니다. * 번개강화 물약의 재료에서 '맑은 결정'이 제거됩니다. * 무기 '천둥매의 발톱' 스킬 계수가 소폭 조절되었습니다. * 무기 '외골격 건틀렛' 스킬 계수가 소폭 조절되었습니다. * 스킬 '비호의 역장'의 역장 수치가 100에서 50으로 하향됩니다 * 부장비' 덩굴채찍' 스킬을 사용할 시 공격모션이 잘못 출력되던 현상을 수정합니다. * 흡혈귀 엔딩'에 '마리아'의 부재 시 어색했던 문구를 수정합니다. * '기사 엔딩'에서 '캐룰라'와 특정 관계에 있을 시 추가 문구를 출력합니다. * '수해에 얽힌 마탑'에서 장소이동 설정이 잘못되었던 구간을 수정합니다.
Hello Folks, the ⚜️Sword&Shield Simulator⚜️ playtests have been updated💫
Patch notes:
Added➕: -New cart movment -New system for loading cart -Improvments for animations -Lighter footsteeps -Quieter cart sound by default -Highlighting items on battlefield while crouching -Native resolutions -Motion blur check in settings -Changes footseps paths in Danburg
Fixes🔧: -Leaving cart player stuck -Broken cart near Aivar, interaction, leaving -Blockers that checks if player are going outside map with cart -Coliders in Danburg -UI bug when dropping items from inventory -Collision that blocks picking up items near cart -Broken wheels double information about wheel status -Cups mini-game win award -UI that shows tutorial screens resized -Hole that was near wall
We hope that this patch will provide better experince and we are waiting for your feedback espescially for informations about new cart movment and system loading, we want to know what do you prefer old system or new? Let's see who is better blacksmith.
Attention❕ We are still working on Antivirus issue and below we are posting another step what you can try to bypass crash. Go to steam right click on Sword&Shield > Properties > Launch options > try to write some of them: -dx11 -d3d11 -force-d3d11 -windowed -d3d11 -dx12
So we are sharing the work process through the example of such small mechanics as window opening and closing and windshield wiper operation.
The first video shows preparations for creating the “window opening | closing” mechanics.
First, we create a window controller component that belongs to the base class. This is done so that in the future, when the player adds new cars, this controller will automatically find them without additional modifications.
Next, the controller logic itself is written. First, we get a link to the car. The purpose of this is to get the active car that the player is currently driving.
Afterwards, you need to add window components to the car itself; they are assigned a tag so that the controller automatically finds windows using the specified tags.
After the tags are added, the logic of automatic window search is implemented. We search for tags through cycles and note down a link to the windows. Further logic will use these links to access windows to open and close them.
At this stage, the main thing is to determine at the very start the correct type of class to refer to when searching for windows. The video shows that it was determined incorrectly the first time. In the viewport (where the car model was), the developer selected transformation data that would participate in further logic. During this procedure, the problem of an incorrect class was discovered, and the class had to be changed in the automatic window search cycles, which is why errors appeared.
We would like to specifically note that in some cases, you have to manually change the logic on Blueprint. When the class is changed, not all nodes can be rebooted.
The second video is the longest and is where the main workflow takes place.
After the initial logic has been written, we need to write an input filter: how the input system can understand and pass logical data when a button is pressed.
When developing similar mechanics, our team always takes already implemented code as a basis. The reason is that the initial logic is most often the same and, to save work time, it is no use to write the same thing every time when developing a new mechanic. Therefore, at the beginning of the video, there is already a part of the previously written code.
Next, we adapt the copied code to a different implementation. In this case, the logic is prescribed – what will happen when the player presses the button to open/close the windows. After that, we write a function that will access the window controller and trigger the “start window motor” event in it. The “window motor” works using layered mathematical functions within the input filter.
Also, it is necessary to implement the following logic with the limitation, “There must be one button for one window.” How we did it:
1. When the button is pressed, if the window is completely closed, it starts to open. 2. If the button is released, the window will remain in its current position. 3. When the button is pressed again, the window should continue to go down if 3 seconds have not elapsed since the previous release of the button. This is done so that the player can choose the desired degree of window opening. 4. If more than 3 seconds have elapsed, the player most likely wants to close the window, so the window should begin to close. 5. If the player lowers the window completely, then, when the “window” button is pressed again, the window should begin to go up without waiting 3 seconds. This logic is implemented only on mathematical operations and window states. As a result, the filter sends only one value: in which position the window should be in the dimension from 0.0 to 1.0.
Now we need to implement a transformation of the window model based on what data comes from the input filter.
First, at this stage, you need to decide how the window will move: along which axes; linearly or nonlinearly; whether a spline is needed to move the window.
It was decided that the window would move linearly at the same speed along a spline, since we are working on passenger cars. Their windows don’t just open up/down. Real cars have window guides under the door trim; in our case, splines served as such guides.
For each car, you can adjust the window movement for a specific model.
You get the current window transformation on the spline. We convert the coordinate value to values from 0 to 1, and move the window to the new coordinates. We arrange all these transformation calculations into an optimization function, since these calculations are called every frame while the window is moving.
The “open | close windows” function is ready! In the last video, you can see what it looks like.
As a bonus, we attach a video of the creation of a windshield wiper controller. Basically, this is similar logic. We also obtain a link to the car and use automatic search for windshield wipers. Additionally, the presence of windshield wipers is checked because not all cars have a rear windshield wiper.
The only obvious difference is the input filter, since here you just need to press a button and change the mode (speed) of the windshield wipers.
In the windshield wiper controller, we obtain the required speed of movement of the windshield wipers, and set it in the animation, which was previously prepared by 3D artists.
Now you can see the result. You may notice obvious graphical artifacts in this log. We specifically note again that the work is still underway: the video does not show the final result. Developers’ logs are released every two weeks, don’t miss them!
Have questions about the game? Want to know more about upcoming features, gameplay mechanics, or the development process? Now’s your chance! Fill in the form and ask the dev team anything you want to know. Your questions will be answered in our upcoming Q&A session! 🔗 https://forms.gle/v7vQCuZpu5wDnJ2d8 Don’t miss this opportunity to connect directly with the developers. Submit your questions now!
Infinity Wars: Animated Trading Card Game - supercookie
Greetings Rift Runners! We have a few fixes for you, drawn from the depths of the dark Lightmare machinery.
Additionally, the in-game preorder is now live for the upcoming Promotional mini-set, which will release on June 15th! Please join the official Discord server to see the card reveals as they come out over the following weeks! You can also see a preview of one of the art pieces below.
Patch notes
Fixed Zuza, Angelic Siren not correctly giving up control of the enthralled character.
Fixed Mathilda “Mads” Fianna and Subdues The Meek not actually overcharging cards.
Restore wording for Undisturbed Necropolis to “previous turn” (the previous wording change was not an accurate reflection of its functionality)
Fix Avatar of Daode not growing from non-Character damage sources.
Xac, Lost in Lunacy’s token has been updated for consistency with other transforming cards.
Fixed Undead Corruption granting all cards in the game the Undead type when the target is resurrected, not only itself.
Fix Resolve of the Dragon exhausting for 3 turns instead of 2.
Fix Champion’s Attendant having 0 morale instead of the intended 7.
Fix Ashes to Ashes and Dust to Dust not breaking Shields and Barriers.
Added VFX to Asu-Ra’s hunt-success trigger. Previously it was hard to notice.
Fixed extra tooltip on Aura of Arrows.
Martyr card names restored (removed “The”)
Fixed Nix, Justicar of Dawn’s pack opening glow color.
Added a lot of missing tooltips (highlighted terms) to card text descriptions.
Fixed some potential issues with pack opening.
Optimized performance of internal card searching for card effects.
Hotfix changes - 0.89.2
Fixed the 3 cost trading post ability not working at all.
Fixed Sentinel Swarmer drawing cards from Insectoids played by the opponent.
Fixed a number of tokens missing their faction tags (such as the factionless Insectoid tokens missing the Factionless tag)
Cost-changing aura effects now always affect only the Hand, Command Zone, Graveyard, and Deck. This means, for instance, that having a Gabrielle, the Torch in the Dark on the battlefield will no longer mess up your Repel. This change affects the following cards, which previously worked in a variety of different ways: Gabrielle, The Torch In The Dark, Tithe Collector, Demon of Dark Bargain, Untapped Wilderness, Hellmouth Labourer, Xi, Who Wanders Far, Bek, Dragon Tamer. Self-cost-changing effects like Azael are not changed, and still take effect in every zone.
Grand Master Rome’s tokens are now multi faction, just like him (rather than only DoD).
Fixed torment intruder not dealing damage with glorious warriors effect.
Fixed deck builder type filter failing to locate vault of the void.
Added autosave function. Autosave only works in survival game and has time interval. Autosave is separate save file
Autosave interval has option in settings
Load Game menu has "delete save" functionality
Just to notify the player, When Some stat reaches dangerous percentage, whole upper-right corner flashes (except tool health)
Storages now change weight based on sum weight of contents, but with player friendly multiplier (something like 0.5). Storages for bulk have even better multiplier (like 0.1)
Quit to menu button has more menacing look.
Bugs fixed:
Casting form is no longer destroyed after metal part removal
Was empty handed when loaded saved game where player was holding an item,
Cloth and storage menu is now more consistent
When crafting table generates item photos, it did not use mesh offsets, (fixes stone picaxe for example)
Crash related to missing nature chunk, was fixed, bot chunk can still go missing.
Please let me know if performance is better, it should be a little