A lot of you have requested a tutorial on how to play STRIDEN. Here is a very basic one!
Hey everyone! Glad to see so many players trying out our first open playtest session for STRIDEN. Thanks for playing and giving us feedback on how we can improve the game for Early Access. Something that we heard a lot is that we missed a tutorial on how to play the game. We are sorry that the game does not include it but we want to give it a shot here. So we made a super quick video for the absolute basics of the game functions. Here are some other tips and info that the video does not have.
Class infos::
● Assault: ○ Class Ability: Dynamite Stick - Chock explosives that kills enemies in a radius of 4-5 meters. It also can breach up Enemy Stronghold Doors & Windows. ○ Construction Item: Sentry Gun - Guards your Stronghold from enemies. Very effective against bears.
● Engineer: ○ Class Ability: Breaching tool - Can breach into locked loot places like military storages, bunkers, containers and Strongholds. ○ Construction Item: Barricades walls
● Medic: ○ Class Ability: Healing Soup Can - Heal your teammates by holding down the left mouse button or right mouse button to heal yourself. ○ Construction Item: Stationary Healing Station
● Support: ○ Class Ability: Ammo box - Restore ammo for you and teammates by throwing it out on the ground. ○ Construction Item: Stationary Ammo Crate & Vending Machine where you can store Food and Drinks. Hit it with your hammer eject storage items.
● Spotter: ○ Class Ability: Spawn Beacon: Placeable Spawn point with low respawn time. ○ Construction Item: Land mines that you can dig down everywhere on the landscape.
Loot tips: ● Military Areas have more weapon parts then other regions ● Industry Areas have more Blueprints but less Weapon Parts ● Civilian infrastructures have more food & drinks items.
Weapon tips: ● Remember to store your weapons parts into the weapon table. Then you can share weapon parts with your teammates ● You have 3 weapons slots: Primary, Secondary & Explosives. ● Airdrops are the only source of Rare & Epic weapons parts that you need to upgrade weapons. That's why Air Drops are so important in the game. ● Remember that you can upgrade your bought weapon by clicking the variant button.
Gamemode tips: ● Remember to close the door when you leave the stronghold. When it is closed enemies can not open it, only breach it. ● You can steal electro tubes from enemies' strongholds. They can also steal for you, so have a good defense. ● Airdrops is the best source for team score, if you stand in the inner radius you will get 50 team score every 4 second and other radius 25 team score every 4 seconds. ● The more teammates you are inside the airdrop capture radius the quicker it progresses. ● Use our VOIP System to communicate with your teammates. Hold LEFT ALT. ● Hold Q to use a common rose. Tap Q to spot enemies ● Support have ammo crates, so be sure to have support in your team and also build an ammo crate inside your Stronghold with your Support Class. ● If you hear a click sound from a land mine, standstill your teammates can diffuse it. 50/50 chance to succeed. Spotter Class have a 100% chance to diffuse it. ● You can respawn on teammates, spawn beacons, strongholds and spawn beacons. ● Best way to kill a bear is with a shotgun ( Secondary weapon in weapon table )
Also remember that this is a work in progress build of the game, we have more to do before early access. The game still lacks lots of functions, content, balancing, sound mixes and content. So we are so happy that you guys are taking the time to test the game and give us all the feedback that you have. Thank you and see you in STRIDEN.
F - hold it down to open inventory G - Gasmask T - Construction tool, right mouse button to construct meny and left mouse button for melee M - Hold it down for showing the map Left ALT - VOIP Q - Tapp for spotting / Hold it down for common rose Enter - Chat to all
A massive Kingdom Karnage update is launching right now! It's packed with improvements to PvP, Catacombs, and Midas.
PvP Changes: 1) PvP AI Match: After 10 minutes in the queue, an AI match will be offered. 2) Adverts in PvP Queue: Watching adverts while in the PvP queue will reduce the waiting time for an AI opponent by 3 minutes per advert. 3) PvP Matching & Rewards: For 30 seconds you will be matched with players in your own league. If no player is found you will be matched with any queuing player. If you are matched with a player in a higher league, your rewards are increased to compensate: - Defeat a player in a higher league than you to receive an extra 1000 diamonds. - Lose to a player in a higher league than you to receive an extra 500 diamonds. 4) Loot Drops: PvP leagues no longer control loot drops in dungeons. All players now have the chance to loot any rarity. 5) Loot Chances: Higher PvP leagues will now boost your loot chances—higher league equals better rarity loot chances!
Catacombs Update: 6) Boss Power: The dungeon boss power has been changed. 7) Bug Fixes: Various bugs have been fixed to improve gameplay.
Midas Update: 8) Golden Touch: King Midas now has Golden Touch at all levels! 9) Midas Pool: The Midas Pool now receives a larger slice of the prize pools.
Other Changes: 10) Deadeye & Longbow: The stats for Deadeye and Longbow have been equalised for balanced gameplay.
As always if you like what we're doing or don't like what we're doing drop us some feedback!
Version 1.13 is now ready for testing in the beta branch. This new version is a continuation of features introduced in 1.12, which were spun off to its own version, since 1.12 was complex enough.
Pax path walk legs
Pax are now able to plan paths including the act of walking between two stations, instead of taking a train. This includes cases where there is no possible train between stations, and when the train exists but it will faster to just walk (at least at the time of arrival). These walk legs are modeled as walking in a direct line (unrealistically fast) at 1 m/s (unrealistically slow), so it evens out.
The feature is meant to model the generic act of walking between stations. In particular it's not meant to model explicitly signaled OSIs, or fare zones for example. These real world cases are still a particular case of just walking between stations, so this feature aims at the more general case. This feature is also not able to consider things like rivers, mountains, country borders, particular streets or paths, islands, bays, etc. All these cases would require a combination of street routing and terrain routing and are an immense amount of work, and out of scope for the game.
If one or more of these cases bother you, or you just don't want to have walking legs for some stations, it is possible to disable them by changing the max walking radius of the station to 0. For a walking leg to be allowed between stations, both of their center points (the small circle displayed when you disable all station names and icons) must be within each other walking radius. A walking radius of 0 cannot contain any point so no walk legs will be possible.
Station capacity and station halls
A recurrent player complain about the station system, always supporting an active thread in the forums, is the 10k transfer pax limits in stations. In 1.13 this limit has been lifted to 100k, and train boarding speed has been increased by 10x to compensate. Additionally there's no more limits to newly spawned pax, or limits related to the number of platforms. This is now possible since the original limits were put in place when the pax pathfinder was much slower. In the years since that decision was made its performance has improved immensely, and the game became deeply multithreaded, so now it's a good time to test this increase. I say "test" because during the beta period it will be evaluated what is the performance impact if this change and it will be toned down if it's too bad for some players.
Additionally, in order to support walking legs, station halls have been introduced. Stations can now store pax in 2 places: the platforms and the hall. Pax in platforms behave like always: they are eligible to board trains. Pax in the hall are not allowed to board trains. Instead they have a countdown timer, and when it reaches 0, they are moved to the platforms. If the platforms are full, they remain in the hall, waiting for a spot. Hall capacity is unlimited.
Assets map overlay
Station and train asset listings can now be displayed on the map as a "blob" overlay:
These blobs are circles whose area is proportional to the listing max value. You can change the colors, including the transparency. Adjusting the degree of transparency also enables a heatmap-like view. The map updates in realtime just like the asset listing, and it can also clamp the range to the visible objects by using the existing "on map" button in the assets panel.
Between June 6, 2024 and June 13, 2024, the following items will be available:
TOS-1M Buratino
The TOS-1M Buratino is a prototype version of the Russian TOS-1/TOS-1A heavy rocket launcher. It was designed in 1997 at Omsk as an improvement to the old TOS-1 whose roots go back all the way to the Afghan War. You can read more about it in our dedicated article.
In Armored Warfare, the TOS-1M Buratino is a Tier 10 Premium Tank Destroyer. As befits its massive rocket launcher installed on the top of a T-90A MBT chassis, its firepower is all but unparalleled and you are looking at perhaps the most destructive vehicle of Armored Warfare. It is available in two configurations – with fast-launching 122mm rockets and the iconic 220mm rockets that can be unlocked either by installing a skin (Koshmar), or by progressing through an active Battle Path.
The TOS-1M is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.
Koshmar Bundle
Additionally, we've prepared a skin bundle with a new skin. The skin “Koshmar” we have prepared for you is for the TOS-1M Tier 10 Premium TD. Not only is it cool looking, it also unlocks the overprogression modules for you, including the 220mm turret and the 220mm thermobaric rockets. You can read more about it in our dedicated article.
The skin is available as a part of the Koshmar Bundle, which contains the following items:
Skin: TOS-1M Koshmar
3 Platinum Loot Crates
500 Gold
This bundle is available in our Web Shop.
Kurganets-25
The Kurganets-25 Infantry Fighting Vehicle is intended as a cutting edge future replacement to the old BMP series in Russian service. While not as chunky and expensive as the T-15 Armata super-heavy IFV, it’s designed to finally offer the 21st century protection levels the Russian military has been demanding for a long time. However, the design turned out to be quite expensive and while it is currently undergoing state trials, it is unlikely to be ever mass-produced. You can learn more about it in our dedicated article.
In Armored Warfare, the Kurganets-25 is a Tier 9 Premium Tank Destroyer. Even though it offers decent protection and mobility for its class, this vehicle is all about firepower. To make sure you always have the right tool for the job, it comes with three distinctive weapon systems – a 57mm autocannon for light targets, fast and small Bulat missiles for highly mobile targets and, finally, full-sized ATGMs that can defeat pretty much anything on the battlefield. If dealing damage is your thing, few vehicles will match your playstyle better.
This bundle is available in our Web Shop.
Msta-S
The Msta-S SPG was developed as a replacement to the older 2S3 Akatsiya. The goal was to match (or surpass) the newly developed NATO artillery pieces with long 155mm guns. The production began in 1988 and is currently ongoing with a modernized variant rolling out for the Russian military. More than 500 Msta-S SPGs are still in Russian service and dozens were exported to several other countries. It has seen some combat during the Second Chechen War and the War in Donbass. You can learn more about it in our dedicated article.
In Armored Warfare, the Msta-S is a Tier 9 Self-Propelled Gun, which makes it only usable in the Global Operations mode and in PvE. It comes with two shell types – a slow-flying one with a high flight arc, and a fast-flying one for use against more mobile targets.
This bundle is available in our Web Shop.
Khrizantema-S
The Khrizantema-S is a dedicated tank hunter, built on a modified BMP-3 hull. The first Khrizantema-S prototype appeared in public as early as 1996 with the initial production variant (9P157) entering service in 2005. Around 2010, an upgraded variant called 9P157-2 appeared with a modernized Ukrainian optics system and a hull machinegun the original model lacked. This variant was in use until 2017. You can read more about it in our dedicated article.
In Armored Warfare, the Khizantema-S is a Tier 8 Premium Tank Destroyer. It is quite a stealthy vehicle armed with a twin ATGM launcher. The key to achieving excellent results with this machine is long-range ATGM sniping followed by rapid relocation. The missiles are quite powerful and make hits easy thanks to their excellent performance.
This bundle is available in our Web Shop.
Gadyuka
The Gadyuka (“Viper”) is a Soviet-era fire support vehicle consisting of a T-72A hull and turret but instead of the main gun, the vehicle is armed with two 30mm autocannons and two rocket pods in order to perform better against infantry in urban and mountainous environments. A single prototype was built in 1996 and even though the project was cancelled, it eventually led to the rise of the BMPT Terminator series. You can read more about it in our dedicated article.
In Armored Warfare, the Gadyuka is a Tier 6 Premium Tank Destroyer. Despite having only average protection, its two 30mm autocannons can, along with deadly rocket salvos, rip through enemy vehicles with ease. Indeed, the Gadyuka is one of the most destructive vehicles of its Tier and a worthy addition to every player’s arsenal.
This bundle is available in our Web Shop.
Pile of Gold
We also have the Pile of Gold Loot Crate for you. This Loot Crate contains copious amounts of Gold for you to win.
This Loot Crate includes:
250.000 Gold
100.000 Gold
50.000 Gold
10.000 Gold
5.000 Gold
1.000 Gold
500 Gold
100 Gold
This bundle is available in our Web Shop.
We hope that you will enjoy this offer and, as usual:
There will be a live stream by the game director(also a bilibili uploader from 08.00 to 12:00. You're welcome to join and interact! The producer speaks a bit of English and Japanese, so feel free to communicate with international players and friends."
If you need any adjustments or have specific requirements for this translation, please let me know.
Dear Players, We would like to invite you to our Copper Lake competition on: 23/06/2024 at 16.00 MSK / 15.00 CEST / 09.00 AM EDT Players from all regions can take part in the competition. Registration for the competition will start 1 hour before the competition starts using the In game competition system. Duration of the competition: 48 game hours (2 hours). Competition type: In-game competition system. The competition will take place at the Copper Lake. Target fish are: F1, Barbel and Tench (max weight of 3 fish species).
Rewards:
1st place: 6000 Silver + 14 days Premium
2nd place: 5000 Silver + 12 days Premium
3rd place: 4000 Silver + 10 days Premium
4th place: 3500 Silver + 7 days Premium
5th place: 3000 Silver + 7 Days Premium
6th place - 7th place: 5 Days Premium
8th place - 10th place: 3 Days Premium
Rewards will be paid within 7 days after the competition finishes. See you all at the Copper Lake. RF4 Team
(Released: June 11, 2024) Summary: Minor release, bug fixes
Added:
[Library] Convert Substance fonts into regular font files [Illustrator][SVG] Give thumbnails in scope selection a light gray background [Python] Add function on bitmap source to list available color spaces
Fixed:
[Layer Stack] Folder always closed when moved in or out other folders [Save] Project file is lost when "save as copy" or autosave fails in specific cases [Import] Assets with same name but different extensions are overridden Settings missing when using anchor point in image inputs [Illustrator] Cannot import Illustrator files after server crash without restarting Painter [Python] Instance parent cannot be set with type "properties" [Python] Setting the high poly as a baking parameter does not load the high poly [Python] Error message for set_color_space() is too generic [Python] Reference sources allow to create cycles
Known Issues:
[Color Management] HDR color space conversions with ACE on Linux produce clamped colors [Regression][UI] Right-click Menu is too small on HD screens [Crash][Python] USD export triggered by TextureStateEvent [MacOS Intel] Crash when importing some presets [Illustrator] Crash exporting a UV Tile with .ai graphic in specific cases [Dynamic Strokes][Path] Random per stroke does not work on a path
We are bringing more fixes and additions to the Outlands! There are multiple improvements to video options, UI, and map control. Thank you for your support and feedback. It helps us keep improving the Vigor experience.
Read the full changelog:
Added: Auto-detect video options for Radeon GPUs Improved: Cursor map navigation Improved: Ultrawide resolutions and their UI Fixed: Incorrect icons for map controls Fixed: Disappearing scoreboard after death Fixed: Changing video options in a different language removes grass and trees Fixed: Missing grass after loading to a map Fixed: Wrong UI Key for placing a marker on a map Fixed: Reset is not working for in video settings Fixed: Resetting advanced video settings is forcing the game to set the resolution to the lowest one Tweaked: Auto-detect video settings