Hello Champions, another round of fixes coming your way! Thank you so much for all the reports and feedback, we're listening and working to make Champion Shift the best we can!
GENERAL
Currency is now tracked in real time while you play.
Steam Cloud Save has been enabled! You might experience an issue with "The Assassin" and "The Moon Maiden" achievements with cloud save, where they turn off. While we take a look at these, you can re-unlock them by playing the game normally and reaching the end-of-run screen. We're working on a fix for the next patch.
BUG FIXES
Resolved an issue that was causing Quickplay to crash after some time. This is being actively monitored, if you experience a crash, please let us know about it!
Fixed an issue where currency amounts weren't being properly awarded.
Fixed issue with Celestial Gifts and Hero Abilities not being awarded upon proceeding to the next stage.
Added additional safeguards to the stages to prevent game entities to crash the game session.
Fixed some achievements not being properly tracked.
Fixed a bug where Durendal's clones were incorrectly spawning more clones (Cloneception!).
Fixed a bug where Wukong's clones were incorrectly triggering Trickster's Fury.
Fixed various stat gift descriptions that had the incorrect values.
Fixed an issue where MULTISHOT bonuses weren't being properly awarded.
Fixed the formula for the size of the drop radius and explosion radius for Sabotage mission (50% Increase).
Misc bug fixes and improvements
That's it for now! Expect more patches soon, and once again, thank you so much for the feedback! Till next time, keep on driving Champions!
Welcome to the 126th War Thunder Steam Screenshot Competition!
The screenshots you captured last week were very nice! Seek and Destroy introduced many interesting new vehicles and a new sub-tree for France. The Summer Sale has started, be sure to check it out! The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 126th edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen126. You have time until the 5th of July to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Terms:
Your screenshot must include a player vehicle in the desert or with sand.
You must add the #WTscreen126 tag (title cannot have any other text in it).
Artists may only win by popular vote once per four screenshot competitions.
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Screenshots need to be compliant with the War Thunder rules.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 14 working days.
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And now, time for the winners of the competition’s 125th edition – Seek & Destroy!
Welcome back to another Broken Psyche devlog! This week I want to touch on the menu, and the gimmicks that I have created to make it unique and "fun". I also want to touch on the settings and accessibility settings the game will have. If you have anymore settings you'd like to see, please reach out and let me know.
Here is an un-edited video of the menu + the menu music. The idea of the menu was to invoke a sneak peak into the halls of the asylum the player will end up walking through. Interestingly enough, when I first made the hallways they were relative to the real halls in the actual game. But I then noticed how plain and same-y they all looked, so I added a bunch of new props into the menu halls, which eventually translated to me editing and spicing up the actual halls in-game.
All the halls are randomly generated to appear, so you may see some repeat halls. As of right now there are 8 total. (More to possibly come in full release) https://youtu.be/8I8MEM2PImE
Because Broken Psyche is a horror game that touches very dark and gory topics and subjects, making an accessibility tab won't cover all the bases. For example, hiding blood, scenes of death, high anxiety moments, killing, etc would destroy the purpose of the game. So the settings I currently have are pretty basic but also don't destroy the game's atmosphere.
Right now I have subtitles that will let players who are hard of hearing to anticipate incoming dangers and jumpscares, as well as an option to turn off rodents and spiders in game.
Graphically and audio wise you can edit just about everything. Don't really see a point in showing them here, as it's pretty standard stuff. I am however looking for more ways to make my game more accesable, so please feel free to either emial me at kamendeveloper@gmail.com, contact me on social media, or event comment down below what settings you'd like to see next.
As of right now that's all I am going to show this week, and I hope everyone has a great weekend! Next week I might be showcasing some more core features like the "Mind Health" and sanity functions.
Thank you all for your continuous support and feedback! Every piece of input is invaluable to us. We are excited to bring you the latest updates:
1.Optimized Weapon Handling and Combat Feel: Improved the physical feel of grabbing and fighting with weapons. 2.Fixed Music Bug: Resolved the issue where game music would stop if the VR view was obstructed. 3.Optimized Map Chest Locations: Adjusted chest positions and improved the chest opening experience. 4.Optimized Backpack Area: Enhanced the usability of the backpack area. 5.Lowered Initial Training Camp Difficulty: Made the initial difficulty of the training camp more user-friendly. Thank you for your support of Stellar Plans!
Today, we announce the REAL Apache. For those that don't know, the previous Apache announcement turned out to be a Cobra announcement. Oops.
And let's just say, it slipped by totally unnoticed.
Thanks to Semper Scrotus and Major Borngusfluunduch8694, nothing gets past you guys :D
It was just a test to see if you were paying attention. Anyways...
The Real Apache AH-64 Gunship
As compared to the Little Bird, the Apache is:
More powerful (heavier main cannon, more advanced missiles)
More armor / can take more damage
Accelerates more slowly
Longer cannon and missile range
Flies at a slightly higher altitude (but this can be controlled)
The best thing is, it actually feels a heavier in-game. This is why I love having physics based movement in Cleared Hot. You just increase the mass, and maybe the center of mass, and it instantly feels different.
I hear you already, Seargent Scrotus- "but wait, there's only 2 seats in the Apache, why are 3 NPCs running towards it?"
Anything is a seat if you're brave enough
I was updating the passenger system for the Apache when I started wondering, has anyone ever sat on the outside ledge before?
To my suprise, this has been done in real life. I did some research and went to the discord for feedback.
Feedback received.
Whoever drew the short straw can throw down a little return fire themselves.
New Missile: AGM-114 Hellfire
This is the base missile on the Apache, and does more damage than the standard Hydra missiles on the Littlebird. The missiles start out at a slower speed, but accelerate as they fly.
Getting the missiles to hit directly where they were aimed didn't come "out of the box". Most everything in the game is physics based, so flying fast and shooting a missile would result in a different missile path than firing it when not moving.
This is a gameplay decision- but for now, I wanted the missiles to hit the spot they were aimed when you fired them. It also is possible that for higher damage missiles, maybe they should be a bit harder to aim. You might have to consider which side of the helo they're firing from, and your speed.
Blessed by the Youtube Gods
I uploaded the new trailer to our YouTube channel, that had maybe 13 subscribers. I really didn't expect anything. Well, to our surprise the trailer took off. We're now at 337,000 views, which is INSANE.
I can't tell you how exciting and motivating this is for us. Thanks for all the likes and comments.
1.Fixed the issue where some church curtains were not working. 2.Optimized Shizuku's HCG2 and Shizuko's HCG2 (animation). 3.Adjusted Shizuku's free H scenes (HCG1, HCG2), where dialogue will change upon completing Shizuku's affection storyline. 4.Added a skip function for the ending video. After completing any ending, you can skip the ending video by right-clicking.
※ If the screen freezes due to saving or other factors, please visit our Discord and provide the log and the latest save file to us. https://discord.gg/f2WXVEy7fH
Here is the save file location. %USERPROFILE%/AppData/LocalLow/Connection/SummerClover/Data/Saves
Here is the log file location. %USERPROFILE%/AppData/LocalLow/Connection/SummerClover