Our Community Card Back Design Contest has ended! Congratulations to -]Holy Platinum[- for their "Sleep Sheep" design! This beautiful design will soon be implemented in-game for all players to enjoy!
And a big, big thank you to everyone who participated. We were blown away by all your amazing entries! Some votes in the community poll were quite close!
All amazing entries:
Our eight finalists:
We will organize more Community Design Contests in the future, so stay tuned!
In a little over two weeks, Harvest Days will leave Early Access and will not only be updated to 'Version 1.0', but also be available on consoles.
To prepare you for your farming adventure in this cozy open world, we want to show you a few spots and places that you should pay a visit, if you have the chance.
From animal shelters to various stores and beautiful areas, there is plenty to see and even more to discover.
The Tales from the Dark Battle Path is launching in July and we’ve prepared a prize overview for you. As you already know, the Battle Path is Slavic-themed with ancient legends being the topic of the prizes. However, we do recognize that there are players who are more into contemporary stuff such as various real-life camouflages. So, we thought... why not have both?
As a result, the Battle Path prizes will consist of two distinct parts – the Legendary and the Realistic rewards are both waiting for you. Let’s start with the legendary ones.
Legendary Prizes
Have you heard the tale of Koschei the Deathless? He’s one of the most important villains in ancient Russian lore. He is a warlock of terrifying power, often living in a dark castle where he is guarding his treasures. His title “the Deathless” (also available in the Battle Path) comes from the fact he managed to store away his life essence.
The essence is hidden in a needle that needs to be broken for him to be killed. But he hid the essence in a needle, which is hidden in an egg, which is hidden in a duck and the duck is hidden in a chest bound to an oak tree with chains.
Our Koschei skin for Armata 152 represents the version of the Koschei tale adapted to fit our tanks. Koschei’s spirit haunts this vehicle and the life essence part of his story is represented by the flying needle (that acts as a machinegun in the game). The skin has several visual effects befitting the position of a primary villain of Russian tales.
Speaking of villains, the Zmey Gorynych skin will also fit your Kornet-D1 nicely. The skin is based on the tale of an evil dragon, another common opponent to Russian bogatyrs. It combines fantastical (dragon scale cloak in the back) and realistic (vehicle camouflage) elements.
We also have interesting camouflages for you, based on other mythological monsters such as Vodyanoy, Stryga, Leshy or Shapeshifter.
These camouflages change their colors based on the base paint you select.
And, correspondingly, we’ll have a number of new base paints for you as well. Examples include:
The decals are also based on an art style seen in ancient Slavic tales. Some are naturally modified to fit the contemporary design and we hope you’ll like these too.
Realistic Prizes
Some players like realistic prizes more and we totally get that. That is why, aside from the above, we’ve prepared some more contemporary customization options for you as well. Let’s start with the Nakidka skin for T-14 Armata based on a design seen during the Army 2023 expo in Moscow.
The skin covers your Armata in the Nakidka camouflage.
Another interesting skin will be the Rusalka for T-62M.
While the name comes from a mythological creature (a water spirit from Slavic mythology), the paintjob and insignia are based on a real-life vehicle deployed in Afghanistan by the 24th Guards Tank Regiment.
And, last but not least, there’s the Military Police skin for Kornet-EM based on a military police Tigr vehicle deployed in Syria. The interesting part about this skin is the police lights that start working when you activate your headlights.
We also have some realistic camouflages for you such as the widely-used contemporary Russian camouflage, an attractive desert camouflage used in Syria or a brand-new arctic camouflage as seen during the Army 2021 expo.
There are many more prizes waiting for you, the chief amongst them being three new vehicles:
Avatars, player titles, loot crates, platinum boosters... all that is present in the regular 50-level progression of this four-month Battle Path (you read it right, we’ll be extending the duration to four months again based on popular demand)
And that’s STILL not all. As we announced before, we’ll be scaling up the Battle Coin income by introducing:
- More free boosters (yes, they are returning to regular levels) - More Battle Coin bonus income events - Free and easy to complete bonus events awarding extra Battle Coins
As such, the Battle Path will be easier to complete than the previous one. We hope that you’ll enjoy this Battle Path and, as always:
Thank you all for your reports. Below is our second hotfix after the 1.5 update, addressing other important issues you have reported.
Version: 1.5.2.73561; download size: 59.5MB
Changelog
Fixed stat limits like resistances which could have previously been abused by resistance strip
Fixed translations for Sharpshooter's skills in different languages
Removed automatically selecting the first specialization which could lead to selecting it accidentally
Fixed an issue when hovering over an item with previewed stats being different than actual stats when the item was equipped
Fixed an issue with weapon skills not being updated when weapon skill level was increased or decreased
Fixed issues with extra stats from research not being properly added to units
Disabled dialogue animations for overhead dialogues when the characters are in combat
Fixed an issue with bugging UI animations in character creation
Fixed issues in coop regarding units visibility and disabled option to select party order when no units are available to a player
Please continue to share your feedback with us. The best way to do it is via the in-game "Report Issue" option or by joining our Discord and sharing it there. If you encounter a crash, please send a report after restarting the game.
Thank you for your patience and continued support. Event Horizon team :shield::sparkles:
We’ve read your feedback about the new reporting system and want to explain how it works.
- The new system lets you quickly report dishonest players. Instead of emailing, you can now submit complaints right in the middle of a match. - Right now, it’s all about collecting information, not banning players. Our support team still makes the final call on bans, so you won’t be affected by false reports or report bombing. - In the future, your reports will become an important element of our anti-cheat measures, closely monitored by our support team.
Keep reporting anything that strikes you as suspicious!
When this game first launched in early 2022, the locations system was designed to work well with the technology available at the time. But how times have since changed. The ability of today’s LLMs to accurately follow instructions, rather than just completing text naively, has paved the way for a more immersive way to generate the game universe.
Under the new locations mechanic, the universe’s major locations are generated from the start of the game. It also uses the AI to determine where a new location should go, if one is encountered during the game.
Your map is now an actual 2D map rather than a tree view. On a high level, you will see regions, which denote the major areas of the world. Within each region lies multiple locations. As long as a location is within range of your walking distance, you may visit it or any of its sublocations. Additionally, you may choose to explore any point of empty space, which will turn it into a new location in that region. You can also explore beyond the known regions to spawn more regions.
To give a better sense of space and simulate long journies, traveling somewhere beyond your current top-level location now triggers a story turn.
If you wish to explore more of any particular location, click the blue question mark to spawn additional sublocations.
Misc:
Fixed issue affecting all cloud services where randomly about 5-10% of requests would get dropped
Added cheat code: “freemove 1” (turn it off with "freemove 0" or by reloading the save). This bypasses the walking distance requirement as well as the story turn when traveling via the map.
Are you ready to embark on a crazy journey? “Ternion,” our highly anticipated sci-fi JRPG, has just reached a new stage of development. As the game’s Early Access launch approaches, players are in for a treat.
What Has Been Done and What’s Left?
The part of the story that will be released with Early Access has been fully completed. This portion contains roughly 60% of the total game (with the meat of the story yet to come!), but it provides a good idea of what the completed game will be like. Even though some elements of the story are still to be discovered, you can start making assumptions by reading all the documents and investigating the lore you find around.
We still can't release the game because there's a significant number of bugs and improvements that need to be addressed before the game is released as Early Access. Notably, there's a boss that is currently a placeholder and needs to be replaced with its final version. However, those who have access to the closed beta already have access to the entirety of the Main Campaign that will be released with Early Access. If you're interested in joining this closed beta, you can visit our website and contact us (you still have the opportunity to play the game for free! Your price will be giving useful suggestions/criticism to improve it 🙏).
To have a clearer idea of what exactly will be missing in Early Access compared to the final game, take a look at our previous article!
What's the Plan for the Future?
The plan for the future is to record a trailer to reveal the final release date for Early Access. As soon as Early Access is released, we'll continue working on the second part of the game, taking into account all of your reviews and suggestions during the process.
How Much Time Will It Take for Early Access to Become the Final Game?
I wish I could give a precise prediction of how much time it will take, but I can't commit to a specific timeline at this moment. However, at the current trend, I would say not before two years after the release of Early Access. Future updates will likely add additional content and hopefully secondary missions. I'm sorry that development will take so much time, but currently, I'm a solo developer, and it takes a lot of time to make all the cutscenes and design the levels by myself. And I'm doing this as a hobby after my full-time job, so please forgive me if the release of the final game is later than predicted!
A Final Shoutout to the Team of Project: Ternion
I've been in contact with another team because we both wanted to call our games "Ternion," and they have been kind enough to let us keep the name "Ternion," which I've used for quite a long time for this project. They didn't ask me to do this, but I wanted to give a shoutout to them because I genuinely think they made a very fun game (I'm a fan of FPS games myself). You should definitely check it out; oh, it's free.
More News Before the Release?
Of course, yes! Or maybe no... who knows. The only sure way to know is to follow the game so you can stay up to date!