"EARTH DEFENSE FORCE 6" is available for pre-order now! For a limited time, receive "Exclusive DLC: Recruiter (Takanashi Kiara/Gawr Gura/IRyS)" as an early purchase bonus. (*)
Blow-up dolls created by the EDF Public Relations Department for the purpose of recruiting soldiers, converted into combat decoys. They were made to resemble idols contracted by the Public Relations Department to recruit young people at events.
The doll is equipped with a function that allows it to be moved by fine-tuning the air pressure in various parts. It also has a small built-in speaker and can talk. Although these functions are excessive for a decoy, it can be difficult for the enemy to tell that it's not a real soldier, making it an effective decoy against monsters.
The content of its speech remains unchanged from its time as a recruitment tool. Its song repertoire includes the official EDF theme used in the recruitment commercials. A different version is sung by the soldiers.
*This offer is only available to customers who purchase the product by 23:59 (PST) on December 24th, 2024. Early Purchase Bonus varies depending on region. For more details, please refer to the store page below.
Tram Route Visibility: Tram routes are now clearly visible.
Group Display Enhancements: When in a group, a clear name appears above your friends, and their positions are correctly displayed on the map.
New Creature - Black Sangline: Capable of climbing walls.
Fixes and Adjustments:
Map Fixes: Numerous bug fixes on the map.
Contract Reward Adjustments: Contract rewards have been adjusted.
Camera Fixes: Multiple camera fixes have been implemented.
Flashlight Fixes: Previously, the FPS view flashlight lit up your weapon. Now, the light is produced by your drone in third-person view, even in FPS view.
Infested Refuel Tower Loot: Infested Refuel Towers now offer a lot of loot.
Cyborg Refuel Tower Loot: Cyborg Refuel Towers now offer a lot of loot.
V1 Cyborg Improvements: V1 Cyborgs are less prone to getting stuck and move correctly, although they can still occasionally get stuck and shoot through walls.
Sangline Spawner Adjustments: Adjustments to Sangline spawners in infested Refuel Towers. They are now better distributed, with several types of Sanglines spawning.
Ammo Management:
New Bullet Management System: Ammunition is now physically managed in the inventory. The maximum bullets per stack is 999 for all types of ammo. This feature is currently experimental.
New Types of Sanglines:
Queen Sangline: More robust, deals significant damage, and can take a lot of hits.
Wall Sangline: More agile than regular Sanglines, with the ability to walk on walls.
New Biomes:
Land Biome: New safari-type biomes added.
Vendor Adjustments:
Vendors in Refuel Towers: The bartender will buy all types of alcohol at a good price.
The modern scavenger will buy old world items at a good price.
Food is much more interesting to human vendors than cyborg vendors...
Item Removal:
Pistol: The pistol has been removed from purchase. It will be reintroduced later.
Thank you for your continued support and feedback. See you in the world of QANGA!
Resonite now also has a new language it supports thanks to fernzhn - Hungarian!
This should also potentially fix the issue with the dash breaking for some users after the upgrade.
Oh also it's compatible with previous build.
I'm going to go crash into VR now, bye!
New Features:
- Added .NET 8.0 version of headless (issue #2265) -- Currently this is packages alongside the normal .NET Framework one to allow for transition period and testing -- You can find it in the `net8.0` subfolder next to the normal headless -- Use with caution! While this seems to work well, we'll be doing some testing on this -- It's compatible with other builds, so it should be able to be used interchangeably -- This should provide much better headless performance compared to the old headless
Locale:
- Merged new Hungarian locale by fernzhn
Fixes:
- Fix radiant dash screens breaking when modal overlay fails to setup (based on report by @electronus, issue #2537)
Froojarspootz! The Cleaning Monster - Vitruvian Stick Figure
It's hard to think of something more iconic, of the importance of keeping a clean room (slash house, slash work space, slash life), than a camp site. We always try to leave them cleaner than we found them, after all.
Camp grounds will have a unique opponent as well—wildlife. Cute as the raccoons may be, they can see Froojarspootz quite well, and must be avoided! Grab sun block, cooking pots, back packs and more while dodging them.
You know what this means, of course. Once this is done, I'll just have a handful of items left on my checklist before a formal release. I'll likely spend some time polishing it afterward, removing unnecessary code and organizing my scenes in a more maintainable way. My plan is to give you something not only playable and enjoyable beginning to end, but something expandable down the road; and that takes a healthy amount of foresight and experience.
I'm not silly enough to talk about a hypothetical here, not explicitly; but there are a few of them which may come to fruition before release and will increase play-ability quite a bit. One thing at a time, though.
Once the foundation is in place, I'll start working on adding Steam-specific features like achievements and collectable cards. That's just a given, really. As another player, there's a reason these things are so popular—they're fun in themselves.
2) Connecting Time - 30 Minute : Chaos Max(10EA) - 50 Minute : Wind Material Bag - 80 Minute : Dragon Core
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : Free pass (1 hour) - 19:30 : 2nd Gacha Ticket(1EA) - 20:30 : Random point bag (S)
An update for FIREFIGHT RELOADED's BETA has been released. The update will be applied when you restart FIREFIGHT RELOADED's BETA.
NOTE: This update only applies to the "endgame-beta" beta branch.
- Recompiled Windows binaries in Release mode. - Fixed crashes on launch in the Linux build. - Fixed FIREFIGHT enabling the Joystick functionality even with no joysticks plugged in.
Hope you are doing well! 😊In the last month we have: shown off our creative mode at the Queensland Games Festival, applied for some showcases, and Jasmine got a grant to jet off to Gamescom in Cologne next month! Let me show you what's been going on!
Our latest creative mode build! 🌜Night Time Version🌛
Our creative mode build is what Jasmine and I will be using to build all the different rooms and connect them with the story-lines that have been laid out! It’ll also be available as a mode you can play in Momento where more items and furniture will unlock as you play through the story (plus maybe there’ll be some hidden ways to get more stuff? 👀)
Place windows! We have backgrounds (currently one (1) but there’ll be more) drawn so when you move the windows around you can find the view you want! There’ll be season changes 🤭 we love making more work for ourselves.
Place objects from a wide ranging list from cushions to plants to laboratory equipment!
This build has five wallpapers and floors to choose from but there’s going to be way, way more.
Can also choose the colour of the wall trim!
Change the time of day from Morning, Midday, and Night time. (Night-time is my favourite. Especially when you add all the glow in the dark stars everywhere 😍 More.)
Take a photo and save your beautiful (or cursed) creations~
Here’s what we are working on this month.
Julian:
Adjusting the placement system! No more things just hovering in midair :’) though you’ll be able to toggle that on and off in the options if you REALLY want to have things hover in midair.
Object layering system adjustments.
Julian is also working on a light layering system because at the moment lights that are behind other objects are still rendering in front of those objects.
Branching system rework.
Journal system.
Bin system
Clutter object system.
Colour passes for bug catcher and foster cat interval puzzles.
Jasmine:
Art for the rooms and interval puzzles for our vertical slice build to show at upcoming festivals!
Art for the journal UI (including a character creator of a sort? 👀)
Asset layering adjustments.
Reviewing existing assets to ensure furniture with cupboards have an open state.
Mask textures for lighting setups on objects.
Getting ready for gamescom!
Jess:
Vertical slice twine update - making sure it makes sense to play through.
Spreadsheets, so many spreadsheets. Spreadsheets for object descriptions, spreadsheets for task list tasks, spreadsheets for journal entries, spreadsheets of consequences.
Reworking story treatment document.
Shaders and headaches for lighting set-ups (currently working on those window gobos I mentioned.)
Shaders for key objects and locations.
Mask textures for lighting set-ups.
Story object art.
This news post 🥰
Anyhow, we’d best get back to work! We have a lot to get done over the next month and a half! This month’s question is: What kind of room would you like to make in the Creative Mode? I hope you have a fabulous July ahead! For those in the Northern Hempisphere, enjoy your summer months! It is freezing down here! 🥶