- Fixed an error related to interviews. - Fixed an error that could occur during internet café tournaments. - Fixed an issue where Lightning Mark was not cleared upon death on the battlefield. - Fixed the card Flank Protection incorrectly increasing Farming Efficiency. - Fixed the UI display for the trait Poacher. - Fixed an issue where Revelation caused Cannon Strike to knock back twice. - Fixed an issue where the card Resource Sacrifice sometimes could not select a target. - Fixed an issue where the equipment Dissonance could not perform an additional action in certain situations. - Fixed the incorrect hit detection for the equipment Secondary Reaction Reactor.
Hey all, This is a small hotfix for amulet of antimagic and having over 100% of any elemental resist. Now the negative elemental damage that you get will not make the amulet have negative absorbed damage. Cheers, Bartek
In this devlog, we discuss the new improvements brought to the game, including the day/night cycle, dynamic clouds, and volumetric lighting.
Introducing the Day/Night Cycle
We’ve added a complete day and night cycle to bring more realism to Fuel Station Simulator. From sunrise to sunset, you’ll notice gradual changes in light and shadows, enhancing the gameplay experience.
Check out the video below to see all the new features in action!
Dynamic Clouds for Variety
Dynamic clouds add beautiful variety to the sky, changing according to weather and time of day. This brings a new visual dimension to the game while maintaining optimal performance.
Lighting Effects with Volumetric Lighting
We’ve implemented a volumetric lighting system to make the lighting effects even more spectacular. This system is optimized to ensure good performance while enhancing the game atmosphere.
We hope you enjoy the new look of Fuel Station Simulator. Thank you for your continued support, and don’t forget to follow us for the latest updates and information on the game’s development!
I ran out of time shoring up a few pieces of art, so I am going to have to push back the release till 2PM MST today. We are still on track for releasing today and I hope everyone has fun!
A little announcement to let you know that we published the first version of the official User Manual of Sim Racing Telemetry. You can find it here: https://docs.simracingtelemetry.com/manual/start.
User Manual
We decided to keep it short and easy to read to help you quickly navigate through all the features provided by Sim Racing Telemetry.
Some sections are missing or incomplete due to changes planned for the next update.
Detailed recording instructions for supported games are still on the main website (https://www.simracingtelemetry.com/), under the Help menu.
Knowledge Base
Following the creation of the User Manual, we would also like to add a Knowledge Base section. Unlike the User Manual, which describes how the software works, the Knowledge Base will be a collection of small articles with tips on how to analyze telemetry data, how to create some ad-hoc configurations for specific games, helpful links and videos, etc.
Next update
The next update of Sim Racing Telemetry will mainly focus on Quality of Life features: bug fixes and a long list of minor changes that will improve the current UX of SRT. For this update, we decided to focus on improving existing features to make them easier to use, more accessible and useful.
The update will likely be released in September, right after the summer holidays.
Meanwhile, we're also working on major new features that we would like to release later this year. More on this in the near future :)
Just a quick update to let you know that I've resumed working on the game and I'm in the process of changin some of the fundamentals as I'm still not completely satisfied on the gameplay loop and its fun factor; since the changes are quite substantial it'll take some time for new updates to go live.
I hope to have something ready for testing by late summer, either in the form of a public demo or preliminary private testing with friends and Patreon members alike.
Once I feel I've nailed down the basics of combat the content creation *should* be relatively streamlined, as I have stuff already planned ahead.
In the meantime I'll keep the demo up, even if it's not 100% representative of what the internal build is shaping up to be.
We are thrilled to announce the playtest for Estate Empire, running from July 16th to 22nd. This is an exciting opportunity for you to dive into the game, explore its features, and provide valuable feedback that will help shape its final release.
During this period, you will have the chance to:
- Experience exclusive early gameplay - Interact with our development team - Share your insights and suggestions - Your participation is crucial in making Estate Empire the best it can be.
We can't wait to hear your thoughts and see you in the game!
Ahead of our regular fortnightly Saturday Skirmish event on Saturday 13th July June at 19:00 UTC+1 we have made changes to two maps based on feedback from the event two weeks ago and re-designed the way AFK players are handled. The new system prevents AFK players from slowing the progress of the game and handles players who are briefly AFK more fairly.
Join us for in-game for this and for future events, which run every other weekend.
You can sign-up for events, get notified of new events and discuss the changes with the team at https://discord.gg/vanguardww2.
Summary of Changes:
Updated: Handling of AFK players
Lion-sur-Mer
Fixed: Prevented spawn camping of British spawn area
Merville Battery
Fixed: Fixed objective being capturable through wall in Chateau gardens
Known Issues
Rare bug where objective capture can continue after player dies. Press F to cancel after being killed. We are actively investigating this issue and we have made changes in this update to make it easier to track down the cause.
Cursor sometimes get stuck on screen. ALT+ENTER can fix this issue for some users.
Steam overlay opens when Alt+Tab back into the game. (Workaround: Change game window mode to full screen window or windowed in Graphics settings)
After extended period of playing, rendering glitch can occur and leave trail behind cursor and other icons. Game restart is required.
we are thrilled to announce that the official version of Resistance of the Succubus is almost complete and will be a major and exciting update!
Complete Optimization: We've optimized all the game's art assets to deliver an even more refined visual experience and smoother gameplay.
Brand New Mode: We've removed the Endless Mode and replaced it with an entirely new one - the Nightmare Abyss.
Magic Skill: We introduce a new form of SKill - Magic Skill. These allow players to actively cast spells during battles, altering the course of combat. Master these powerful abilities and unleash dazzling spells!
Free DLC: We're also releasing a brand new free DLC - "Succubus Incarnate." This DLC features a rich 100,000-word narrative and unique gameplay elements.
New Skills: In addition to Spell Abilities, we've introduced multiple brand new skills, offering more options for your battle strategies.
Challenge yourself in the Nightmare Abyss with the new skills and stand alongside Ling Guang City to fend off the looming threat!
New Free DLC - "Succubus Incarnate."
The DLC unfolds the tale of Celine, a resolute female knight, after she transforms into a succubus. As a knight, Celine has always upheld her convictions and sense of justice. However, what if she possesses the power to subjugate and enchant others? With a mere flick of her finger, she could make humans submit, and with a single word, they would devotedly follow her. Could she remain true to herself?
After completing the main storyline, you can choose to play the "Succubus Incarnate" DLC by selecting it in one of the three modes available: Story Mode, Nightmare Abyss, or Succubus Incarnate. In the "Succubus Incarnate" DLC, you'll gain access to a unique buff called "Succubus Power."
Succubus Power: Celine, as a succubus, wields immense power, reducing the cooldown of Magic Skill by one turn and increasing their damage by 30%. Additionally, reaching the maximum desire value won't lead to game over, but each use of a Magic Skill will cost an extra 5 desire points.
Embark on a captivating journey as Celine, where her unwavering spirit and newfound powers intertwine, presenting a fascinating exploration of her character and the choices she makes.
New Mode: Nightmare Abyss
Upon completing the main story, you'll unlock a new mode - the Nightmare Abyss. This mode offers various levels of challenges, with increasing difficulty as you progress through the layers.
Your mission in the Nightmare Abyss is to build your army and withstand the onslaught of demonic forces. If you can endure for 40 days, you'll be rewarded handsomely and unlock access to higher layers of the abyss.
The highest layer you can challenge is your current record plus five layers. For example, if your current record is Layer 10, you can attempt to conquer up to Layer 15.
New Skills Added
Magic Skill is an entirely new category of abilities, obtained similarly to regular skills through scroll draws or dust synthesis. During battles, you can activate the skill indicator by clicking with your mouse or using the number keys on your keyboard. Time your left-click skillfully to unleash the ability and sway the tide of combat.
New Magic Skill
Explosive Flame: Deals 200 damage to enemies in a small area. Cooldown: 1 turn.
Life Shield: Small area allies gain a shield and 100 health. Cooldown: 1 turn.
Hammer of Magic: Deals 100 damage to enemies in a small area, permanently increasing skill damage by 10% for each enemy killed. Cooldown: 3 turns.
Mana Shield: Small area allies gain a shield of 50 mana and 10% of their max health. Cooldown: 2 turns.
Reap and Repent: Deals 300 + 20% of the enemy's lost health as damage, gaining 5 Hope for each enemy killed. Cooldown: 3 turns.
Dark Curse: Inflicts [Curse] on medium-range enemies, increasing damage taken by 20% and dealing an additional 50 damage per second for 8 seconds. Cooldown: 2 turns.
Bloom of Life: Reduces damage taken by medium-range allies by 10% and restores 3% of lost health per second for 6 seconds. Cooldown: 3 turns.
Bloodlust: Increases the attack speed of allied units by 50% for 5 seconds. Cooldown: 2 turns.
Annihilating Flash: Deals 600 + 60% of the enemy's lost health as damage. Cooldown: 4 turns.
New other skill
Energy Overflow: Reduces the cooldown of the third magic skill used each turn by 1 turn.
Arrogance: Increases magic skill damage by 20%. Each magic skill cast in a turn further increases magic skill damage by 20%, stacking up to 3 times.
Solitary Mage: When there are no active bonds of 5 or more people on the field, reduce the cooldown of your magic skills by 1 turn. (Minimum cooldown is 1 turn.)
Malicious Hex: Consume 200 gold. At the start of the battle, [Curse] all enemies, increasing damage taken by 15% for 10 seconds. Cooldown: 1 turn.