The biggest feature of this update is the equipment system. After playing the game for a little while, you'll unlock the equipments system, and as you continue to play, you'll unlock more and more part of it
Once the equipment system is unlock, you'll be able to found during your run, item that you can equip.
Item Upgrading
Equipment you own, possess both a level and a tier. Level start at 1 and can be increased up to 10 using Soul-coin. Once your equipment is level 10, you can use both Soul-coin and crafting material to increase it's Tier. Tier start at F. An increase in tier greatly increase the strength of a modifiers effect.
Modifier & Recycling
Each item have a main modifier, and a variety of secondary modifiers, both positive and negative.
Modifier can be learn by recycling a pierce of equipment. Learnt modifier can then be crafted on any compatible equipment that you own.
Depending on their modifiers, an item will have an "Soul-Level" requirement before it activate during a run. Strong modifier tend to increase this level, while negative one will reduce it.
Recycling item will refund all the soul-coin you invested in the item and additional crafting material, used in modifier crafting and item upgrading.
Unique equipment
Upon completing certain challenge, you'll found Unique equipment, which are powerful item that have defined effect. They are usualy stronger, but lack the flexibility of normal items.
Equipment Loadout
You can have any number of loadout of equipment as you wish, this allow to quickly and easily swap between very different build without having to equip & unequip all the item you need.
[MAJOR FEATURE] Weapon Modifier
Another big feature are weapon modifier.
They were already partly added into the game, with Soul-card like Ice-spirit or Fractal, but they were general modifier. Now, they are equipable of some specifics weapons. To compensate the fact they no longer affect all weapons, thay got greatly buffed (Projectile that originate from fractal now deal the full damage of the original projectile
Weapon modifier equiping is done in the Game-menu, inside the Weapon tab.
They are equipped on your most efficient weapon by default (depending on the modifier effect and each weapon Kill/DPS/AVG damage stat) For example, Thunder spirit will be equipped on the highest avg damage since it doesn't scale with attack speed, Fire spirit will equip on highest DPS, divine smite on the highest kill count, while ice spirit will attach to the highest attack speed weapon by default
Major Change
B-rank World
5th Zone - Manor of everlasting memories
New avatar - RogNGesus
An weird creation from RIven that embrace the chaotic nature of the world. When starting a new game, the drop-change of every card tag are random. At the start of each stage, Roll a dice that will decide on your fate.
Zone 2 Variant - Behemoth Graveyard
Variant for the Amber dune
Attack speed attribute is now related to Wind instead of Fire
Active talent can now be equiped as passive talents
Kunai Talent Has 6/7/8/9/10% chance to remove an enemy positive defense when it take damage
Fire Ring Start the game with Fire Spirit at level 1/1/2/2/3
Ice Nova Start the game with Ice Spirit at level 1/1/2/2/3
Thunder Staff Start the game with Thunder Spirit at level 1/2/3/4/5
Throwing Knife Start the game with Dash (card) at level 1/1/2/2/3
Death Aura Increase your Area size by 25/30/35/40%
Magic Wisp Increase Power damage scaling by 70/90/110/130/150% Multiply additional projectile multiplier by 0
Pistol Reduce Ammo cost by 20/27.5/35/42.5/50%
Worm Gland Increase Defense Piercing damage scaling by 50/75/100/125/150%
Explosive Vial Greatly increase artificer potion spawn chance by 50/100/150/200/250% Increase artificer potion duration from 30sec to 40/45/50/55/60sec
Crystal Sword Increase damages by 30/35/40/45/50% to enemies in close range Range: 4/4.5/5/5.5/6m
Thorn Upon taking damage, give invincibility frames for a short duration (0.3/0.35/0.4/0.45/0.5 sec)
Crossbow Increase projectile damage by 5/6.25/7.5/8.75/9% for every enemies pierced, up to a maximum of 200/400/600/800/1000%
Bow Increase damage by 2/4/6/8/10% for every meter of distance between you and the damaged enemy.
Shuriken Increase Defense shredding by 3/4.5/6/7.5/9% for every enemies pierced
Magic Wand Increase projectile lifetime by 15/22.5/30/37.5/45%
Pike Overkilling an enemy apply 30/35/40/45/50% damage to the enemies behind in a range of 6/7.5/9/10.5/12m and an angle of 30/35/40/45/50°
Shaman Staff Weapon with "Magic" tag get their damage increased by 15/20/25/30/35% and projectile count by 0/0/1/1/2
Arcane Beam Weapon with "Area" tag get their attack speed increased by 15/20/25/30/35%
Cleaver Increase damage and projectile size of weapon with melee tag by 15/20/25/30/35%
Wind Blade Projectiles have 15/20/25/30/35% to have their lifetime increase by 50/75/100/125/150% and have infinite piercing
Spear Critical Projectile have infinite piercing and increase their defense shredding by 10/15/20/25/30% (additive)
Katana On overkill, permanently increase your base experience multiplier by 0.05/0.075/0.1/0.125/0.15%
Swordrang On Projectile's first kill: The projectile has 4/8/12/16/20% chance to spawn a copy projectile if it can be splited
Casual Profile Mode no longer make you Unkillable,
in Rog's mode, Instead it take you back to the stage selection screen (and heal you to your max health) when dying You die normaly in survivors mode Decrease One-Shot protection requirement to 20% of your health (instead of the 95% value in normal mode)
Also Addded a new Profile Mode - Ultra Casual (which was the previous casual mode)
Card requirement now use cumulated card level instead of player level
A big issues with card requirement using avatar level is that it wasn't a correct representation of the player progress, especially with challenge that removed experience gain, or Shop-keeper that had a much lower level than other avatars.
The current card level of your player can be viewed in the stats menu at anytime
Changed Talent mastery gain formula
In Rog's mode: Gain per player level : from 1 per level to 2 Gain per stage: from 5 per stage to 7.5 Gain per Zone: from 75 to 150 In Survivors mode: Gain per player level : from 1 per level to 2 Doubled Mastery gain from time survived gain 1 mastery point per 1000 monster kill instead of 2000 monster kill
Change how Hyper-Crit damage are calculated
Instead of multiplying the damage by the number of critical stack (x1 > x2 > x3 > x4), it is now multiplied by the 2^stack (x1 > x2 > x4 > x8) (Yes, this is a big buff)
Stackable Challenges
You can now select multiple challenges and complete them in one go Only challenge of the same rank can be selected together Some challenge cannot be stacked Leveled challenge can only be stacked at level 1
Artifact Reroll
Artifact can now be rerolled once in the reward screen
Shop-Lock
Certain item can now be locked in the shop during a run. This allow you to guarantee something to appear in the next shop even if you don't have the money to buy it now
Major QoL
Improved Grass rendering to better blend with the ground
[/h3]
Added onboarding when discovering a new mechanic for the first time
[/h3] There is still some improvement to be made on it, but it's a first step in the right direction to help new players to learn the game
Added color variation to the first biome depending on the difficulty of the run (world rank, challenge, challenge level and hardmode challenge affect this)
[/h3]
Added telegraph to many attack that would be hard to dodge otherwise
Boss now sometime has a secondary bar that depend on the boss
Main menu visual will vary depending on the selected world-rank
Added Lighting variant to the main menu depending on the result of the last game you finished
Added marker on the health bar to have a rough idea of your max health There is small mark every 20hp, disapear arround 400 max hp A medium one every 100 hp that disapear arround 3K max hp A large one every 500 hp that disapear arround 20K max hp Final one every 2.5K hp, disapear arround 50k max Hp Higher than that, marker wouldn't scale and you have the good old health bar Added a green/cyan line to display the OS-Protection requirement
Added 2 button in profile that allow to load backup (one for achievements, and one for persistant data (since they use differents file and have differents backups)
Projectile tag of a weapon will now tell you which stats affect the weapon
Added a shield FX on boss when they are invulnerable
Separated "Pause menu" and "Game Menu" Respectively escape (start on gamepad) and Tab (select on gamepad) Had to changes a few gamepad default bindings: Level-up menu is no longer on "select" but on "North Button" Keyword menu is no longer on "select" but on "left Trigger" West/North/East/South aiming button are unbinded by default You can bind all of these button back to what you were used for
Added a small animation to make objective much more obvious to new players
When starting the game for the first time (no profiles exist), it now ask the player if he want to disable a few setting that can help reduce incomfort of the dizzynes feeling
[/list]
QoL
Survivors mode will now loop through multiple track available in the zone to lessen the repetitivity of the tracks
New OST for Cave elite stage
New music for Elite and boss stage for boreal forest
New soundtrack for Desert elite fight
Worm Boss now use his new sprite
Worm boss now tell how many worm you have to kill
Added a small FX to display katana's range Also improved collision detection for katana
Steam achievement will now be displaying In-Game instead of when closing the game
Card type is now displayed on the card It can either be Weapon, Stats, Weapon Modifiers or effect
Camera zooming now update even when the game is paused
Statistic page in encyclopedia now display more stats (notably the shop-keeper discount)
Added Keyword for Limit-break
Profile will also display your soulcoin networth (actual soulcoin + price of all upgrades)
Added a warning when trying to create a first profile in hero-soul mode
Added a warning when creating a casual profile
Tooltip should no longer become smaller with high resolution
Added an option to scale the tooltip size, from 50% to 200%
Added camera shake in the game in multiple situation This can be configured in option, from anywhere from 0% up to 200%
Added camera shake when taking heavy damage (more than 50% of your health) This can be disabled in option
Improved Many stages visuals Added an option in Visual to change how much of "ScreenFog" is present during stage
Increased Card detail scale in card list menu when playing on Steamdeck Increased scale by 20% to improve lisibility
Now handle all input field for Steamdeck
Increased Achievements tooltip size on Steamdeck
Improved Equipement navigation with gamepad & Steamdeck
Improved Visibility of selected option in game option
Improved Slider with number in game option You can now directly input the number value
Improved Fire ring explosion FX
Improved all common explosions FX This could also lead to some performances improvements for certain weapons as the collision check has changed
Windows Confirmation for refund in Soul-Shop
Rework of the Keyword menu for gamepad added a key prompt when keyword are available No longer display a list of keyword, but you can now "navigate" through keyword and a tooltip for them is displayed
Added tooltip to why challenge are not available
Ground Foliage amount is now independent from "Visual Effect" setting, and now affected by "Foliage Multiplier" Option in Game Options Visuals (from 0% to 200%)
enemies and Player's healing are now displayed as stacked number
Enemy Outline is "ON" per default now This only affect new players
Renamed "Game stats" to "Game info"
Weapon tab improvement Weapon in weapon tab now always have the modifiers slots open by default, this can be changed with the "WeaponModifierFold" option in Visual UI.
Added a "new" in game to warn the player that he has a new weapon modifier
Added a small text in soul-shop to indicate that soulshop upgrade affect every world rank
Added a "new" to soul-shop tier to better indicate a new soul-shop tier is available (same in main menu)
Altars now have a visual indicator on how charged they are
Added a "Game Menu" button in the pause menu
You can now use the "Card Detail" key inside the weapon tab
Corruption keyword tooltip now display the change in corruption effect
Boreal Pinewood has improved visuals
Tweak how feature are displayed in the play game menu to tease the player on feature he hasn't unlocked yet
Added an option to disable pixelated font
Added a small text to indicate the requirement of some event choices
Opening the command console will automatically open the pause menu should be less prone to error as input would be bugged otherwise
New Challenge
New C-rank Challenge "Left Impairment" You cannot go to the left.
New B-rank Challenge "Mortal Soul" Disable Equipments Disable Active Talents Disable Passive Talents
New B-rank Challenge "Dwindling Fire" Your damage get reduced by 10% (multiplicative) per stage Your defense piercing get reduced by 8% (multiplicative) per stage I'll likely have to tweak those value
New B-rank Challenge "Arcade" You only have 3 Health points Every damage you take are 1 damage Health regen is capped at 0 Disable Healing on Level-up Disable Healing in shop Replace Chicken by Heart that heal 1 health point Banish: Love&Hate, Pyromaniac and Revolution Banish Saint's Shinbone and Saint's Pelvis Start with Luna's Cross artifact
New B-rank Challenge "Time Paradox" Skip the first zone Enemies are imune to anachronistic Enemies level are much higher than they usualy are
New B-rank Challenge "Overgeared" Equipment ignore level requirement No Soul-shop bonus Card cannot be of higher rarity than Tainted Maximum weapon: 2 No shop nor blacksmith No artifacts No Evolution Reduce Exp gain by 99%
New B-rank Hardmode Challenge "Cooled Steel" Equipment ignore level requirement No Soul-shop bonus Card cannot be of higher rarity than Rare No shop nor blacksmith Reduce Exp gain by 99.9% Damage and Defense Piercing are reduced by 20% per stage Start with Cold Touch Disable Passive Talents
New Artifact
Luna's Cross - When taking damage, for 0.25sec, make you immune to all damages. Banish Sage's Leaf
Salamander Hide Once every 4sec, Protect you from one hit and then emit a powerful explosion that damage ennemies arround you based on the number of FireTag card that you own.
White bear Fang Increase your piercing by 0.1% per elite killed, 2% per Champion killed, and 25% per boss killed
Witch Doll Every 3 seconds, trigger your "on take damage" effect
Gold Idol Unlocked and obtainable in the golden altar event Guaranteed Ascended card on your next card selection Each Ascended card increase your gold gain by 5% and exp gain by 20%
Stone heart (yes finally properly added in) Unlocked upon defeating the lava titan (retro-active) Increase max Health by 400% Increase Damage multiplier by 25% Decrease health regen by 90%
Destabilizer - Increase damage dealt to enemy inside your pick-up area by 100% (after defense calculation)
Molten Core Gain 5% damage multiplier for every second you stay at less than 50% of your health Capped at +200% When you health is above 50%, you progressively lose the bonus Reset when you enter a new stage
Talents
Removed God Stone talents Player who upgraded their god stone will receive the equivalent stone as equipment
New Talents
Monster Hunter Increase your base defense piercing for each monster you killed (1 points is about 2K monster killed, Elite are worth 100 monsters)
Weapon Specialist Increase Weapon modifier drop-chance by 50% (+10% per level) Decrease Weapon drop chance by 50% After level 5, Weapon Modifier can be equipped on one additional weapon
Blood Syphoon talent Active: Drain 30% health of all non-elites enemies arround you Range: 8m Heal 10% of your Max Health (+ 1% per enemy hit) (Have no effect on elites and bosses) passive: Every second, decay 0.3/0.5/0.7/0.9/1.1% of the maxhealth of all enemies in a range of 4/5/6/7/8m around you when decay is active, you lose 0.3/0.5/0.7/0.9/1.1% of your health per second as negative health regen If you health is bellow 40%, disable itself until you reach 70% of your health
Lightless crystal respawn all the flying crystal Each flying crystal will shoot a powerful beam in the targeted direction
Light Crystal Spawn many small golem far from you converging to your position
Dried Mushroom Active: Spawn 1/2/3/4 big mushroom, that explode in 4/5/6/7 smaller explosing mushroom Passive: Every time a summon die, heal all other summon for 6/7/8/9/10% of their max health
Goblin's Ear Active: Summon the goblin shaman, Buff all summon arround him Have 10/14/18/22 time the health of a normal mage goblin Last 60/80/100/120 secondes Only one goblin shaman can be summoned. Passive: Summons have 20/25/30/35/40% chance to shoot double projectiles
Goblin's Hand Active: All goblin summon become berserk. Increase their Damage by 100/140/180/220% Reduce their Maxhealth by 90% Last 15/20/25/30 secondes Passive: Melee Summons gain 4/5/6/7/8% damage everytime it damage an ennemy
Runic Stone Active: All golem summon become adamant. Increase their Defense by 1000/1500/2000/2500% They obtain One-shot protection Slow their movespeed by 30/27/24/20% Last 15/20/25/30 secondes Passive: Summons gain 4/5/6/7/8% defense everytime it take damage
Light Crystal Active: Spawn many small golem far from you converging to your position (already there previous patch) Passive: Increase Lifetime of all summons by 10/15/20/25/30%
Long Nail Active: The "On Take Damage" of your summons is activated every secondes for 4/6/8/10 secondes Passive: Upon dying, a summon deal 5/7/9/11/13% of an enemies health as damage (ignore armor) Only deal 1/1.5/2/2.5/3% to elite Doesn't affect Boss
Pharaon Mask Active: All Desert summon now curse the enemies they touch. Cursed enemies get their damage reduced by 50/55/60/65% for 4 secondes Last 15/20/25/30 secondes Passive: Reduce damage taken by summons from elite by 30/35/40/45/50%
Red Leather Active: Gain a fire aura, Continuously burning all enemies arround you. apply 50/100/150/200% of your Damage Stats every seconds. Last 11/14/17/20 secondes Passive: Start the game with Fire Spirit at level 1/1/2/2/3
Red Skull Active: Instantly summon 6/9/12/15 skeletons Passive: Every time a summon die, Increase damage of other summons by 6/7/8/9/10%
Suspicious Eyes Active: Doesn't do anything yet Passive: Increase Move speed of all summons by 10/15/20/25/30%
Weightless Crystal Active: Respawn all the flying crystal Each flying crystal will shoot a powerful beam in the targeted direction Passive: Summons's projectile have 20/25/30/35/40% chance to ignore enemies defense
Wind Feather Active: Doesn't do anything yet Passive: Increase Knockback of all summons by 100/150/200/250/300%
New Event
Snow Village notice board Boreal Pinewood equivalent of the Notice board event, there is 4 quest available
Jaäld Temple (Only appear once in Ember Dune) The Corrupted option artifact is from the Boss pool)
Mirror of Truth (Only appear once in Manor) Allow you to fight a (boosted) boss from previous zone again
Achievement
New Achievement - "Phase Skipper" Skip a boss phase by doing enough damage in a single frame Don't unlock anything yet
New Weapon
Blood Syphon Continuously drain health from enemies in the aimed direction While draining health from enemies, you gain 1% (+0.05% per enemies) of your max health per second
Corrupted Shaman Staff Evolution of Goblin's Ear, Goblin's Hand and Fairy in a Bottle
Giant Worm Scale Evolution of Wind's Feather, Hard Leather and Gigantification
Necromancer Staff Evolution of Weightless crystal, Red Skull and Necrotic bone
New Weapon Modifiers
Rune of Heaviness - Epic Increase the weapon damage by 50% (+12.5% per level) Decrease the weapon attack-speed by 33%
Rune of Alacrity - Epic Increase the weapon attack-speed by 25% (+12.5% per level) Speed-up the time-scale of the enemies hit by the weapon by 25% Maximum of 4/6/8/10 undead simultaneous
Gigantification - Heroic - Behemoth Graveyard Increase damage and piercing of projectiles based on their size Increase projectile size Weapon modifier that can only be equipped on weapon with projectile size
Rune of Consolidation - Heroic Greatly increase the damage of the weapon by 50/62/75/87/100% for each additional weapons Reduce the attack speed of other weapons by 50% Can only be equipped on a single weapon
Blood Spirit - Heroic Damaging enemies with the weapon slowly heal you
Rune of Necromancy - Ascended killed Enemies are summoned as undead. Summon stats are based on the monster's own stats on death Undead cannot use any of the capacity of the monster it originate from.
Rune of Luck - Ascended Reroll your critical chance when it missed, Increase critical chance on the second roll.
SoulCards
Colossal Strength - Epic Card - Behemoth Graveyard Increase Power by 40% Decrease Move Speed by 10% Decrease Attack Speed by 10% Decrease Projectile speed by 10%
Thick Skin - Rare Card - Behemoth Graveyard Increase Base Defense by 5 Increase Damage Mitigation by 5% Reduce Defense Piercing by 20%
Dense blood - Common Card - Behemoth Graveyard Increase Maximum Health by 10% Increase Health Regen by 5% Decrease Move Speed by 2.5%
Wisdom of the Forgotten - Ascended Card - Behemoth Graveyard Increase exp gain by +300% Banish and remove all exp gain related cards (with the exception of void spirit and Wisdom of the Forgotten)
Antique Moon - Heroic - Behemoth Graveyard Increase you defense by 2% for each level of card with the "Moon" tag
Temporal Lens - Ascended - Manor of everlasting memories Increase your Time scale by 5% (+2.5% per level)
Vine of Time - Synergy - Manor of everlasting memories Synergy between Eyes of truth and Vine Every 20 seconds, create a sphere of anachronism, that Increase your timescale by 30% and reduce enemies & projectile timescale by 80% The sphere is unaffected by time-scaling
Suspended Touch - Synergy - Manor of everlasting memories Synergy of Cold Touch and Temporal Lens When Taking damage: Time scale of enemies damaging you is reduced by 90% (50% against boss) for 3 seconds Increase Player's timescale by 30% for 3sec
Queen's Blood - Heroic - Manor of everlasting memories Increase you Max Health by 2% for each level of card with the "Wild" tag
Eyes of Truth - Synergy - Manor of everlasting memories Synergy of Wisdom of the Forgotten, Queen's Blood and Necrotic bone Unbanish all cards, Evolutions no longer remove cards Set Corruption to 0 Multiply Bosses health by the corruption you should have Multiply Bosses Damage by 10% of the corruption you should have
Thermophobia - Rare - Boreal Pinewood Reduce defense by 25% Increase power by 25% Increase Fire tag drop-chance by 15%
Blade Skin - Ascended - Manor of everlasting memories Max level of 1 Reduce final damage you take by your (uncapped) power value (reduction capped at 90% (95/97.5/99 depending on how overleveled it is))) Require Card Level 500
Unity - Epic Increase the damage of all your summon based on how many summon is alive Summoner only card Unlocked by Summon upgrades - Kill B-rank Shaman
Brawl - Epic Inflict contact damage to enemies during dash
ContagiousFire - Synergy of Fire spirit and Scented Jar Enemies that die while affected by Fire spirit will also spread it to nearby enemies
Lucky Frost - Synergy of Ice spirit and Clover everytime you slowdown an enemy, increase you critical chance by 0.1% for 10 secondes
Electric Corruption - Synergy of Thunder spirit and Necrotic Bone Corruption increase the strength of Thunder spirit
Rifting Thunder - Synergy of Thunder Spirit and Rift When thunder jump from one enemy to the other, teleport them at the mid-point between each of them and inflict 1% of their max health as damage
Synchronous Brawl - Synergy of Brawl & Temporal Lens Also Inflict contact damage to enemies during anachronistic
Spectal Daggers - Heroic Upon overkilling an enemy summon Dagger thrown in the aimed direction Damage scale by the overkilled enemies health
New Soul-shop upgrades
D-Tier - Artifact Reroll Allow artifact to be rerolled once in reward
E-Tier - Shop Lock Slot
D-Tier - Equipment inventory page
C-Tier - Shop Lock Slot
C-Tier - Damage Multiplier from Faith
B-Tier - Rarity Reroll
B-Tier - Piercing Scaling
B-Tier - Limitbreak Level cap
B-Tier - Equipment inventory page
A-TIer - Shop Lock Slot Allow you to lock one additional item in shops
A-TIer - Anachronistic slowdown Increase the slow-down of anachronistic
Hey all! This week, I've got a quick update regarding sprites! Back in November of 2023, when we first introduced Chieri as Lumi, I mentioned that story characters like Crow and Chieri would have unique map sprites when reclassed. Today, I wanted to show you some screenshots of what that actually looks like in-engine!
While I did say that I would be posting a gameplay video this week, we've made the decision to push that back another week or two. Currently, we're doing a massive sound effect pass, and sound quality across the game is very inconsistent. My two options were to play through the game without audio, or delay the video until we're done with that, and I chose the latter. Apologies to all who were looking forward to that; I'll have to ask for a little more of your patience!
Now, back to the main topic: I've taken us back to the Reclass screen today to take a look at some class outfits for Chieri! We're working through making these for all of our story characters, but they're currently a slightly lower priority than other tasks, so the only two I can show off today are Enchanter and Archer. I've also performed some developer trickery to get a look at the back sprites as well!
We're still hard at work getting everything ready for the closed beta test, and that involves a lot of work which is difficult to show off in a weekly update format, but I ask once again for your patience! Thanks as always for tuning in, and I'll see you next week!
- Added tooltips over items in inventories. The mode can be switched using the button in the inventory interface or the Shift key. - Added the possibility of autosave when quitting the game. Along with this feature, the game has received a few more changes, so old saves will not work. - Added a character statistics screen. To open it, you need to go to the journal and select the statistics tab. - Added recipes for crafting. - As well as small changes regarding the interface and quests.
In testing I noticed that the game had become very easy. I decided to make the start of a match a bit more challenging but after getting upgrades the game becomes relatively easy. This adds to the power fantasy making you go from nothing to feeling almost unkillable. I am trying to make a fun satisfying game but do still want to provide some challenge.
To provide some more needed challenge I did some VERY basic difficulty settings on the level select screen. Max Health, Power Up Drop Rates, and Mutant Health are affected by difficulty.
As for health on Easy you have 100, Medium is 75, and Hard is 50
The Tank zombie now does 50 damage instead of 25. I did this as the move and attack speed is very slow so it shouldn't still be too much of a threat just need to make sure to pay attention.
Removed one upgrade to the health upgrade to 3 instead of 4 for 3 extra hits.
We never stop working on making War Thunder’s UI as good as possible. We recently added the ability to place and remove vehicles from a crew slot by simply dragging them with a mouse. This time, we’ve expanded this feature, as you can now drag and drop vehicles into different slots as well.
Vehicles and crew slots no longer display buttons — instead, we’ve added a new context menu that opens on click and offers full functionality for interacting with vehicles or crews.
And finally, choosing vehicles to respawn in battle has become easier. You no longer need to try and pick out a specific interface element with the cursor — anything related to this vehicle will do, be it its icon, cost in SP, or crew level!
Bombers in Confrontation Fixes
In the Confrontation mode in Air Simulator Battles, a bug that affected all maps and all Battle Ratings was discovered. Under certain conditions, one of the teams did not have missions to protect bombers; the enemy accordingly did not have missions to destroy bombers. There were some exceptions to this: naval bombers attacking naval vehicles appeared as expected, and missions with them worked correctly. So on maps without naval enemies, such as Sinai or Stalingrad, this issue was especially noticeable.
We found the bug that caused this and fixed it.
Reduced the delay time of the Assault Fuses
We’ve reworked the delay time for the assault fuse to ensure minimal delay while maintaining the safety of low-altitude bomb releases. This will reduce the likelihood of the target leaving the kill zone of the bomb.
We changed the way the delay time works depending on the mass of the explosive in the bomb. With its mass up to 10 kg, the delay time will be only 1.5s, and then it will gradually increase. Upon reaching 40 kg of explosives, the delay time will be 2.7s, 120 kg — 3s, 300 kg — 3.5s, 500 kg — 4.5s, 2000 kg — 6s, and 5000 kg — 7s. This is the maximum delay time of the assault fuse: for all larger bombs, it’s 7s.
That’s not all!
You can find the full list of fixes and improvements in each separate update note. Here’s some more: The exhaust of a vehicle’s engine that is turned off is no longer shown to other players, a crew sound message when the FCS is damaged has been added, and bananas scattered around the hangar have been removed.
Tiger II (P) — weight has been increased from 68 to 68.5t. (Report).
Maus, E-100 — a bug with the difference in the strength of the breech of the gun compared to other tanks has been fixed.
Leopard 2 PL, Leopard 2 PSO — the muzzle velocity of the DM11 shell has been increased from 970 to 980 m/s. (Report).
M247 — the radius of the M822 shell’s radio fuze has been increased from 4 to 6.5 m. (Report).
Aircraft
Barak II — a bug that caused the infrared channel to be missing when using IR-guided bombs has been fixed.
AIM-120A, AIM-120B — the delay after launch until missile control begins has been increased from 0.5 to 0.6s. (Report).
Mirage 2000-5F — a bug with the lack of indication of the launch range for a maneuverable target on the radar indicator has been fixed. (Report).
Delay time for the assault fuse of bombs has been decreased. Depending on the mass of explosives, the delay of the bomb fuse will be: 10 kg and below — 1.5s, 40 kg — 2.7s, 120 kg — 3s, 300 kg — 3.5s, 500 kg — 4.5s, 2000 kg — 6s, and 5000 kg and above — 7s.
Naval Vessels
Pfeil, MC 485, ML 1383, USS Flagstaff, PT-812 — a bug that disabled the survivability option when there was a crew shortage has been fixed.
Appearance and Achievements
For modern French ground vehicles, the Three-tone CARC Camouflage has been replaced by a Three-tone Camouflage with refined colors in accordance with French Army standards.
Interface
The ability to move vehicles from one crew slot to another by dragging it with the mouse has been added.
The button to change a vehicle, modifications, and other functions in the crewslots has been removed. Instead, when you hover over a slot, the cursor changes to tell you that you can open a drop-down menu by pressing LMB or a gamepad button.
The crew block in the crewslots has been changed:
The button that opened the crew rearrangement menu has been removed.
When hovering over the crew block, the cursor changes indicating that a drop-down crew interaction menu can be opened.
Information about the crew is opened not by hovering, but by pressing any mouse button.
The ability to select a vehicle to spawn in by clicking any element related to it, such as vehicle icon, its SP cost or crew level has been added.
Other
A bug in the “Confrontation” mode in Air SB that caused players of one of the teams to not receive tasks to escort bombers, and their opponents to not receive tasks to destroy bombers has been fixed. This bug concerned bombers that did not attack the fleet.
The “Can-do Approach” Special Task for Ground Simulator Battles has been removed. (Report).
Cleaned up bananas scattered around the hangar.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Our heart beats increase! Memoriapolis will be available in early access on August 29, 2024. Whether you are an early builder or a newcomer, we are building this adventure together.
Your enthusiasm and feedback during playtests help us improve and enrich the gaming experience we propose. We are deeply grateful for every wishlist addition, every comment, and every share.
Builders, history enthusiasts, playtesters, curious minds, gamers... Thank you from the bottom of our hearts for your trust and support. We can't wait to share the next steps of this adventure with you.
That’s why we wanted to offer you an exclusive building.
Nacha and Riwal, our two artists, put their heads together, and although Riwal thought a unicorn statue would please everyone, they decided to work together to create the "Statue of the Founder’s."
This statue honors the founders of your city. The residents will love living nearby to admire two of the city's most illustrious figures.
By supporting us and purchasing Memoriapolis during early access, you will exclusively receive the "Statue of the Founder’s," which will not be available in the final version of the game.
We would like to inform you that we will be performing maintenance. The maintenance schedule is as follows
Maintenance Report
Date and Time of Maintenance
Maintenance start time: August 8, 19:00 PDT August 8, 10:00 CST August 8, 11:00 KST August 8, 11:00 JST August 8, 03:00 CET August 8, 03:00 GMT+3
Estimated end time: August 8, 01:00 PDT August 8, 16:00 CST August 8, 17:00 KST August 8, 17:00 JST August 8, 09:00 CET August 8, 09:00 GMT+3
Server for maintenance
Game server WEB Server *During the maintenance, you will not be able to log in to the game or view the web page.
Contents of maintenance
・Game Program Update ・K-SHOP updates ・Server maintenance and inspection
We apologize for the inconvenience to everyone enjoying “KRITIKA:ZERO” and thank you for your cooperation with the maintenance.
*Maintenance times may vary. * Scheduled maintenance is scheduled for the 2nd and 4th Thursday of each month. In case of emergency maintenance or special maintenance, we will notify you separately.