Deep Rock Galactic - GSG_Aaron


Hello Miners,

We’ve got another behind the scenes peek for you, this time on one of your most requested topics: cave generation. Let’s explore how the caves of Hoxxes get formed, thousands of times over again, every single day. Hope you like it!


Planting a cave seed
The moment you select a mission in Deep Rock Galactic, a cave is born.

Out in some invisible abstract, the game generates a seed. This is a procedurally-generated string of numbers containing the instructions for a brand new cave system. This random number decides what the caverns will look like, where you’ll find mineral deposits, and which fiends await you within. All of this is determined in a fraction of a second, flash generated when you lock in a mission.

This new cave is entirely unique. There are many like it, but this one is yours.

Caves – or more specifically, procedurally-generated caves – are what define Deep Rock Galactic. They set the stage for the action, giving life and lore to the game. They’re what make each dwarf’s traversal tools relevant, enabling each class’ function and identity. And the game owes a great deal of its replayability to the limitless pool of possible caves to explore.

So how’s it all work?
Let's dig into it.




Cave generation in a nutshell
Your cave seed gets generated right when you select a mission, but the actual cave comes together once you hop in the Drop Pod.

As you hurtle toward Hoxxes, the cave generator really gets to work. Cave systems come together like pearls on a string: one room at a time, connected by narrow, winding tunnels.

While the overall cave system is a unique result of random generation, the individual cave rooms are hand-crafted. If you imagine the cave generator as our automated chef, we still want real people to make sure it's cooking with high-quality ingredients. There are over 100 cave room templates to pick from -- but many of these templates also contain multiple internal 'randomizer' variants, so spawning the same template 20 different times would still produce 20 unique rooms.

Depending on the mission type, length and difficulty, these room templates could get warped, mirrored, or overlapped as the cave generator strings them together. On-site Refinery missions, for example, mash multiple rooms into one massive cavern. This is why you're likely to see huge herds of Lootbugs during these missions, because the entire cave's population all gets spawned at the same point.

But to understand how this generation really works, we need to take a closer look at one of these cave room templates.


A cave room template? A Windows 98 screensaver? There's no way to be sure.


In focus: how a cave room template works
Every cave room template is composed of intersecting spheres, half spheres and flat planes. This cluster of shapes tells the cave generation engine what sort of volume to carve out of the solid rock, creating the rooms where each mission takes place.

The image above is the template for a cave room -- it’s the instructions that the procedural generator uses to create a unique cavern.

Here’s what you’re looking at:
  • Green and yellow lines - These lines determine the general shape of the room. The yellow lines act as the outer boundary, the base layer upon which the cave generator applies ‘noise’ like textured surfaces and biome-specific rock patterns. The green lines are the inner boundary, limiting how far this ‘noise’ is allowed to fluctuate and push into the space itself.
  • Small orange orbs - You can see these clustered in the center, surrounded by an outer yellow wireframe. They act as randomizer elements: they mark space that might either be hollowed out to create extra volume, or filled in with a random protruding rock formation. When this cave room is created, each of these has a random chance to be ‘activated’ or not. This way, each individual cave room can have an even greater degree of unique and unpredictable variety.
  • Medium orange half-spheres - These half-domes, seen around the outer perimeter of the cave room, mark potential exit paths for the room. In game, these are the areas filled with compacted dirt. The cave generator engine uses these as nodes to link this room to the rest of the cave system via tunnels.
  • Orange wireframe globe - The orange sphere in the background limits the size of the cavern. In the game, various cavern templates are sorted by different sizes. If the template in question pushes beyond this orange globe, we’ve got to either re-categorize its size, or cut it down to fit within the globe.
For comparison, directly below is this same cavern template once it’s been fed through the procedural generator and rendered in the game. This one template has dozens of possible major iterations, and would never look quite the same if we loaded it again.


A single cavern, viewed from the outside using the power of Developer Magic™.


Early version of cavern and tunnel generation. Simplified wireframe structure elements are clearly visible.


What makes a cave fun?
While a computer brain is great at randomly stitching a cave system together, it’s not so good at deciding what sort of cave is actually fun to play. That’s why we have human brains in charge of that part.

Anders Heindorff Frederiksen, Senior Game Designer at Ghost Ship Games, has been the human brain (and complete human person) designing the cave rooms since Season 03. In his words, he makes the building blocks that feed into the cave generator. He’s the one putting together the cave wireframes like we looked at just above.

As he sees it, there are a few key considerations in making a good cave: traversal, natural wayfinding, and dramatic experience.

A cave should require players to carve out terrain and use their traversal tools to get around, but it shouldn’t feel like a maze. While larger cave systems can get a little labyrinthine, individual rooms should still feel intuitive, with their shapes “funneling” players through to the next exit point. It’s about balance: not so simple that it gets boring, not so complex that it feels punishing. On top of all that, a cave room should just seem cool. That one comes down to gut feeling.

However, Anders can’t guarantee all of this by hand-sculpting it. He’s still got to make design decisions that can withstand random variation from the cave generator.

“Once I make a new room, I’ll load in and play it a bunch of times with Scout, then Driller, and so on. Sometimes I play through it and it really sucks. Then I’ve got to figure out what doesn’t work, and why,” he says. “It might be that the visibility’s bad, or the room is basically unplayable as some classes. I can only set the framework for the space before the generator gives its own spin on it, so there’s a lot of trial and error.”


Early experiments with room generation, and shaping cave surface textures.


Concept sketches for different cave rooms and rock formations.


Biomes: furnishing the caves
Once we’ve got a cave all shaped and laid out, it needs noise and debris.

‘Noise’ is the technical term for shaping the cave’s walls, ceilings and floors. Basically, it’s about taking the perfect spherical shapes of the cave framework, and crumpling those surfaces into something more interesting and rock-like. ‘Debris’ refers to the process of sprinkling in assets like smaller rock formations, cobwebs, hazards, and the flora and fauna unique to the selected biome. Every biome has its own distinct patterns of noise and debris.

Robert Friis, Studio Art Director and co-founder of Ghost Ship Games (and also the voice of Mission Control) began working on different biomes just a few months into the game’s development. As he sees it, Hoxxes’ different biomes are an essential dimension of the game’s procedural generation.

"Firstly, they give a lot of character to the planet of Hoxxes. But it's also a big way for us to boost the game's replayability,” he says. “The exact same level will look and play differently depending on which biome is then added on top. It determines the enemies and interactive hazards you'll meet, things like fog and lighting can be completely different, even the shapes of the caves themselves will be different, and it's then up to the player to figure out how to navigate it.”

Your selected biome tells the procedural generator how to sculpt the cave’s surfaces, and how to populate it with flora and fauna. Each biome has a distinct texture palette: Magma Core, for example, applies sharp, ridged ceilings and craggy, jagged edges to most surfaces. Sandblasted Corridors, by contrast, is appropriately smoothed, eroded, and sparse.

Nobody at Ghost Ship Games is a professional geologist, so most aesthetic choices here come down to what looks and feels cool. Hoxxes’ biomes draw from real-world caves as well as fiction. Areas like Salt Pits, Glacial Strata, or even Crystalline Caverns (see the Naica Mine) resemble something you might find here on earth – while a biome like Azure Weald reflects inspiration from the luminous landscapes of Avatar.

In essence, you could view biomes as the “finishing touches” department in cave generation. If the wireframe structure decides the shape of the cave, the noise and debris are the wallpaper and furnishings.


Very early versions of the game experimented with a blockier, Minecraft-esque terrain system.


A prototype 'debris' test from early in development, experimenting with cave surface meshes.


New caves, tomorrow and forever
There’s some statistic out there about how you can connect six standard LEGO bricks in about a billion different ways.

You might think about Deep Rock Galactic’s procedural cave generator as working in a similar way. But instead of six bricks, it’s got a pool of 119 hand-crafted rooms and 10 biomes to pick from. Plus, it can warp and tweak and overlap all these elements before snapping them together.

The infinite cave engine runs around the clock, day in and day out, 365 days a year. On an average day, the cave generator produces about 150,000 new cave systems for players on Steam. Since the game launched to Early Access in 2018, Deep Rock Galactic players have generated and explored well over half a billion unique cave systems.

In some way, you could say this cave machine is the game’s main character. In any case, it’s the playmaker and dungeon master, setting the stage for all the rest. It’s the one to thank for the gigantic, dramatic caverns that stretch out into the darkness, as well as the idiotically narrow corridors that cost you the mission when you’re rushing to extract. It’s with you on every mission, whether it’s your first or your millionth.

It’ll be there as long as Hoxxes has minerals to mine, knitting new caves out in the endless dark.



What was the biggest cave you’ve ever come across in Deep Rock Galactic? Let us know in the comments.

Also, if there’s another subject you’d like to learn about in the next Below Decks, we’d be happy to hear it. Thanks for reading!
Resonite - Frooxius
Hello everyone! I've got a bunch of bugfixes and improvements for the new system for you. This should fixup most of the pressing issues and improve some of the behavior.

There's still more to do, I was trying to get automated avatar metrics calculation into this build, but it wasn't working right with all avatars, so I'll need more time to finish that one up, but I'm getting snoozy, so I don't want it to hold up stuff.

New Features:
- Split VelocitySmoothTime parameter to increase & decrease versions (issue #2885)
-- This allows the velocity to ramp up much more slowly than it goes back down
-- This helps resolve some of the jankiness, particularly when the player is moving in small bursts, by not immediately going to a running gait, unless the movement is sustained

- Add LocomotionAnimationBodyCollider component, which is now required for any colliders to be considered for self-collision for the hands (based on report by @memtx, issue #2874)
-- Existing full body avatars are automatically instrumented with those components
-- Use IgnoreForLeftHand & IgnoreForRightHand to make corresponding hand ignore those colliders (this is used for hand to not self-collide)
-- The nearest instance of this component is used, which lets you override which hands get ignored
-- The LocomotionAnimationColliderBlock is still respected if it's found in the hierarchy between the collider that was hit and the LocomotionAnimationBodyCollider - this lets you mark a chunk of hierarchy for collision and then exclude parts of it

Locale:
- Merged Finnish locale update by @airride91
- Merged English locale fixes by @airride91
- Merged Korean locale update by @mirpasec
- Merged Chinese locale update by modimobeikete
- Merged French locale update by @j4.lc
- Merged German locale update by @muppeq

Fixes:
- Fixed duplicate avatar object slots for feet when using full body tracking, resulting in misbehavior
-- This fixes the tracker visuals being visible even when the tracker is calibrated (reported by @charizmare, @hamocorp , issue #2856)
- Fix LocomotionAnimationColliderBlock not being properly categorized (reported by @_deltawolf, issue #2868)
- Fix feet not being positioned properly in avatar anchors (reported by @yoshi1123_, @bluetera, @nexus15., SilvyPaws, @wolf_seisenbacher, issue #2859)
-- AvatarPoseBoxConstraint now has "ProcessSimulatedPoses", which allows you to keep simulated poses when user is in anchor. By default this is off to simulate old behavior.
- Fix full body calibrator freaking out when adjusting poses (reported by @hamocorp, @harumaki021, issue #2864)
- Fix CurrentOnGround not updating on VRIKAvatar (reported by @gearbell, issue #2860)
- Fix held objects moving with head animation (reported by @hamocorp, issue #2858)
- Fixed newly registered users sometimes getting a blank dash (reported by @kodeska, fixed by @probableprime)
Football, Tactics & Glory: World - _K_o_S_


Players asked us if it would be possible to watch World Championship matches, even if you're managing a completely unknown amateur club. When we responded that this might be allowed, players started asking if they could also watch European Cup matches and other major tournaments. When we again responded that this was potentially possible, we got questions about whether they could watch matches between other teams in the same league as their own. Or even watch matches of a different club they support.

Well, now we are officially announcing: yes, you will be able to schedule and watch any match in any tournament without any restrictions.

How to schedule a match to watch
A new "Watching Matches" tab has appeared on the Calendar screen.

In this tab, you can find the tournament that interests you. It could be a tournament on any continent, local or international, club or national.

In the screenshot, I selected the European Championship. The game displayed all the matches that will take place in this tournament. I can press the "Schedule" button next to the matches I wish to watch.



For example, I decided to watch all of Germany’s matches in the current European Championship qualifying tournament. To do this, just click "Schedule" next to all these matches. If you go to the "Scheduled Matches" tab, all these matches will be displayed in chronological order. If you change your mind, you can remove a match from your scheduled list.



How watching matches works
On the match day, the calendar stops, and the first scheduled match becomes available to watch.



For example, if you’ve scheduled to watch matches in the same league in which you play, you’ll first watch those matches, and only then will you play your own.

There are three options for a scheduled match: Watch, Simulate, Cancel Watching (remove from the schedule).



You might ask: why is there a Simulate option?

Well, we have two types of match simulation: detailed and quick. The detailed one is used in the player's matches (all actions are fairly played out by artificial intelligence). The quick one simulates the actions in the match based on team formations, attributes, skills, and players' giftedness. We believe that the quick simulation is quite well done. But if the player wants certain matches to be "played out fairly" (i.e., using AI), they can schedule them to watch and then press the Simulate button.

If the player presses "Watch" the match will be shown as if you were watching a football match. That means you won’t see dice rolls or detailed information about the footballers, except for their names.

Final words
Although watching matches does not affect gameplay mechanics, this feature allows for deeper immersion into the game world and a feel for life outside your club.

We understand that some players may not find match-watching necessary. However, for many, this feature will allow for a deeper immersion into the game. Some will attend World Championship matches, others will observe their favourite clubs in continental tournaments, and some will study their future opponents. Because even though you won't see the footballers' attributes, understanding FTG means you'll be able to glean a lot just by watching who is performing which actions.

When will the game be released?
Unfortunately, we have encountered significant technical difficulties rewriting the graphical engine. We know that players who have grown to love FTG will enjoy the game as it is. But first of all, we are very ambitious and always try to exceed our expectations. Secondly, we are looking ahead. The new engine will allow us to do many things players have been asking for, but which are currently impossible.

Additionally, working efficiently during wartime is much harder than in peacetime. Therefore, development has taken much longer than expected. I would really like to enter Early Access by the end of the year. But realistically, it will be great if we manage to launch by the beginning of next spring.

In any case, your support for both the original FTG and the upcoming FTGW motivates us. Write reviews of the game on Steam, add FTGW to your wishlist, recommend the game to friends – any little bit of help keeps us moving forward.

How to follow the development progress?
First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game goes into Early Access or Full Release.

Secondly, click "Follow" to be notified whenever we publish news on Steam.


The great place to get notified about news and discuss them is our Discord.
Also, to follow our news, you can subscribe to our mailing list: Email subscription.
Football, Tactics & Glory - _K_o_S_


Players asked us if it would be possible to watch World Championship matches, even if you're managing a completely unknown amateur club. When we responded that this might be allowed, players started asking if they could also watch European Cup matches and other major tournaments. When we again responded that this was potentially possible, we got questions about whether they could watch matches between other teams in the same league as their own. Or even watch matches of a different club they support.

Well, now we are officially announcing: yes, you will be able to schedule and watch any match in any tournament without any restrictions.

How to schedule a match to watch
A new "Watching Matches" tab has appeared on the Calendar screen.

In this tab, you can find the tournament that interests you. It could be a tournament on any continent, local or international, club or national.

In the screenshot, I selected the European Championship. The game displayed all the matches that will take place in this tournament. I can press the "Schedule" button next to the matches I wish to watch.



For example, I decided to watch all of Germany’s matches in the current European Championship qualifying tournament. To do this, just click "Schedule" next to all these matches. If you go to the "Scheduled Matches" tab, all these matches will be displayed in chronological order. If you change your mind, you can remove a match from your scheduled list.



How watching matches works
On the match day, the calendar stops, and the first scheduled match becomes available to watch.



For example, if you’ve scheduled to watch matches in the same league in which you play, you’ll first watch those matches, and only then will you play your own.

There are three options for a scheduled match: Watch, Simulate, Cancel Watching (remove from the schedule).



You might ask: why is there a Simulate option?

Well, we have two types of match simulation: detailed and quick. The detailed one is used in the player's matches (all actions are fairly played out by artificial intelligence). The quick one simulates the actions in the match based on team formations, attributes, skills, and players' giftedness. We believe that the quick simulation is quite well done. But if the player wants certain matches to be "played out fairly" (i.e., using AI), they can schedule them to watch and then press the Simulate button.

If the player presses "Watch" the match will be shown as if you were watching a football match. That means you won’t see dice rolls or detailed information about the footballers, except for their names.

Final words
Although watching matches does not affect gameplay mechanics, this feature allows for deeper immersion into the game world and a feel for life outside your club.

We understand that some players may not find match-watching necessary. However, for many, this feature will allow for a deeper immersion into the game. Some will attend World Championship matches, others will observe their favourite clubs in continental tournaments, and some will study their future opponents. Because even though you won't see the footballers' attributes, understanding FTG means you'll be able to glean a lot just by watching who is performing which actions.

When will the game be released?
Unfortunately, we have encountered significant technical difficulties rewriting the graphical engine. We know that players who have grown to love FTG will enjoy the game as it is. But first of all, we are very ambitious and always try to exceed our expectations. Secondly, we are looking ahead. The new engine will allow us to do many things players have been asking for, but which are currently impossible.

Additionally, working efficiently during wartime is much harder than in peacetime. Therefore, development has taken much longer than expected. I would really like to enter Early Access by the end of the year. But realistically, it will be great if we manage to launch by the beginning of next spring.

In any case, your support for both the original FTG and the upcoming FTGW motivates us. Write reviews of the game on Steam, add FTGW to your wishlist, recommend the game to friends – any little bit of help keeps us moving forward.

How to follow the development progress?
First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game goes into Early Access or Full Release.

Secondly, click "Follow" to be notified whenever we publish news on Steam.


The great place to get notified about news and discuss them is our Discord.
Also, to follow our news, you can subscribe to our mailing list: Email subscription.
Kings Call - Minionsss
Dear Players:

We will conduct a maintenance update from 4:00 to 6:00 pm on September 10, 2024, Beijing time. During this period, the game will be inaccessible and we are sorry for the inconvenience caused.

The following are the main contents of this maintenance:

[Event]

1.Buy Points, Get Rewards: 8000 - Chang'e (Legendary) / 30000 - Hou Yi (Godlike)
2.Event of Horsehair
3.Gold Rush (Weekly Event)

Consume 100 gold coins: Fodder (Epic)*5, Silver*10,000
Consume 500 gold coins: Starlight Chest (Epic)*1, Epic Gem*5
Consume 1,000 gold coins: Lunar Chest (Epic)*1, Tower Ticket*4
Consume 2,000 gold coins: Lunar Chest (Epic)*2, Fire Opal*1
Consume 5,000 gold coins: Phantom Unicorn (7 days)*1, Fire Opal*2, Silver*200,000
Consume 10,000 gold coins: Fire Ruby*1, Silver*500,000

4.Pack (Limited Time Event) - Booster Bonanza
15 packs of Dragon Master Pack II - Tharymaskus (Legendary)*1 / Silver*200,000
10 packs of Master Skill Pack II - Fire Opal*2 / Silver*500,000
20 packs of Festival Pack - Festival Pack*10 / Silver*1,000,000
20 packs of Elite Pack - Master Pack*5 / Silver*200,000

5.Heaven’s Rapture
6.Master of Alchemy
7.Master of Blacksmith
8.VIP Copy +1
9.Double Pleasure Time


[Update]

1.Gifts Exchange in Mid-Autumn
2.Fastest Challenge of Mid-Autumn
3.Laurel in Mid-Autumn
4.Up to Level 80
5.Pet System

See the pictures for details. The event content is subject to the game content. The official has the final right of interpretation.




















Kings Call - Minionsss
Dear Players:

We will conduct a maintenance update from 4:00 to 6:00 pm on September 10, 2024, Beijing time. During this period, the game will be inaccessible and we are sorry for the inconvenience caused.

The following are the main contents of this maintenance:

[Event]

1.Supremacy: Kyrene Roxia
2.Buy Points, Get Rewards: 8000 - Chang'e (Legendary) / 30000 - Hou Yi (Godlike)
3.Event of Horsehair
4.Daily Cumulative Recharge

200-level Rewards: Witch Pack*1, Silver*10,000
400-level Rewards: Master Skill Pack III*2, Silver*50,000
1000-level Rewards: Festival Pack*3, Silver*100,000
2000-level Rewards: Legendary Gem*6, Silver*200,000
4000-level Rewards: Fire Opal*2, Silver*400,000
10,000-level Rewards: Fire Ruby*1, Lunar Chest (Epic)*1

5.Gold Rush (Weekly Event)
Consume 100 gold coins: Tower Ticket*3, Silver*10,000
Consume 500 gold coins: Starlight Chest (Epic)*1, Epic Gem*5
Consume 1,000 gold coins: Skill Box (Epic)*2, Mystical Valley Ticket*3
Consume 2,000 gold coins: Lunar Chest (Epic)*2, Fire Opal*1
Consume 5,000 gold coins: Novice Fragment Chest*1, Fire Opal*2, Mystical Valley Ticket*5
Consume 10,000 gold coins: Fire Ruby*1, Solar Chest (Legendary)*1, Legendary Gem*10
Consume 30,000 gold coins: Fire Ruby*2, Solar Chest (Legendary)*2, Silver*3,000,000
Consume 50,000 gold coins: Black Opal*1, Solar Chest (Legendary)*2, Silver*4,000,000

6.Pack (Limited Time Event) - Booster Bonanza
20 packs of Victory Pack - Black Opal*1 / Silver*3,000,000
20 packs of Master Skill Packs III - Master Skill Packs III*10 / Silver*1,000,000
10 packs of Cryptic Goblin Pack - Legendary Box*1 / Mystical Valley Ticket*2 / Silver*200,000
5 packs of Mythos Pack - Melin Da (Epic)*1 / Silver*100,000
20 packs of Elite Pack - Assembly Order*5 / Silver*150,000

7.Mystical Valley
8.VIP Copy
9.Master of Blacksmith
10.Master of Alchemy
11.Double Pleasure Time

[Update]

1.Gifts Exchange in Mid-Autumn
2.Fastest Challenge of Mid-Autumn
3.Laurel in Mid-Autumn
4.Up to Level 80
5.Pet System


See the pictures for details. The event content is subject to the game content. The official has the final right of interpretation.
























火焰征程 - Minionsss
Dear Players:

We will conduct a maintenance update from 10:00 to 12:00 a.m. on September 10, 2024, Beijing time. During this period, the game will be inaccessible and we are sorry for the inconvenience caused.

The following are the main contents of this maintenance:

[Event]

1.Buy Points, Get Rewards: 8000 - Chang'e (Legendary) / 30000 - Hou Yi (Godlike)
2.Event of Dragonball
3.Gold Rush (Weekly Event)

Consume 100 gold coins: Tower Ticket*3, Silver*10,000
Consume 500 gold coins: Starlight Chest (Epic)*1, Silver*50,000, Bread Fragment*5
Consume 1,000 gold coins: Lunar Chest (Epic)*1, Silver*100,000, Bread Fragment*5
Consume 2,000 gold coins: Lunar Chest (Epic)*2, Epic Gem*6, Tender Steak Fragment*5
Consume 5,000 gold coins: Fire Opal*2, Silver*200,000, Tender Steak Fragment*15
Consume 10,000 gold coins: Fire Ruby*1, Silver*500,000, Grilled Lobster Fragment*15
Consume 30,000 gold coins: Fire Ruby*1, Solar Chest (Legendary)*1, Grilled Lobster Fragment*45

4.Pack (Limited Time Event) - Booster Bonanza
10 packs of Festival Pack - Fire Opal*2 / Silver*500,000
20 packs of Master Skill Pack IV - Master Skill Pack IV*10 / Silver*1,000,000
10 packs of Cryptic Elf Pack - Pi Fragment*10 / Epic Gem*3
10 packs of Elite Pack - Master Pack*10 / Silver*50,000

5.Ascension Tower
6.Master of Alchemy
7.Master of Blacksmith
8.VIP Copy +1
9.Double Pleasure Time


[Update]

1.Gifts Exchange in Mid-Autumn
2.Fastest Challenge of Mid-Autumn
3.Laurel in Mid-Autumn


See the pictures for details. The event content is subject to the game content. The official has the final right of interpretation.





















火焰征程 - Minionsss
Dear Players:

We will conduct a maintenance update from 10:00 to 12:00 a.m. on September 10, 2024, Beijing time. During this period, the game will be inaccessible and we are sorry for the inconvenience caused.

The following are the main contents of this maintenance:

[Event]

1.Supremacy: Wisdom Juju
2.Buy Points, Get Rewards: 8000 - Chang'e (Legendary) / 30000 - Hou Yi (Godlike)
3.Event of Dragonball
4.Daily Cumulative Recharge

200-level Rewards: Egyptian Gods Pack*1, Silver*10,000
400-level Rewards: Master Skill Pack III*2, Pet Snack*1
1000-level Rewards: Festival Pack*4, Pet Snack*1
2000-level Rewards: Legendary Gem*6, Pet Feast*1
4000-level Rewards: Fire Opal*2, Pet Feast*1
10,000-level Rewards: Fire Ruby*1, Pet Pleasure*1

5.Gold Rush (Weekly Event)
Consume 100 gold coins: Tower Ticket*3, Silver*10,000
Consume 500 gold coins: Hairy-Toothed Pig Fragment*5, Mystical Valley Ticket*2
Consume 1,000 gold coins: Hairy-Toothed Pig Fragment*15, Mystical Valley Ticket*3
Consume 2,000 gold coins: Black Wind Wolf Fragment*10, Fire Opal*1
Consume 5,000 gold coins: Black Wind Wolf Fragment*20, Fire Opal*2, Mystical Valley Ticket*5
Consume 10,000 gold coins: Fire Ruby*1, Solar Chest (Legendary)*1, Legendary Gem*10
Consume 30,000 gold coins: Fire Ruby*2, Solar Chest (Legendary)*2, Silver*3,000,000
Consume 50,000 gold coins: Black Opal*1, Solar Chest (Legendary)*2, Silver*4,000,000

6.Pack (Limited Time Event) - Booster Bonanza
15 packs of King’s Pack - Fire Ruby*1 / Lunar Chest (Epic)*1
20 packs of Festival Pack - Festival Pack*10 / Silver*1,000,000
20 packs of Cryptic Human Pack - Black Opal Fragment*9 / Lunar Chest (Epic)*1
20 packs of Elite Pack - Assembly Order*5 / Silver*150,000

7.Mystical Valley
8.Ascension Tower
9.VIP Copy
10.Master of Blacksmith
11.Master of Alchemy
12.Double Pleasure Time


[Update]

1.Gifts Exchange in Mid-Autumn
2.Fastest Challenge of Mid-Autumn
3.Laurel in Mid-Autumn


See the pictures for details. The event content is subject to the game content. The official has the final right of interpretation.




























Naval Action - Ink
Captains,

Diana loot event will run from daily maintenance on September 6th until daily maintenance on September 9th:

Diana Event
Captains have to find rare ships like Diana, Santa Cecilia and Admiraal de Ruyter in the search areas provided below. These ships may carry a very rare ship notes and special loot coins, rare wood and rare guns:
  • Gold Ducat
  • Gold Rouble
  • Gold Sultani
  • Gold Thaler
  • Strange Gold Bar
  • Rare wood
  • Rare guns
Coins might be exchanged in the Academy building to receive:
  • Additional outpost permit
  • Additional dock permit
  • Diana permit
  • Admiraal de Ruyter permit
If you already have the Navy Connection using the item will add even more outposts or docks (up to a total limit).

Search locations
  • South Antilles - triangle of Aves, La Blanquilla and Saint George ports
  • Northeast of Tumbado - area between Cuba and Tumbado
  • South of Hispaniola
In case of capture of certain ports in the area, the nation of ships will change.

*Spotlight image from Captain give implacable 36lb middle deck from the February 2022 screenshot competition.
Sep 6, 2024
Edge of War - Bonus Stage Publishing
Content update 0.5.95 is now available for all!

New features:
  • Added attack speeds for weapons. Attack speed of equipped weapon has an effect for AP cost of the weapon based skills.
  • Added VFX for Juurukko death aura

Other changes:
  • Improved VFX for poison spit.
  • Improved some hit damage vfx placement that was earlier placed on feet of character instead of body.
  • Weapon damage ranges changed to bring more variety between weapons and better support the new attack speed feature.
  • Some updates to roosterfish setups with some skill changes and polish.
  • Updated all enemies with natural weapons to take new attack speeds in account.
  • Lots of improvements on different tooltips (skill, status, feat and item), providing additional detail to make it easier to understand what the real effect is. There is still work to do with these, but they are some amount better than before already.
  • Disabled Vaeki Caller feats for now, as they were buggy and need rethinking in their functionality.
  • Encumbered status effect now causes AP penalty instead of movement speed penalty
  • Disabled fatigue from overworld travel. As resting is still missing lots of functionality, the forced rest through fatigue was mostly annoying. Fatigue system will be brought back in future when we have other supporting systems in place for it to make sense and contribute to fun.
  • Disabled hit VFX for Trapper’s Shot skill. This is done temporarily to see if something with that VFX causes some crashes that have been reported to happen with Trapper’s Shot.

Bugfixes:
  • Experienced Sneak Attacker feat provided only 0.5% damage boost when it was supposed to be 50%
  • Big Game Hunter increased damage received from big or huge creatures, when it was supposed to increase damage dealt to them
  • Some targeting data was corrupted whenever new game was started, which could lead into situations where targeting ranges were wrong for some skills. This could lead to situations where PCs or NPCs were able to attack from long distance with melee weapons.
  • Attack of Opportunity threatening was not correctly updated when character was knocked back, causing attack of opportunities to occur when they were not supposed to.
  • Night icon on overworld map was offset.
  • Attack of Opportunity was always testing against being able to avoid AOOs when using range weapon, causing situations when combat archer could also remove AOOs when casting spells or such.
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