The drums of war continue in this weekâs AdventureQuest 3D release. Both the Blackthorn Fleet and the Midori Kage Clan are locked into a conflict that threatens to wipe out both factions. Head over to Lolosia and speak to Yara Hara to start the questline which will result in you picking a side to fight for. For those of you returning from last week, youâll find a new chapter of the storyline has opened up with unique story moments for both sides. Additionally, new housing shops have opened up at each factionâs provisioner. Salty Sally for the Blackthorn Fleet and Kikishi for the Midori Kage.
Talk Like a Pirate Day Collection 2024
This yearâs Talk Like a Pirate Day Collection is mixing things up a little bit! We are doing two class skins with a pet and travel form that have two different variants each. One is pirate-themed, while the other is ninja-themed. A little benefit to buying the collection is you won't have to spend class tokens on the armor for the skin. Speak to Gunpowder Marry in Battleon and purchase your collection for 6000 Dragon Crystals. Or, if housing is more your thing check out the new Talk Like a Pirate housing kit.
Two New Class Skins
The ultimate crossover of Talk Like a Pirate Day and Friday the 13th has just happened! The two new class skins being added to AdventureQuest 3D are the Doom Pirate and the Doom Ninja. Embrace your inner darkness and use unique DOOOOOOM-themed attacks for fan-favorite classes.
The Conflict Evolves
The storyline of this evolving conflict will continue as the war goes on but donât forget⊠So do the rewards! The more of the meter your faction fills the more rewards that will be available to you!
Returning Content
Past Talk Like a Pirate Day collections have returned, speak to Gun Powder Marry to take a look at the previous collections.
New Promo Items: Draconic Dread Cannons
Our September promo item are the Draconic Dread Cannons! To get this menacing dragon gun, just purchase any package in the upgrade shop, now with 50% extra Dragon Crystals on select packages. For those that get one of the Guardian upgrade packages, you will also get the Draconic Cannons at no extra cost.
Battle on, Clarion, Artix, and the AdventureQuest 3D crew
I got a lot of feedback and ill be working on a progression system. More levels, more heroes and unlocks etc.
Patch notes:
-Character unlocks: -Made it so the ranger and knight are locked behind certain conditions to unlock them, such as reach level 7 with the triple shot and fire shield to unlock either. And when you have unlocked one you also have to buy them with gold. Right now they cost 500 gold each,
Doner Master Simulator: Prologue - Fika Game Studio
Hello Döner masters! We've rolled out a new update to make the game even better:
đ Additions: UI Overhaul: We have revamped the entire user interface, making it more modern and user-friendly. Navigating through the game is now smoother than ever! đ ïž Bug Fixes: Improved Controls: We've fixed issues related to controls, ensuring a more responsive and accurate döner slicing and customer service experience. Gameplay Bugs: Several gameplay bugs have been addressed to provide a more stable and enjoyable game experience. Feel free to share your feedback with us! Weâre always listening. Have fun playing!
introducing the mod system with this system you can alter the way the game plays in meaningful ways such as setting the game to hard or casual modes witch make the game easier or harder.
mods include ~
casual - you wont lose anything when you die death
hard - makes all enemies more aggressive and has a hard mode exclusive boss stages also last longer during hard mode
boss rush - only bosses will spawn
longer battles - doubles the possible duration of stages
quest 999 - increases the maximum level from 100 to 999
hoarding mode - increases the maximum quarter cap from 100 999
all mods listed here except the casual mod can be purchased for 1 credit point.
credits can be obtained through beating the game 1 time. beating the game will grant you 1 credit. credits can be bought with 100 quarter. 100 quarter = 1 credit.
both credit and quarter are in game currencies and can not be purchased with real money. this update does not include microtransactions of any kind
also mods can stack here's an example of what you could do you could set the game to a hard,casual boss rush mode. because yeah hard and casual are 2 separate mods.
a new costume system has been added to the game now all characters have costumes (each cost 1 credit)
4 new playable characters (sin, grace , vallerie and grit)
4 new stage types
5 new bosses and 7 new enemies
alongside major balance changes for all characters
It's been a while since the last update, and I've been busy gathering feedback and making some significant changes. The most notable update is the visual overhaul of the map. This change is featured in the new trailer, and you can see a preview in the image below.
The demo will be available on Steam in one to two weeks. If you're eager to get involved earlier, you're welcome to join our Discord server, where I might share some keys for the full build so you can help test it out.
In the previous devlog, I promised to dive deeper into the game's classes. Currently, there are 8 classes in the game, and I'm planning to expand this roster over time. Each class comes with two abilities and an ultimate (ult). Some classes even have unique passives. For instance, the Gambler's weapon is a deck of cards, and its passive allows certain cards to become Heart cards, which deal 2 damage instead of 1. Another example is the Firefighter, whose Ice Ball ability splinters into smaller ice balls when it collides with a fire node.
Now, let's talk about my favorite class at the momentâthe Farmer. The Farmer has a unique ability to plant crops. When you use the ultimate, âThe Combineâ you can harvest those crops, which boosts your stats and increases the damage of your main weapon. Collecting enough crops will even turn the Combine into an offensive tool, dealing damage to enemies.
While the Farmer is great, the Engineer class also has an incredible ultimate: it covers the entire map with laser beams, damaging all enemies. With such varied and distinct classes, I aim to make each run feel fresh and challenging. The goal is to keep things exciting as you try to achieve high scores, earn gold medals for each class, and find the best item-class combinations for Endless Mode.
I hope this devlog provides a good overview of the class system. When the demo launches, you'll be able to play as the Scientist, Fighter, and Firefighter classes, along with a small selection of items. In the demo you are also able to read about the other classes.
Hello fellow Commanders! I bring news and gifts. I've just updated the demo to a new version, full of new upgrades and spells to find. Poison upgrades, freezing upgrades, fire upgrades, drones, a shield, and many others. Try the new spells as well and let me know what you think!
I had to push the release date a little bit further away due to some unforeseen events, but the game is progressing well, I will announce the release date soon, I'm still defining the exact day, I can say it's going to be early during Q1 2025 -and just between you and me, it's probably going to be on January, but don't tell anyone! :)
I'll also be releasing a new trailer soon, showing all the new stuff -spells, bosses, mini bosses and one or two secrets- And I'll update the steam page to reflect those.
Hello. All feedback from our player community is very valuable to us. So we would like to thank all our players for their feedback and support.
Fixed broken interior camera angles. Adjustments were made to the first carjacking mission. Fixed the issue with the expertise report being difficult to view. Fixed issues with not being able to join the race Fixed Roger not showing up for some players Some cars have been physically modified. Fixed auction vehicle delivery issues. Fixed junkyard car sale bugs. Fixed Tommy mission regeneration issue.
Over the last couple days, we've released a couple small patches post-launch to help improve some of the issues you've been reporting. These are now live on all platforms.
Thank you for your continued feedback, the teams at Dovetail are working hard to create more post-release improvements.
For a summary of the changes, please see the Full Changelog below:
Full Changelog
Core
PlayStation TSW4 profile imports should now work for US players
Updated the splash screen to remove an old TSW4 background from displaying incorrectly
Minor adjustments to the Main Menu UI to some areas of poor readability, resize navigation bars and remove some placeholder UI button images showing up on Xbox
Multiple localisation improvements across various menus, including Keyboard controls, Fast Travel, Photo Mode settings and Objective titles
Fixed an issue during the Camera Controls introduction in French, where the audio and subtitles would become de-synced
Ensured PS4/PS5 trophy descriptions and details are localised correctly - this may arrive at some point after this patch, possibly tomorrow, for PS5 players
Various Localisation improvements in Training Center
Improved visibility of weather UI buttons in Photo mode when set to 0% or inactive.
West Coast Main Line
Added missing Primrose Hill tunnel markers on the DC lines between South Hampstead station and Camden Junction
Fixed an issue when spawning a 1972 Stock formation so it appears twice as Empty.
Fixed an issue where track marker names for the Queenâs Park sidings were incorrect.
Optimised memory footprint for WCML route intro when played on gen8 platforms
Added suspension improvements to Class 377/2
Improved shadow rendering at Watford High Street Station.
Removed incorrect engine ambient audio at Kenton Station
Removed floating vegetation at South Hempstead underneath platform stairs
Removed areas of snow appearing inside tunnels and underneath bridges
Added WCML South to list of UK routes when filtering by country in the main menu
Increased speed of unloaders outside of Watford Junction and Bletchley station
Removed areas of rain/snow appearing inside the unloader shed
Fixed an issue where Line ID boards above tunnel entrances were dark
Fixed issues with cars floating about the road around Kenton
Fixed an issue where anti-trespassing objects at platforms werenât rendering correctly
Various Localisation improvements
Class 350 EMU
Fixed an issue where the BC value could become negative during the âService Saviourâ scenario
Class 377/2
Fixed an issue where the animations for headlights and wiper knobs were slow when using controller shortcuts.
Class 66
Rain and snow will correctly show on glass
Wipers will now correctly clean the area they wipe as expected
1972 Stock
1972 Stock will now correctly appear inside Formation Designer
Frankfurt Fulda
Trains will now show the correct Off-Route-Destinations in PIS
Trains with Destinations that included âĂâ now display correctly on trains
Improvements to night lighting around Frankfurt Hbf
Adjustments to multiple stopping locations for RE/RB services
Added additional foliage around Schluchtern
Fixed areas where the player was unable to climb platforms as expected
Removed foliage poking through the underpass at Hanau-Wolfgang statio
Fixed areas where cars were floating at Hanau Hbf
Fixed an issue where the player could fall out of the world near Schluchtern
Fixed an issue where platforms signs were clipping incorrectly at Schluchtern
Fixed an issue where graffiti could apply to the trains passing nearby
Fixed an issue where passengers could not exit the Wirtheim station at platform 2
Fixed an issue causing shop textures to become blurred
Various Localisation improvements
Added masts to OHLE at Offenbach Ost station and raised cantilevers to prevent clipping with the station
Fixed the PIS board at Fulda Hbf on platform 9 to correctly display information
Fixed signal S5 at Fulda to correctly display Hp2, instead of Sh1
Fixed an issue where the LZB would no kick in when on approach to Fulda
Fixed NBĂ signs which were not placed correctly at the SchlĂŒchterner Tunnel for northbound trains
Fixed various GNT track speeds at Flieden being incorrect
Fixed an issue with a floating hectometre board at Offenbach Hbf station
Fixed an issue with Signal N345 at Offenbach Ost towards Hanau incorrectly showing a zs3F with 12 for 120kph, and has now been replaced with a 10 for 100kph
Fixed an issue where the 2D map would not show details for the 'FLX (1819) Berlin-Lichtenberg to Stuttgart Hbf' service
Fixes to OHLE masts and gantry cages around Schluechtern to prevent clipping and floating assets
Fixed a red signal issue during the 'RB51(15539) Bad Soden Salmunster to Frankfurt Main Hbf' service when at the 'Stop at location - Frankfurt Main Hbf P1 11' objective
Fixed an issue where the tracks on the turntables at Hanau do not rotate with it
Fixed an issue where the ICE 275 service would leave Frankfurt Hbf via the incorrect track
Fixed incorrect pathing of service ICE (1656) Leipzig Hbf to Wiesbaden Hbf through Hanau station
Fixed an issue where FlixTrain services would stop too far back on the platforms in Frankfurt SĂŒd
Removed an incorrect 20kph speed section when arriving at Schluechtern at platform 4
Removed various LZB wires at Fulda Hbf station which arenât there in reality.
DB BR 411 ICE T
GNT safety system will now kick in as expected at GNT entry balises.
Added correct LZB brake curve and set the max LZB speed to 230kph.
Fixed headlight configuration as the marker headlights need to stay on when brights are on.
Fixed an issue where Location names on the end cars were no longer displaying
Fixed an issue when entering LZB with the 85 indicators of the PZB staying present on the screen
Fixed an issue with SIFA turning off after moving far away in the external camera
Fixed MFD screen brightness switch not working.
Added "GNT" and "GNT Ă" indicators to the traction gauge as IRL to show the status of the GNT system.
Adjusted the upper MFD rotary switch to being in the correct position.
DB BR 114
Fixed an issue where the brakes can be stuck on when pushing a DoSto cab car
DB BR 146
Updated functionality for Acknowledge and Release controls in cab; these now trigger the in the LZB respectively
767.1 Dabpbzfa Db
Fixed an issue on service 4522 where the player experienced no PZB penalty braking when not acknowledging active 1000 Hz magnets
Thank you for your patience whilst our teams work on delivering these updates.
Goblin Lord wants me to become a Virgin Wizard by Managing The Brothel!? - Happy Pillow
Hello everyone!
Update 0.14 comes with a new sandbox mode!
It should be available from the main menu after defeating or failing to defeat the kingdom, or reaching 200th day (should be around the same in-game time). If you already have a save file at this point of the story, then loading it and going back to the main menu should enable the new sandbox button.
This mode allows you to build any of the available cells, make as many bridges as you wishes, no quests nor story will be triggered and the ability to spawn all of the currently available special slaves is possible with new button at the top of the screen.
It will also allow you to remove the default new captives cell and provide 100% success rate in the sacrificial chamber.