Alpina B6 - Adjusted the brightness of the rear and brake lights
AMG-Mercedes C-Klasse DTM 1995 - Longer final drive ratios for Slovakiaring, Hungaroring and Most. Reduced mechanical trail slightly
AVUS - AI improvements
BMW M1 Procar - AI improvements
BMW M235i - AI improvements
BMW M2 CS - AI improvements
Chevrolet Corvette Greenwood 1977 - Improved visuals of the running lights and glass surfaces
Crosslé 9S - AI improvements, adjusted suspension kinematics to make rear axle more predictable in to and out of corners
Crosslé 90F - AI improvements
Daytona - New AI lines and repositioned the Time Attack spawn
Diepholz - Filled some deep holes at Diepholz (sry)
Formula Raceroom 2 - Added different sounds for Front / Rear camera shots
Formula RaceRoom Junior - Shorter final drive at Zolder, AI improvements
Formula RaceRoom X-22 - Adjusted suspension kinematics: Front RC height now much higher than rear. More anti-dive than anti-squat. Fine tuned spring/damper setup.
Group 4 - AI improvements, tweaked default gear ratios
Group 5 - AI improvements
Group C - AI improvements, longer default gear ratios for Nissan and Porsche
GT1 - Longer final drive ratios for all cars, tweaked default ratios
Hungaroring - New AI lines and repositioned the Time Attack spawn. Fixed an issue with a collision wall and the shadow of a guardrail at pit entrance
Mazda RT24 P DPi - AI improvements, Dropped rear RC height by 10mm to improve traction out of slow turns. Tuned dampers accordingly
Mazda MX5 - AI improvements
Mercedes AMG GT3 EVO - Some art improvements on various liveries
Motegi - Fixed a bit of green concrete that was wrongly treated as grass
We have exciting news for you in the upcoming year! Here’s what we have planned for "Catwifhat":
1. Limited Item Shop: We’re introducing a new shop soon, featuring two new backgrounds and three adorable cats to enhance your collection!
2. Halloween Event: Get ready to celebrate! Our Halloween event will bring a new crate and a whopping seven new cats to add some spooky fun to your game!
3. Settings Update: We’re focused on your convenience! This update will allow you to minimize the game, change the resolution, adjust FPS settings, control the volume, and introduce new sounds in the game!
4. MAJOR UPDATE at the end of the year: Prepare for the biggest update in "Catwifhat" history! The introduction of collections, achievements, and a leveling system will make the game even more exciting and full of challenges!
Thank you for your support and for being part of our cat community! We can’t wait to hear your feedback and suggestions.
As a thank you to our subscribers, Part One of our long awaited expansion, The Crux, is now available to them! Ardent Society members can enjoy special access into the mysterious realm of Queen Zoria whose tyranny and madness is cruelly felt by the unique race of insect creatures who dwell in this wondrous land, and need the help of intrepid heroes. All new story quests, adventures, sights, and more await in this exciting patch which also comes with a level cap raise, new gear recipes, mounts, and a slew of other game improvements. The Seven Realms just got a little bigger! *Please speak with the NPC in the Zorian Marshlands named Rikey if you have completed the quest, Marshland Reclamation, and are an Ardent Society member to access The Crux.
NEW FEATURES
Added new high level content: The Crux Part One
Added two new zones: Northwest Crux and Southwest Crux
Raised Level Cap to 97
Added new insect species: the Socorro
Added multiple new monsters
Added new crafting recipes for Levels 96 and 97
Added new special currency: Cruxian Chits
Added new crafting ingredients: Socorrium, Harmonic Nectar, and Zorian Spores. (Spores can only be found in Raids, The Rift, Frontier zones, and the 95 Elder Chests for players who are level 96)
New Item Shop Mounts!
Fernskin Tortoise
Harlequin Ladybug
Siltback Scarab
Sageblade Mantis
Petalsong Mantis
Flamewing Mantis
IMPROVEMENTS
Reduced the amount of lag that Shadow Weave causes when battling Hox.
Shadow Weave's blessing: When there are no nearby enemies, and Shadow Weave blesses the Priest with healing and mana, it will do this with one single effect. For example, if the Priest had 10 curses on the target, instead of boosting the player's health and mana by 3% ten times in a row, it will instead boost the player's health and mana by 30% once.
Made adjustments to "Voice Throwing Tonic" quest and Ardent Memorial Pond so players aren't overwhelmed with quests.
Removed "Stinger in the Rear" and "Bring down the Boars" quests.
Made it so that the "No Respect" and "Remembering Spike" quests aren't available until after the "Voice Throwing Tonic" quest is completed.
Adjusted text to make it clearer where to find Echo in a Bottle and Indigo Bottles.
Improvements to Elden Forest
Removed Elden Minnow part of the quest and the fishing gather nodes. Update Adriel's text to reflect the change and aslo edited the OGG voice file.
Moved wagon and horse so it can be seen when player first enters the world. Also works to partly block the pond to make it less like players enter it. There were quite a few "quit and not come back" that ended in the pond.
Added two apple trees and a copper deposit to the early clearing.
Removed the ambient fairies along the path.
Got rid of one of the Cultists so there is only two to fight.
Made it so Adriel is always present. When she disappers from one area she appears in the next. Added text to handle these new times where she is visible.
Added more of the 3D arrows pointing to where the player should go.
Added blinking arrows pointing to inventory and character when player is told to equip weapon by Adriel.
Put Gorrem in front of the house in the Cultist Clearing. He will mention that player can get their own house.
Mallok Phantom now has less health so he is much easier to defeat.
After Mallok is defeated, put Gorrem close by at the bridge telling player to head back to the dock and take the ship to Summer's Hollow.
Fixed some text that didn't match action like mention of "cloaked man" that was actually a "mountain beast".
Fixed all the bypass triggers and made them wider so quest auto-starts and advances if player just runs down the path.
Added a trigger in the water that works the same as the portal at the end of the dock. Handles problem of players just swimming way of in the ocean.
Added a 3D bouncing arrow over Adriel's head in Summer's Hollow to where player will end the quest by talking to her.
BUG FIXES
Fixed a bug that caused raid boosts to not apply.
Fixed issue that caused everything to vanish in Ardent City at -106 23 95 (left side of C4).
Added dye and homestead tab to Harmidel in the Haunted Moors.
Corrected positioning of Erine in Lake Kiwa (at top of D3).
Fixed an area in Ardent City at the coords, "-66 -25 106", that caused character to disappear if the camera was all the way zoomed out.
Blackfury Gorge Zingara had reduced experience and were not dropping Zingara Essence
The Tech Tree Trade-In option debuts in World of Tanks on October 24 and allows you to obtain a new vehicle branch (Tiers VI to X) without needing to do any additional research, just trade in one of your existing researched branches! This is the perfect opportunity to get some new vehicles if there's a line sitting in your garage that you just don't use anymore, so read on for more details.
Here are the main things you need to know:
You “de-research” Tiers VI–X of any single completely researched vehicle branch of your choice—to instantly research Tiers VI–X of a single unresearched vehicle branch from those available for the trade-in. Every owned vehicle of Tiers VI to X from the branch you give away will be replaced by its counterpart from the target branch.
A Tech Tree Trade-In fee applies. The base price is in gold, but you can add bonds, blueprints, and Free XP to bring the gold expenses down to zero. All the calculations will be shown in the Tech Tree Trade-In interface in the game client before you confirm the trade-in.
The Tech Tree Trade-In operation is irreversible and can only be made once. Before making your decision, please explore in detail the target branch, the final resource cost of the operation, and the effect it will have on your vehicles, crews, equipment, etc.
Recently introduced branches are not available for trade-in.
You can only make one trade-in. The operation is time-limited and cannot be undone, so choose wisely!
For full information on Tech Tree Trade-in, be sure to visit the news article.
Greetings, medievalists! The newest patch (0.20.14) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where canceling pile installation during placement phase would make that pile unavailable for hauling until reloading the game.
Fixed the issue that created more scenarios where socketable buildings (ie torches) couldn’t be built on some walls, despite them having no clear obstacles.
Fixed the issue that allowed socketable buildings construction on walls in the blueprint phase.
Fixed the issue that didn’t count settlers with roles in the event outcome score.
Fixed the issue where right-clicking job prioritization wouldn’t work in some scenarios.
Fixed the issue that prevented open doors, windows, gates and portcullises from letting the water through.
Fixed the issue where domestic animals/pets turned wild would retain their traversal capabilities (like walking through doors).
Fixed the issue where pens wouldn’t get detected in certain situations.
Fixed the issue where furniture and buildings couldn’t be built on rugs.
Fixed the issue where the “Next recruit attempt” counter displayed wrong numbers.
Fixed the issue that caused a merchant to escort prisoners to the execution event.
Quality of Life improvements
New animation for settler opening portcullises has been added.
Escorting prisoner animation is a bit more fine-tuned to prevent massive roping distances.
Known issues:
If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Marking a sleeping prisoner for hanging will result in them not going to the event.
Assigned Pets don't sleep with owners.
Some items are missing icons and localization values.
Player-triggered events don't have sound effects
Settlers will not refuel torches if there is no floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.