There is ongoing work for the next major update, but we decided to offer an intermediate, very important update, which optimizes the stability and fps performance of the game. Please read:
*v1.6.1.5*
Fixed memory leak issue which could cause severe fps drop, usually in campaign battles. This problem could happen when players were starting a battle and did not start the battle immediately but waited for some time in the preview window or made an alt+tab and moved their mouse, something very natural during long play sessions. Progressively memory consumption could reach unmanageable levels and cause huge fps drop.
Fixed a bug causing allied minor nations to attack their allies to gain back their lands.
Fixed a rare code exception which could cause a campaign’s turn to freeze, while moving vessels.
Part collider optimizations, affecting also positively the auto-design part placement logic.
Overall auto-design optimizations, resulting in even more effective ships made by the AI.
Auto-resolve fine tuning, fixing a case where the winner could be wrongly overwhelming too much the opponent, with no losses.
Other minor fixes.
Uploaded optimized build including: - Further optimizations in fps performance. - Further optimizations in auto-design. - Optimization in Battle AI logic. - Fixed issue which could cause a sold ship to a minor nation to not be fully transferred, so it would appear in player's fleet instead. You must restart Steam to get the update fast.
Uploaded optimized build x2 including: - When a minor nation attacks you, the special mission that creates a naval invasion is now happening immediately, without the need to previously have fleets in the area, as before. The government will ask you if you agree to attack and if you agree, you will need to send ships in the mission to invade the province that the minor nation uses as base of operations. - Ships that previously were sent to be repaired randomly to other ports, when their supply port became unavailable, will now be sent to the next nearest port, in a more efficient route. - Other fixes/optimizations. You must restart Steam to get the update fast.
Uploaded optimized build x3 including: - Minor nations will attack with less frequency when they want to take back their own lands. It should be more manageable now, but we need further feedback. - Fixed border issues in territories near Canada which could create bugs in the land army distribution (e.g. too small army to defend. etc.). - Fixed potential minor issue creating an empty AI task force for some turns (e.g. when all ships of the task forces got destroyed or were sent for repairs, they might have caused such a problem). - Fixes in temporary issues of auto-design, which now should be much faster and effective. - Fine tuning in ship flooding mechanics with the aim to sink faster ships with high structural damage. You must restart Steam to get the update fast.
Uploaded optimized build x4 including: - Various auto-design optimizations. This is the last stable build before v1.7. You must restart Steam to get the update fast.
IMPORTANT NOTE We added v1.6.1.5 Optx4 in the list of previous stable builds. It is advised to switch to it, if you do not want to miss any saved data before the release of v1.7 major update.
A bunch of you have been asking about Ember Knights merch, especially a plushie. We've been looking into it and found the perfect plushie partner in Makeship!
Check out the concepts for the adorable little Steward!
Before the plushies go into production, Makeship runs a short campaign to see if there's enough interest.
During the campaign, players are able to pledge $2 towards the purchase of their plushie. If the minimum number of 200 pledges is reached, the plushies get made and shipped to everyone who pledged.
In the event that we don't reach the minimum, we will all collectively weep for what could have been as the Ember Knights Steward Plushie will remain a dream and they'll be forever banished to the Nexus.
Please note: if the campaign is unsuccessful, each person who pledged will have their $2 refunded.
The campaign will run until Dec 19th at 8:00 am EST.
We're really excited to make this plushie a reality. Thank you to everyone for the suggestion and if this goes well, we'll look into other exciting things to offer!
This Early Access update for No Heroes Here 2 introduces a new kingdom called Trollmeria, featuring unique mechanics and groundbreaking challenges that will test your strategy and teamwork. Additionally, new characters, new ammo, and a brand-new weapon have been added to the game’s content.
Kingdoms
Trollmeria: A snow-covered land where freezing conditions, braziers, and ice witches keep you on edge.
Characters
Chef
Alchemist
Ninja
Weapons
Ballista:Get ready, aim, and fire those arrows! Use wood and iron to craft arrows, load the ballista, and shoot away!
Castles
One new castle for each difficulty level (Easy, Medium, and Hard) to defend!
Ammo
Honey Flask and Sprout: New types of ammo that offer creative ways to protect the castle!
Join our community on Discord via the main menu to connect with the development team and share your feedback.
Gather your friends, choose your character, and dive into the action—let’s defend the castle together!
Welcome back! It’s great to be speaking to you all again so soon! Following the reveal of the Seekers of the Storm Roadmap last month, I'm happy to announce that Phase 1 - Items and Elites - is here and ready to play on all platforms!
You can see a full breakdown of all the changes and bug fixes in the update notes here!
Some Items are completely overhauled, while others have had significant balance changes. Most items have had impactful quality-of-life updates too. Those updates range from just addressing reported issues to new visual or audio cues that better communicate their effects.
You can read the update notes or jump in right now to experience these improvements. But I'd like to show off some of my personal favorite changes in this update.
Elusive Antlers
First off, let's look at Antler Shield. On top of a ground up overhaul, it’s also received a new name. Introducing the Elusive Antlers. Elusive Antlers grants a small permanent speed bonus. But, it has an additional twist. Upon picking this item up, small floating orbs will spawn throughout the stage. Collecting these will grant you an even larger speed boost, but only for a short amount of time.
One of our larger goals for this phase was to reintroduce items that could improve some of the scarcer parts of the item pool. With Elusive Antlers we’re hoping to give players another powerful way to gain movement speed; but in a way that feels more fun than just boosting flat stats.
Breaching Fin
Breaching Fin (formerly the Knockback Fin) was called out as having a lack of synergies with other items in the game. We liked the ability to launch enemies into the air - throwing a Hermit Crab up in the air is objectively hilarious - but we wanted this to be an exciting moment for players to take advantage of.
In pursuit of that goal, we’ve greatly increased the impact Breaching Fin has. Not only does it retain the chance to launch grounded enemies into the air, they are now stunned for the duration, and take an additional 20% damage from all sources while airborne.
Players who decide to take advantage of this airborne monster can relaunch it an additional 2 times. Gathering more stacks of the item will reward you with an extra launch per stack. Those extra seconds can give you a valuable chance to exploit their vulnerable state! Stacking Breaching Fin high enough allows you to send enemies high into the skies of Petrichor V.
Due to this massive power boost we’ve upgraded this item from common (white) to uncommon (green.)
War Bonds
While War Bonds could be useful if you obtained one very early in a run, the bonus gold was quickly outpaced by the ease at which you can collect large sums of money quickly in the mid and late game. So it can feel like a somewhat disappointing item - especially considering its rarity.
We’ve upgraded War Bonds to give it a new effect worthy of a red item - now when you trigger the teleporter event a barrage of missiles bombard any boss monsters that are foolish enough to appear…
…That ought to give you a bit of a head start.
Sticking with the “War Bond” theme, the amount of missiles that appear are increased by the amount of gold you’ve collected during the stage. Our goal is that this creates some much-needed synergy with gold-producing items like Ghor’s Tome and Roll of Pennies.
Noxious Thorn
Noxious Thorn has had an almost full rework. Its effect now makes it one of the strongest items in the uncommon pool. Previously this item had a chance to apply bleed to enemies that attacked you. It also had a chance to increase the stacks of other existing debuffs. This mechanic was a little unclear to players. It was often challenging to tell when this item had taken effect.
Now the Noxious Thorn has a 10% chance to inflict bleed onto an enemy. Upon dispatching your enemy 33% of its debuffs are transferred to another monster within a 20m range.
Each stack of Noxious Thorn makes these debuffs jump to an additional enemy. With a small stack of this item, and some other debuff-themed items like Gasoline and Symbiotic Scorpion, you can spread destruction to huge groups of enemies like never before.
The other item changes in Phase 1 include:
Chance Doll has had its item log changed to accurately represent its chance of effect. It’s also received visual improvements to let you know it’s successfully upgraded an item
Unstable Transmitter now turns the tables on your foes. Upon falling below 25% health, a glowing radius will appear around the player. Charge into enemies to have them teleported away. It’ll also apply bleed, just for good measure. Foes that die to this effect also extend the duration of the aura.
Sonorous Whispers was still a little too strong. So it had its item drop rate from elites reduced to 4% while retaining its guaranteed drop from large monsters. Don’t worry - it’s still a very strong item!
Growth Nectar has had a buff to better reflect its legendary status. It now gives a 7% increase to ALL stats for each buff you have, up to a maximum of 4. The stat increase, and maximum number of stacks, will both increase with each additional Growth Nectar you acquire.
Electric Boomerang has had the interaction removed where it would apply bleed if you were carrying the Sawmarang equipment.
Runic Lens, which was always a very strong red item, has had its visuals and sound effects improved to better display when it has taken effect. It’s also had its logbook entry updated to make its effect a bit clearer..
Prayer Beads has remained the same but now makes the effect a little more obvious by telling you the buffs you’ve gained. We’ve also blacklisted it from printers (it was being exploited by certain Australian YouTubers.)
Chronic Expansion has been given a much clearer “combo meter” mechanic. Now, it gives you a temporary stacking damage buff which can be increased and maintained with each kill that you get. This has been paired with a distinct audio warning when you’re about to lose the effect.
Luminous Shot now requires 3 stacks (still granted when using your secondary attack) before being unleashed by your primary attack - but the damage output has been significantly boosted - and as an extra bonus the first stack of this item reduces your secondary ability cooldown by 20%!
Longstanding Solitude has had its experience gain increased slightly and happens whenever gold would have been gained. The "free unlocks" buff is now retained between stages. Previously, when one person in a lobby picked this item up, all interactable prices for other players would be increased by 100%. That has now been dialed back to 50%.
Warped Echo will now reduce the next source of damage you take by 30% while spreading it into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Your Echo recharges every 15s(-3% per stack). We’ve also added a visual indication for when it’s available to be used.
Bolstering Lantern now gives an attack speed bonus for every enemy and ally in close range (displayed with a new blue outline surrounding the player). Gather additional stacks of this item to increase its range and also increase the maximum number of enemies & allies it will count.
Seed of Life now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds
Sale Star is unchanged (my beloved.)
Elites
Both the Twisted and Halcyon Elites added in Seekers of the Storm have had massive improvements in this update -
Halcyon elites now have lower health and armor multipliers. That should put them in-line with the other elites in their tier. They’ve also been given a brand new gold-stealing attack. If you don't avoid these Golden Spikes you’ll be forced to drop some of your money as a gold nugget which will eventually vanish if you choose to ignore it!
We wanted to keep the “priority target” intention of Twisted Elites but give the player much more room for counterplay. Now, a Twisted Elite will charge up a distinct spiked ball of lunar energy above its head when you deal damage to its nearby allies. If you don’t deal with this situation by killing the elite it will unleash this Lunar Crystal against you. This attack will track the player until it either hits you or a surface. This should give you a good chance to avoid its considerable damage. If you want my advice, you should just quickly deal with the Twisted Elite as soon as you see it!
We have been able to get this first phase out relatively quickly due to much of the work being done prior to the initial roadmap announcement. The team is hard at work on Phase 2, but we’ll need a bit more time to get that one in your hands. We’ll be able to update you again in the new year.
Hey Everyone!Today we’re kicking off our SOTS roadmap with our first phase. Our focus for this phase is on Items and Elite Monsters. If you’re looking for the Dev Diary, you can find that over here!
Major Changes
Antler Shield - Renamed to Elusive Antlers
Old Functionality - 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker.
New Functionality - Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds.
Bolstering Lantern
Old Functionality - When below 50% health, receive a damage increase of 20%
New Functionality - Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.)
Growth Nectar
Old Functionality - While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds.
New Functionality - Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack).
Warped Echo
Old Functionality - On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds.
New Functionality - The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.)
War Bonds
Old Functionality - Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor's level at the start of every stage.
New Functionality - During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time.
Runic Lens
Old Functionality - Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage.
New Functionality - 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.)
Knockback Fin - Renamed to Breaching Fin
Old Functionality - 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack).
New Functionality - Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity.
Noxious Thorn
Old Functionality - 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead.
Updated Functionality - Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack).
Unstable Transmitter
Old Functionality - When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack).
Updated Functionality - Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.)
Luminous Shot
Old Functionality - Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack).
New Functionality - Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%.
Chronic Expansion
Old Functionality - Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat.
Updated Functionality - Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer.
Minor Changes
Chance Doll - Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine. Sonorous Whispers - reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters. Prayer Beads - Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers. Longstanding Solitude - “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%) Seed of Life - Now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds Electric Boomerang - No longer applies bleed when carrying Sawmarang equipment.
Elite Updates:
Twisted Elites
Old Functionality - Generated an aura that made all allies inside reflect damage to the player.
New Functionality - Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin.
Gilded Elites
Old Functionality - Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite.
New Functionality - These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets.
1.3.6 Other Changes:
Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack.
Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.)
Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected.
Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear.
Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.)
Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.
Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son.
Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian.
On Prime Meridian Lunar Ruin will no longer slow players.
Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself.
Geodes no longer spawn in the air around the False Son arena on Prime Meridian.
Removed reference to False Son’s Lunar Spikes ability slowing enemies.
Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities.
Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary.
Players can no longer clip into a specific pillar on Reformed Altar.
Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed.
Gilded Elites now correctly appear when using the Artifact of Honor.
Fireworks no longer collide with the Halcyon Shrine they have been activated from.
Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms.
- fixed invisible walls in the westernmost side of Route 33 - fixed "Delete Save on Death" deleting your save when dying in the shaman battle in Nonastoke - fixed sprite appearing incorrectly when enemies use True Shot - fixed dialogue for the book and the cash register in the Lumberjack Mansion bar - fixed strange interactions between Counter and Guard - Counter will now fail if the opponent uses Silent Strike, Quickdraw, or Swiftstrike
Trendpoker 3D: Texas Hold'em Poker - Trendpoker 3D
Online highscores, rankings and statistics increased and fixes:
V3.9.3
When leaving online games early, the chip difference is transferred, but no score is awarded. Rank points are calculated based solely on the score, not on the chips.
Bugfix: Not all hands and statistics were being saved.
V3.9.1
Highscores show 100 entries now
Online ranking and statistics up to 2000 entries
Lags in transmitting rankings and statistics in the online game have been fixed. Server speed now massively increased.
A free pack containing a brand new 5* Picard Officiant is claimable in the Time Portal. Claim 3 additional copies by participating in the month long objective event which is now live!