Starting today, at 4pm CET, Twitch drops are coming back to Enshrouded! Fast-track your way into the coziest cosmetic and home decor rewards by watching your favorite streamers play the game. The Flame Pact set can be unlocked in parts. Watch an hour to unlock the boots and pants, 90 minutes to unlock the gloves, 2 hours to unlock the vest, 3 hours to unlock the wall emblem and a total of 4 hours to unlock the hat!
Here's what the full set and wall emblem look like:
These rewards can also be found through normal gameplay for the most daring explorers. All the details as well as an updated countdown are available on our Twitch drops website: https://twitch.enshrouded.com/en-US
Tell your favorite streamers about Enshrouded Twitch drops!
Today we're thrilled to begin a new series of Steam posts titled 'Feline Features', where we look into a specific aspect of our kitty online party-game's game mechanics! To kickstart this series in today's steam post, we'll be covering the movement mechanics of Jumping Jazz Cats!
To have a purr-fect party experience with our game, we recommend playing Jumping Jazz Cats with a controller! However, Jumping Jazz Cats can be experienced on controller and mouse and keyboard. In the post below, we've added Keyboard & Mouse but our game can also be experienced with the gamepad of your choice.
Feline Features 1 | Moving & Zooming
We'll be starting with the very basic movements like Moving, Sprinting, and Jumping before venturing to the more exciting in-game actions like Charge Jumps, Nuzzles, and Pouncing!
So let's begin with how to move your character:
Move
To move your kitty character, use WASD.
Sprint
Press and hold Left Shift whilst moving to sprint. Sprinting depletes your stamina.
Your stamina is represented by the musical note on the lower part of the screen.
Jump
Press Space to jump.
You can also perform a wall jump by jumping towards a wall, then as you land on it, jump off in a different direction!
Catnap
Hold Q to catnap. This will recharge your stamina bar.
Catnap until your treble clef to the left of your stamina bar is full to gain an item to use.
Recharge you stamina even faster by catnapping in warm or brightly-lit spots!
Air Dive
Jump then press Left Mouse Button in midair to perform a air dive.
Grab & Throw
Press Middle Mouse Button to grab an object. Press Middle Mouse Button again to throw it.
Hold Middle Mouse Button while carrying an item to aim before throwing.
Climb
Move towards a climable surface, then use WASD Keys to climb.
Charge Jump
Hold Space while standing still to charge your jump. Then release Space to perform the charge jump.
Time your charge jump perfectly to create a spring. This item will give your team a vertical boost!
Nuzzle
Press Middle Mouse Button to show you're ready to nuzzle.
If another cat does the same nearby, your nuzzling will create an item for you both!
Pounce
Press Left Mouse Button to pounce.
Use pouncing during the pots Chorus Minigame to break them!
We hope today has given you an insight into Jumping Jazz Cats, ready for when our demo launches (coming soon đ) on Steam.
Get ready to to jump, bounce, and sprint around the jazzy cartoon mansion of Ellington Estate and lead your cat team to victory!
As alluded to earlier in January, we're back with another hotfix for Total War: WARHAMMER III. Hotfix 6.0.4 introduces a plethora of fixes and tweaks to improve your gameplay experience. Here's a couple of highlights from this hotfix:
Fixed a bug where Lords would not disengage from a settlement after selecting certain post battle options. This includes, but is not limited to, The Changeling when establishing a Trickster Cult and the Vampire Coast when establishing a Pirate Cove.
Ogre armies can now recruit Regiments of Renown when they are within the circle of influence of an Ogre Camp.
Fixed an issue where reinforcing AI units will be given the same order location and will clump together as they all try and pile on to complete their order.
Read on for the full list of changes...
PERFORMANCE
Fixed a crash that occurred when attempting to reset skill points for female characters.
Fixed a crash that occurred when changing the factions on the left side of the Intrigue of the Court panel while playing as the High Elves.
Fixed a possible crash that could occur when saving and reloading a save file after a manual battle.
Fixed a crash that occurred when trying to imprison a Military Convoy Lord.
Fixed a crash that would occur when trying to select an Ogre Lord with over 100,000 Meat resource.
Fixed a crash that occurred when using Eltharionâs Athel Tamarha imprisonment mechanic on an Ogre Tyrant or a Caravan Master.
Fixed a very rare crash caused by a frame-based issue that would occur when triggering a VFX particle system e.g. artillery demolishing a structure during a siege.
Fixed a crash in The Lost God Prologue campaign caused by selecting Spartak Matrosov in the Beacon settlement and pressing attack target.
Fixed a crash that occurred when clicking or hovering over the zoom to army location button in the Challenges of Khorne screen while dragging the map.
CAMPAIGN
GENERAL/GAMEPLAY
Fixed a bug where Lords would not disengage from a settlement after selecting certain post battle options. This includes, but is not limited to, The Changeling when establishing a Trickster Cult and the Vampire Coast when establishing a Pirate Cove.
Resolved an issue where Concealment Bombs were granted innately in the campaign, ensuring that the skill to grant them is now relevant/useful.
Fixed a bug where armies obtained via Allegiance (borrowed from allied factions) with Scrap/Aspect/Mutation upgrades had access to those upgrades. Viewing the upgrades is now limited to cases where they exist, are not locked/excluded, or the army is loaned.
Fixed an issue so that AI factions will now hire mercenaries from your Ogre camps.
Eternal War spawned armies no longer trigger Daemons Reforged, aligning with the intended design.
Ogre armies can now recruit Regiments of Renown when they are within the circle of influence of an Ogre Camp.
Fixed an issue where WAAAGH! armies would erroneously execute underway interceptions.
UI/UX
Fixed the Manufactory panel being inaccessible if no further upgrades were available.
Fixed a bug for Orcs & Goblins where the Scrap Upgrades button would grey out when a unit is instantly recruited.
Fixed an issue where a tooltip explaining that settlements razed by Khornate factions are blocked from occupation wouldnât appear.
Fixed a bug where Orcs & Goblins or Wood Elves could access Scrap or Aspects on Skaven units, causing Throt's Lab UI to appear broken.
Fixed an issue with Challenges of Khorne battles where Challenge armies on the campaign minimap didnât have icons.
Fixed an issue with Challenges of Khorne battles so that players can now know if the Challenge army will be reinforced beforehand.
Fixed a bug where Recruitment cost reduction rewards for Arbaal's Challenges were missing from event notifications, despite appearing in the Challenges of Khorne screen. Notifications now correctly display all rewards when receiving or completing a Challenge.
BATTLE
GENERAL/GAMEPLAY
Resolved some instances where ranged units will clump while reforming but we're still looking into further issues with this.
Improved Gotrek and Felixâs initial survivability in âThe Adventures of Gotrek and Felixâ quest battle (to Gotrekâs dismay).
Fixed a bug where replays wouldnât have projectile upgrades saved into them e.g. Elspethâs Helstorm rocket batteries upgraded in the Imperial Gunnery School would fire 3 instead of 4 rockets in a volley.
Fixed a bug where Unyielding Assault failed to prevent Melee Attack reductions from Fatigue.
AI
Fixed an issue where reinforcing AI units will be given the same order location and will clump together as they all try and pile on to complete their order.
AUDIO
Fixed an issue where Kholek was missing persistent VFX sounds in campaign.
Fixed an issue where Vampire Counts Corpse Carts were missing sound effects.
Fixed a bug where the Foundry of Bones - Chaos was missing the lava lake and river sounds.
Fixed a bug where certain environmental loops did not stop after a cutscene.
As always, if you run into any new issues or bugs after updating to Hotfix 6.0.4, please report them over in our dedicated bug reporting sub-forum.
See you on the battlefield!
â The Total War Team
â IMPORTANT
If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.
If the issues persist, please visit our support site for additional troubleshooting steps and assistance.
đ§± MOD WARNING
Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.
Itâs time to unveil some exciting updates weâve been working on to make your journey through Truck Mechanic: Dangerous Paths even more immersive, rewarding, and adventurous.
Reputation System
Letâs start with something coolâthe Reputation System. The more you contribute to the world through missions and challenges, the more of its doors will open for you. Higher reputation doesnât just earn you respect but comes with tangible benefits. Think better deals on essentials like fuel, exclusive customization options to make your truck truly stand out, and access to additional quests packed with unique opportunities. Reputation is tied to individual maps, meaning that your standing in one region wonât automatically carry over to anotherâjust like in real life, youâll need to prove yourself wherever you go. This system is designed to reward exploration and dedication, so keep pushing those boundaries to reap the rewards!
New Tools
Next, letâs talk toolsâbecause whatâs a mechanic without the right gear? Weâre introducing new mechanics and upgraded tools to expand how you can interact with the environment. The soldering iron is a game changer, letting you repair electrical systems to access previously unreachable locations. Meanwhile, the bolt cutter has been revamped to open up even more locked areas, paving the way for unexpected adventures. And since no trek down dangerous paths is without its share of grime, your truck will now get visibly dirty as you tackle the toughest of terrain... Donât worry, itâs all part of the experience!
Updated Points of Interest
Lastly, the maps themselves are evolving. Weâre continuously expanding them with new locales and fresh points of interest, breathing life into every corner of the in-game world. Whether youâre stumbling upon an impressive vista or investigating a hidden nook with something special to uncover, these areas are designed to keep exploration exciting and rewarding. Weâre also fine-tuning existing locations, ensuring that every detail meets our vision for quality and immersion. This ongoing process ascertains that no matter how many times you revisit a map, thereâs always something new to do or see.
Stay tuned for more updates and keep on trucking! If you like what you see, consider adding Truck Mechanic to your Steam Wishlist!
One last thing â Playtest is coming soon! Sign up for it now and be among the first to try out the new features and share your feedback.
NEW LEVEL 232.2 - INFINITE GROCERY STORE HAS ARRIVED!
A new level 232.2 has been added to CO-OP.
You can access and complete this level solo.
Changes in CO-OP
-Now you can customize your character in CO-OP Lobby from the outfit locker!
There are 4 new outfits you can try and color them as you want!
-New Interactive Computer has been added to CO-OP!
From this PC you can access multiple applications:
âąBrowser âąDocuments âąMusic Player (contains 7 audio) âąNotes âąGames (I'll try to add more games every update)
Additions and Bug Fixes
-Adjusted voice chat EQ -Added footstep cue to the Entity on Level 0 (CO-OP) -Updated CO-OP Level Choose Menu -Fixed bug on Level 9 that can prevent spawn moths on map
Thank you all for your support. Stay tune for more
In todayâs post, weâll talk about our combat feedback system and what we did to âjuice it upâ.
We wanted to create a combat system that feels responsive, dynamic, and rewarding. It consists of light and heavy attacks with addition of some cool abilities that add depth to the gameplay. In the coming blog posts, weâll dive into some of these abilities, but today, we want to focus on something just as crucial - the player feedback system that makes combat feel impactful.
Initially, when we implemented our basic attacks, everything worked as expected. You could strike enemies, deal damage, and move on to the next one. But something was missing. The combat felt flat - functional but not exciting. It lacked that âwowâ effect that makes each swing of the axe feel powerful and rewarding. We playtested this prototype at Blender: FIlm & Games conference in Zagreb and one of the most frequent feedback was related to exactly that - how the game responded to each hit. With the right combination of visual and audio cues, even the simple attacks can feel more intense and satisfying and here's what we did (so far) to achieve that.
Initial State: No Feedback
Camera Shake: Adding Weight to Hits
The first feedback mechanic we added was camera shake. The idea here is simple: when you land a blow, the camera shakes subtly, giving the hit more weight. We didnât want anything too extreme that would make players feel disoriented, but a small, sharp jolt to the camera can create the sensation of real physical impact. Adding camera shake transformed our combat immediately. Light hits feel a bit quicker, while heavy attacks shake the camera more noticeably, reinforcing their power.
Camera Shake
Animation Freeze: Letting Hits Sink In
Next, we added an animation freeze effect. Essentially, when you or an enemy gets hit, the character animations freeze for a fraction of a second. Itâs almost imperceptible, but the impact is significant. That brief pause allows you to register the blow and gives the hit a moment to breathe. Itâs like a punchline in a joke, the pause makes all the difference. Playerâs attacks feel more deliberate, and you can now experience a microsecond of satisfaction after landing a strike.
Camera Shake + Animation Freeze
Particles: Visualizing Impact
After that, we added particles to our hit feedback system. When your weapon connects with an enemy, sparks fly, dust kicks up, and blood splatters. This kind of visual feedback further reinforces the power of the strike by giving you something immediate and tangible to see. We played around with different types of particles for different situations: wood splinters when hitting shields, sparks when clashing with metal armor, and more vivid effects like blood sprays when dealing damage to enemies.
Camera Shake + Animation Freeze + Particles
Blinking and Color Changes: A Clear Signal of Impact
Finally, we added blinking (color changes) for enemies when theyâre hit. For a short period after being struck, enemies blink/flash white, signaling that theyâve been damaged. This kind of visual cue is subtle but incredibly effective in providing immediate feedback. It tells you, âYes, your attack landed.â This effect makes combat feel snappier but also helps you track the flow of battle more clearly. When you're dealing with multiple enemies, seeing them blink on impact provides instant visual feedback that your attack was effective, even in the chaos of larger fights.
Camera Shake + Animation Freeze + Particles + Blinking
Putting it all together
When we combined all these feedback layers - camera shake, frame freeze, particles, and blinking effects - the combat experience in Dark Queen evolved from functional to juicy. What started as basic light and heavy attacks grew into a system where every strike feels impactful, every hit registers clearly, and every fight becomes more dynamic and exciting. Itâs not just about dealing damage, itâs about feeling it.
In future blog posts, weâll dive into the abilities and special moves that further deepen the combat system, but we wanted to start here. Combat feedback is what turns a simple attack into an exhilarating moment, and weâre excited to continue refining it as development progresses.
Thanks for reading, and we hope you're as excited as we are about whatâs to come!
The Modstorm content udpate brings 11 epic map mods to the pathfinder system, a new falcon companion with improved range companion AI, projectile multiplicator skill redesign, plenty of balancing changes and several memory leak fixes.
New Features:
Falcon Companion
The range companion (a relic from the past) has been completely redesigned. This skill has now been renamed to falcon companion and not only features a new design but also a complete improved range companion AI.
Epic Map Mods
11 new epic-quality map modifiers have been added to the Pathfinder system. These modifiers introduce unique mechanics to all elite enemies and bosses, greatly enhancing the diversity and challenge of these encounters. With these new modifiers, rerolling and optimizing maps before venturing into the darkness becomes more strategic than ever.
Lets take a look at what mechanics these new map mods will add to your foes: Light Ray: Enemies summon rotating light beams around them. Enemy/Boss HP by +20%, Elite Enemy Spawn Rate by +20% Granting: +25% EXP, 50% Map Shard Drop Rate
Arrowstorm: Enemies summon a storm of arrows. Enemy/Boss HP by +20%, Elite Enemy Spawn Rate by +20% Granting: +25% EXP, +20% Legendary Drop Rate
Light Beam: Enemies target you by casting a light ray from the skies. Enemy/Boss HP by +20%, Elite Enemy Spawn Rate by +20% Granting: +25% EXP, +20% Skill Shard Drop Rate
This are only a few among the 11 available epic map mods for you ready to explore and master.
Epic Map Mods offer big rewards but come with even greater dangers by as well increasing the elite enemy spawn rate. Up to 3 Epic Map Mods can be active per map. Are you ready to face the challenge?
Chicken supply and demand
The giant chicken in town now adjusts the price for handing away their beloved skillgems dependend on supply and demand. Buying multiple skillgems at once will raise the price, coming back a while later will make the price drop again.
Sanguine Chest Improvements
Sanguine Chest Event now highlights circles to clearer communicate how the sanguine chest world event works
Remaingng Enemy Tooltips
Added new tooltip to the remaining enemy on map counter in the main user interface
Major Improvements and Changes
Improved Range Companion AI: Range Companions now hunt down enemies while shooting that leads too improved shooting accuracy and less missed shots.
Improved Audio: The mix and master chain for all sound effects have been reworked to improve sound effect dynamics and preventing sound effects sounding squashed when multiple effects have been played simultaneously.
Music Fades for Dialog: Background Music now dynamically fades when playing dialog.
Range constructs can now destroy interactable world objects by placing the construct on the object.
Added crafting window tutorial message.
Added echo fragment tutorial hint on game over screen.
Balancing
Projectile Multiplicator:
The skill has been completely reworked as the exponential increase of projectile not only leads to massive balancing issues (we do not want to balance the game around this, to keep as much build variety as possible) but also leads to performance issues sooner or later during a run. We have made an array of changes to compensate for this change and encourage everyone to try it out and share your experience with us after testing.
Projectile multiplicator has been renamed to Multishot. Each Multishot skill adds a projectile, dividing the 360° angle further with each use to cover more directions. So you will get one additional projectile with each Multishot, to compensate the additional energy cost have been reduced to 1 (was 2) and the -20% projectile damage got completely removed. Furthermore the spawn possibility of Multishot in the skilltree got increased by 300% to make this skill node show up as often as additional projectiles to give you more chances to increase your amount of projectiles.
Array of balancing changes to compensate for the projectile multiplier changes:
Projectile Range/Speed: Increased Projectile Range +10% (was +20%)
Increased Shot Angle: Angle between spawned projectiles increase has been lowered to 20° (was 30°), this skill now also increases projectile range by +20% (was not present on this skill node before)
Increased Projectile Damage: Each skillnode now increased projectile damage by +60% (was +50% before)
Further Balancing Changes:
Radiant Whisps: now follow player character and respawn, as compensation the total live time has been reduced to 16s (was 20s)
Dark Wanderer Character: Melee Damage malus removed (was -30%), Projectile Damage malus removed (was -30%), No Max Health Malus (was -1), Energy/Endurance Regeneration malus removed (was -30%)
Dark Wanderer Specialisation: Skeleton Spiders is now available directly at level 10. Rework of Dark Wanderer Specialisation now allows to use Golem, Harpies and Skeleton Spiders to bring mass companion fantasies to live.
Dark Wanderer Golem Specialisation: Golem melee attack now scales with you melee damage and triggers all your melee attacks.
Dark Wanderer Starting Melee Weapon Bone Breaker: Melee Base Damage increased to 8 (was 5)
Noctelle: boss fight has been rebalanced to spawn slightly less projectiles.
Bugfixes
Fixed a memory leak for damage numbers. This has led to degraded performance on longer playing sessions.
Fixed a memory leak for condition damage. This has led to degraded performance on longer playing sessions.
Fixed enemy counter on map being desync and preventing map clear achievements from triggering.
Whisp skills for darokins specialisations have improved description.
Added translation for min time display in rifts.
Fixed map reset after completed rift.
Fixed range construct not triggering when entering the game without switching weapon or switching to skilltree.
Thank you, everyone, for your immense support. Without you, the game would not be what it is today.
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