Before diving into the details of this update, I'd like to take the chance to thank all those of you who have been supporting me. The resources of a solo developer are very limited, and this activity is possible only with the backing and encouragement of the players.
Changes
You can give nicknames to your staff and notable legionaries.
The complex tooltips of some battle stats have been divided into two sections, a summary with a concise description and the details. This way, a new user should be able to learn the basics without having to get into the complex technicalities.
Same as above for the tooltips of Recompact and Encourage, available during Lulls, and for most individual combat actions.
The tutorial page that explains the battle stats (Cohesion, Front, etc.) has been simplified.
A few more hints have been added to help the players gain their bearings and get the gist of the game.
The Minimum Goal for battles has been renamed to Primary Goal.
Successfully evading the battle in the eighth chapter is no longer counted as a failed Primary Goal.
If you don't save and exit during a battle when you have the opportunity, the game is autosaved now. The save and exit function is there in case you have to stop playing in the middle of a battle, since they can be long. The new autosave is there to provide a backup just in case of technical problems and similar issues before the battle is over.
In the building mini-game, successful bonus production rolls are highlighted in green.
In the foraging mini-game, the messages informing you that additional supplies were found by a specific individual are also highlighted.
When a special Order is selected, but the overall Commitment of both formations is too low for a clash to happen, an icon warns that player that the Order will be ignored.
Fixes
A scripted event in the eighth chapter should not be repeated when the game is reloaded in turn 2 or later.
Temple of Lost Souls This is no April Fools joke. ToLS is here for you to explore! Fight off the Eco Army, the Temple's defenses or the fish that may have looked at you funny. There's so much to do here including new items, outfits, quests, skills and lots of crafting!
Soul Crafting Here in the Temple of Lost SOULS there are a lot of souls to collect. Bring your freshly upgraded Unobtainium Pickaxe and the will to dig up some graves.
Outfit Crafting New to ToLS is Outfit Crafting! Collect pieces of fabric found from various mobs and weave it into other materials to reward yourself with unique cosmetics!
Fusion Crafting Another new addition is Fusion Crafting. Found a weapon in ToLS that's two handed and wish it was one handed? Now's your chance to make that change. Fusion crafting allows you to combine two ToLS weapons together along with a new material called Fusion Ingots.
Bosses Temple of Lost Souls has three bosses to take on for unique rewards you may need in the future. wink wink . The Taunted Throne also holds a challenge for whoever is brave enough to take it on solo! Please interact with the Throne Tombstone in ToLS for more info.
Skills New skills are here! Check out some new skills to increase your attack speed, absorb damage or transfer energy to teammates!
Patch Notes - ToLS is here! - Added mobs, bosses, items, npcs, quests, shops and crafting - Updated General Biodegradables sprite to a larger enemy - Added level req to enter ToLS at 70 - Added some secrets!
- Coral Chunk - changed from 3% to 10% - Salt Clump - changed 3% to 10% - Hyper Cube of the Sea added to Salt and Coral crafters - Thick Skin 5 buffed from 20 mins to 30 mins
- Converted some 2H Hammers to the correct/new 2H Axe item tag. -Howler's Edge -The Fangsplitter -Axe of the Bearserker -Battle Axe of Doom -Ice Axe -Future's Edge -Crooked Axe
- Guild Item Buff - Remnants of a Legend stats from +8 to +10 - Guild Key from +12 to +14 - Guild Medal from +16 to +18 - Guild Chalice from +20 to +24 - Guild Ring from +24 to +30
- Faction revamp! 2.0 New World Order Medallion - STR 10 → 8, Armor 200 → 300, Added -4 STA New World Order Crest - STR 8 → 12, Armor 500 → 900 Crab Medallion - STR 5 → 2, STA 2 → 5 Skele Assassins Medallion - STR 8 → 2, INT 4 → 8, Added -6 AGI Skele Assassins crest - STR 14 → 6, Added 14 INT Miner Collective Medallion - AGI -2 → -12 Miner Collective Crest - AGI -10 → -8 Obsidian Brotherhood Medallion - STR -6 → -4, INT 15 → 12, Crit 2% to 1% Obsidian Brotherhood Crest - INT 12 → 16, AGI 4 → 6, STR -4 → -2 Legion of the Dead Medallion - STR -8 → -10, INT 20 → 14 Legion of the Dead Crest - STA 6 → 8, STR -10 → -6, INT 16 → 18 Martian Marauders Medallion - STA 12 → 0, Added 10 STR Martian Marauders Crest - STA 12 → 0, Added 14 STR Forest Fellowship Medallion - STA -4 → -6, AGI 14 → 10, Added 4 STR Forest Fellowship Crest - Armor -2500 → -500, AGI 10 → 14 Glacier Union Medallion - STA 20 → 12, Added -8 AGI, Added 4 INT Glacier Union Crest - AGI -8 → -4, INT 14 →9 Echoes of the Deep Medallion - STA -10 → -20, AGI 18 → 4 Echoes of the Deep Crest - STA -20 → -10, AGI 14 → 18
On killing a mob, a snapshot of your current party is taken to use for loot requests. (Fixes bug where you could kill a mob, invite someone, and that someone could loot the corpse)
Selected player info will now hide the add friend button if you're already friends.
Made EffectSprite class which plays visual effects.
Added TargetAnimFilename to SkillDefinition. If a skill has a target animation filename then that is loaded into an EffectSprite and animated on the target of the skill.
Rewrote EffectSprite to be much faster and to pool effects.
Added 3 final skill animation effects to Ice Shard, Energy Orbs, and Arrow Barrage! Great job https://waterwitchrpgstudio.com/ !
Implemented a version of A* pathfinding that runs on a worker. Still need to heavily optimize it as it can be very slow.
Finished the Pixel Games LLC taxes.
Everything on https://game.fantasyonline2.com is now cached for 1 year on Vercel, Cloudflare, and in your browser. This should be a big performance improvement as before it was only cached for 8 hours.
Added path reconstruction, line of site, and path simplification code to Apathfinding code.
Added a new class called InlineWorker which takes code, caches that code into blob object url, and then runs it on another thread in a worker.
Made Apathfinding bi-directional which is must faster in some cases.
Added Bresenham's algo for line of site for Apath simplification.
Rewrote the TileMap again, this time using lower level techniques. It should be much faster! (Watch for bugs)
Implemented map mesh chunking for visibility occlusion.
The new map renderer reduces memory used by over ~150MB. It also draws much much faster.
On login, all map tile textures are loaded by the browser in the background. The map doesn't create itself with that texture until you visit it for the first time. This reduces load time and memory used.
Fixed a bug related to very long friend lists.
Upgraded supertokens to a new version that broke things. Fixed the broken things.
Fixed a bug where you couldn't accept the ToS on the main site due to Termly Javascript being blocked by an ad blocker.
Spent a lot of time optimizing the Apathfinding. It's a very cpu intensive algorithm.
Fixed visual effects playing a final animation frame that doesn't exist. (Weird thing at the end of lightning animation is fixed)
Fixed a bug having to do with browser loosing focus and then when it came back into focus it spammed the server.
Added buff effect code that allows modding attack speed.
Changed the Character Window Factions tab to a GUIScrollList.
Updated the Steam inventory item defs. (1193 item defs!)
Updated factions and achievements endpoints to cache for 1 year on vercel, cloudflare, and browser. We'll use versioning cache busters when new factions or achievements are added.
There has been steady progress in our development and recent milestones have brought us progress on things like; Pilot Reputation, Job Complexity, Improved Landscape, Weather systems and Runway surfaces, Remote bush airstrips and so much more.
We'll remind you that all of our screenshots and video footage shared is work in progress and should change over time. Which we are sure you'll begin to notice as we share more and more.
We spent some time stress testing the foliage amount, is 3 million trees enough? Turns out it's not and we expect we'll need 30+ million trees over the full map.
Weather from inside the cockpit. If it rains, snows or is super foggy, someone needs to complete those cargo deliveries, right?
When bush flying you expect to see some incredible views, and the Aurora Borealis is just one of them. 🌌
We'll see you next month for another developer update! Don't forget to join our Discord, wishlist Deadstick and stay tuned for news about future playtests.
We apologize for taking so long and provide this hotfix to reported issues We will also be monitoring your feedback and will be reviewing our Testing processes
No, this isn't an April Fools - we're back with another hotfix! Here's another round of adjustments, fixes and various tweaks to make your village-building efforts shine brighter. Behold the changelog:
Update - April 1st
Tweaks
· AI Optimizations · UI adjustments · Perch is now available in Autumn. Previously no fish could be caught in Lakes during Autumn. · Adjusted farm crop water UI and interaction to better indicate that a cell has already gotten enough water · When cycling villagers in the villager menu, the current page is no longer reset · Adjusted structure page UI · Structures are now sorted in the settlement page · Added indicators on the map for walls that are not connected · Inventory full notification from picking items or gathering items no longer plays the sound fx multiple times or fills your screen with multiple copies of the UI panel · Leather shoulder pads blueprints now use cured hide; · Follower now has enemy highlight color; · Added withdraw and deposit to Leatherworker 2; · Adjusted grow time for planted trees; · Adjusted bill of materials for hedge walls; · Added new fish status effects; · Added a new icon for character remains; · Made various FX adjustments; · Increased stack size for all raw and cooked food. Stack size is now 10; · Tweaked outline shaders and materials; · Changed the warehouse ore storage model; · Increased mine wall resource yield; · Increased the viewport of the farming tasks; · Vegetation loads faster and more reliably;
Fixes
· Fixed warriors not fetching the appropriate weapon tier for their proficiency level · Fixed a pathfinding data generation bug that caused building upgrades to lose their navigation obstacles · Fixed a bug causing terraforming grid for Addons to have valid cells that are impossible to level by the player (Wood house expansion) · Fixed HP bar not showing for some creatures · Fixed builders ignoring tasks after loading the game · Fixed forestry station showing the farming tutorial · Fixed crafters not taking into account newly added or removed addons when needing to make intermediary parts; · Fixed hunters getting stuck asking for better knives if needing to harvest raw meat from deer; · Fixed foresters potentially getting stuck in tight dig spots due to unlucky jitter rng; · Fixed upgrading the roof on a Warehouse potentially resetting storage; · Fixed some loadouts not showing correctly on clients; · Fixed onion seed icon; · Fixed farmer sometimes acting like there are no seeds if any of them could not be found; · Villagers can once again stockpile firewood into their homes; · Fixed some material issues for the Kennel; · Fixed some parts of the Plank Gate and Improved Leatherworker models that would glow when searching for resources; · Fixed deed rewards page being inaccessible with a gamepad; · Fix a bug that may cause a save to appear corrupted when it was not the case; · Fixed a steamdeck bug that would open the chat after editing a task quantity using the virtual keyboard; · Gatherer's Pit no longer gets Sore Throat debuff when wet; · Fixed woodcutters not harvesting seeds for reeds and dwarf spruce; · Fixed a bug which could've gotton villagers stuck in caves or structures.
That's it! Enjoy the weekend and stay tuned for more!
After much consideration, I have decided to retire Left to Rot from Steam. This was not an easy decision, but I feel that the game no longer reflects the quality of my newer projects, and I am no longer satisfied with it.
If you already own the game, you will still have access to it in your library. However, after [date, if applicable], it will no longer be available for purchase.
Thank you to everyone who supported Left to Rot your feedback and engagement have meant a lot to me. I’m excited to continue working on new projects, and I hope you’ll stick around for what’s coming next!
We have identified and fixed the following issue in combat Encounters.
[Issue] - An issue where, in Focused Encounters, enemies who gain new phases or spawn anew load in with detailed info for their Skills or Passives in locked states
[Cause] - A side effect of trying to fix the issue where, if the player returns to the stage info menu after finishing just the first wave, detailed info for enemies appearing in second wave and onward loads in unlocked
[Solution] - Identified the issue and corrected the in-game logic to prevent it from occurring again
[Deployment ETA] - After Apr. 10th (THU) Scheduled Maintenance
F-117 — a task to acquire an additional camouflage has been changed. Now to obtain the camouflage, a player needs to destroy any ground vehicles (both AI controlled and players) instead of destroying players’ vehicles. The number of vehicles to destroy and the game mode multipliers have not been changed.
Tiger HAD, Tiger HAP — a bug that caused the landing gear to be shifted has been fixed. (Report).
Ground Vehicles
T-10A — an ability for an additional respawn in the Ground Simulator Battles, which was present by mistake, has been removed.
AMC.34 YR, H.35 and FCM.36 have been grouped together.
Naval Vessels
The damage to a naval vessel caused by an explosion in the ammunition storage rooms has been adjusted. Explosion power now depends on the amount of ammunition in the storage — the more explosives there are, the more powerful the explosion will be. Damage from their detonation is now considerably larger and has a greater radius of effect, in which it damages modules. We’d like to note that different vessels are built differently and while on some the ammo storage is separated from each other by thick armor, others can lack such armor or not have such thick armor, which can cause the explosions effect to drastically differ from one vessel to another.
The propagation dynamics of fire on main caliber turrets via ammo elevators towards the ammunition storage rooms have been adjusted. On larger ships with inhabited ammo elevators the fire can spread through them upwards (towards the main caliber guns) and downwards (towards ammunition storage). Fire in the elevator can start from its destruction as well as from the damage received by the elevator (for example, an explosion of a shell inside it). Moreover, fire in the turret can spread down, to the elevators and if a player doesn’t react in time to extinguish it, the fire can spread through the elevators to the ammunition storage rooms. If that happens, there is little time to react — an explosion can happen at any moment while the fire affects the ammunition.
Locations
Karelia — errors that caused visual artifacts to appear on the landscape have been fixed. Low-quality trees around the ground battle zone have been removed.
Advance to the Rhine — the orientation of the distant helicopter spawn for the northern team has been adjusted. It is now facing the ground battle zone.
Carpathians — areas that allowed climbing onto the cliffs in square G5 have been blocked.
Other
Client stability has been improved.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Cursed Pantsu has sold over 100000 copies and garnered a lot of positive feedback from players and critics, thank you very much for that. We are happy to announce that we are planning to release Cursed Pantsu 2 in the second half of 2025! We have moved from Georgia to a new office in California to produce the sequel. We also plan to expand our staff and hire diversity specialists. Now there will be more than just women's panties in the game!