Watch the Secrets of the Atlas live reveal on Thursday June 5th (PDT) and you’ll be able to earn the Skull of Undeath Helmet Skin with Twitch Drops!
How to Participate
Simply link your Path of Exile account to Twitch (see below) and tune into GGG Live at http://www.twitch.tv/pathofexile, or any channel in the Path of Exile Directory for 45 minutes. Drops will be enabled from 1PM PDT until 10PM PDT.
You will get the Skull of Undeath Helmet Skin after 45 minutes of accumulated watch time on any channel with drops enabled streaming Path of Exile during the event. This means that the drop is guaranteed for everyone who has watched any Path of Exile stream for this amount of time. This promotion is available for all accounts.
If you’re planning to stream Path of Exile during our livestream and want to enable Twitch Drops for your viewers, you can do it via your Twitch Creator Dashboard here.
Linking your Path of Exile Account to Twitch
Visit your Twitch Settings page while logged in. If your account isn't connected, click the "Connect" button for Twitch under "Other Connections". Complete the process on Twitch and you will be redirected back to your Twitch Settings page. If your account is already connected, this page should say "Your Path of Exile account is currently linked to your Twitch account."
After you've accumulated enough watch time to earn your Skull of Undeath Helmet Skin, you must redeem them from your Twitch Inventory before the promotional period ends. Then they will be immediately available in your microtransactions list in Path of Exile 1, and will also be available for use in Path of Exile 2 later. The Skull of Undeath Helmet Skin will be available for purchase from the store at a later date.
We can’t wait to share all the secrets of the Atlas with you! To stay up to date in the lead up to the livestream be sure to check out our Twitter, Facebook and Forums. We'll see you at GGG Live at http://www.twitch.tv/pathofexile!
- Adjusted aim down sights animations for various weapons - added individual weapon switch hotkeys; default 1 for primary, 2 for sidearm (if you already have already launched the game before you'll have to bind these manually or apply defaults via controls menu) - setup a system whereby if a support or technician is downed their equipment is picked up automatically (to avoid some situations outside of a players control where it could be destroyed) - added a Hungarian translation courtesy of Black-pug - fixed some issues with player name / head info (not displaying certain characters correctly and not being shown while a player is downed) - fixed an issue with taking over a bot while it had equipment deployed permanently destroying the equipment (sentry / chest) - fixed an issue where sniper scope animation wouldn't not longer function if taking over a bot - adjusted pointmans arm view models - fixed APC labels not showing player names correctly sometimes
This game was a passion project for me. It took about 5 years to make. I did all the art, sound and programming myself. Of course, like i always do, i went all in on my first game and burnt myself out. To add to my mistakes i used a programming language that i was familiar with (because it was easier) that was already old at the time and not practical to update. Fast forward to now, i have health issues and feel the need to move on and so i have decided to retire fantasy monarch and have requested that the game be removed from steam.
Choo Choo Survivor 2 Playtest - Gamer To Game Developer
Choo Choo Engineers! Some quality of life improvements; markers at the top of the progress bar, an option to hide the under cursor info, and decrement buttons for the unlock abilities menu, and two new abilities that give you starting gold and steel.
I am pleased to announce that Local Cooperative Multiplayer has been added to Cosmic Destroyer!
Device Mapping
When choosing a game mode from the Main Menu, players can now select Co-Op and will be given the opportunity to choose which devices each player would like to control their ship. This functionality provides flexibility to support multiple devices for users that want to use non-standard setups like bearclaw. During development some very unique setups were tested including one with 2 gamepads, two keyboards and a mouse all working at the same time on one player - and another gamepad on the 2nd player.
Each player can select their favorite ship and ready-up to jump into the game. Both players can select the same ship if they would like, there are no limitations.
Multiplayer Gameplay
Players have their own store of three lives and three continues, and all stats and scores are separate. When a player has consumed all of their lives they can continue by simply pressing the Action button, provided they have continues left to spend. If both players happen to game over at the same time, the standard Game Over screen will be shown to prompt the last player to continue. This screen is also shown if all lives and continues have been exhausted for both players.
Flair on the ships for each player is colored to match the Player Flag - Player 1 is Red and Player 2 is Blue. This color is also used in the UI HUD indicators in the upper left and upper right, respectively. The boss health indicator has been moved to be positioned at the top of the screen between both HUD elements and should be out of the way.
Device Disconnections
If a device which is currently mapped to a player is disconnected during play, the game will automatically pause. A notification message such as "Playstation Controller has been disconnected" will be displayed on the screen when this occurs. Generally whenever a player uses the pause functionality only that player can unpause or exit gameplay, but in cases of input device disconnection control may switch to the other player to prevent players from getting stuck having to force-quit due to input device issues.
Other notes and limitations
This mode currently does not allow for any High-Scores to be earned and is purely for having fun with your friends locally or using Steam's "Play with Friends" feature, provided a good network connection. Local leaderboards for co-op may be added in the future if there is interest.
Do note that split keyboard setups using one device across multiple players is not currently supported, mostly due to an engine limitation.
New Story Intro and Tutorial Dialogue
Captain Gerson now announces the mission's situation report to you with a virtual briefing before the game starts. The whole team is caught off guard by the initial attack, still the insight and information he provides offers context as to the situation around the Grid 38 Mining Facility and the attack on Shipyard 7. Sable, the ace pilot run the new pilot orientation tutorial, and you'll no doubt see more of her throughout the game. This also includes an ominous new backing track and new dialogue audio effects that really capture that retro feel. As development continues and we get closer to release there will be more information to share and new characters to meet. Although I want to be careful not to spoil anything by revealing too much before the final game release, either!
Hello! I've fixed a couple of bugs that have spawned from the previous build. Mainly the gold stuff. But don't worry, it's just a HUD issue so no progress is lost. And I also did some other quality of life improvements too. Check them out!
Changelog:
Fixed HUD gold value not displaying
Fixed All gold alignments not updating
Enlarged Level Select scrollbars
Fixed able to purchase 0 "empty items" at shop
Fixed difficulty text from glitching out when changing difficulty on the same level
Removed exploit: Able to sell negative items to gain gold.
Increased shop sold cards to 3.
Damage numbers spawn on enemies for AoE skills
Buffed Pyotyr's Consecrated Earth damage scaling
Removed Randomness on Warrior's Slash Attack
Buffed duration of Warrior Battle Shout
Adjusted player and enemy hitboxes
You can now dash on the HUB
Also huge shoutout to Idle Cub for making a video about our game! I know some of you came from that video so hello and welcome to you all! I hope you enjoy the game and really sorry for the bugs! (I'm just a solo dev)
We're moving the big update on Friday or Saturday because the powerplant in our city has been busted and our power has been on and off for the past 3 days now. Will surely let you know once the Major update is playable!