We're in the middle of a vigorous debugging spree in order to get rid of the most important issues plaguing the game right now. Part of this is additional error logging for our server that has been experiencing crashes.
You can now "Fame +" Offline Players who blessed the serverYou don't have to stay online to collect your 'thank you's anymore!
Locate Mission Start Points
In the Mission Menu, next to Available Missions. Some missions will now show you where the mission can be start from. This makes finding missions less about referring to guides. This is optional, so we can still make hidden missions if we want to!
Pop-up Guide / Hint SystemThis new feature is for the time being, used to introduce systems to the player. We might go further to explain systems when you first are exposed to them in the future, but for now it'll just be used for the tutorial
Camera Panning Cutscene CommandThe event system can now control the camera to pan across the map
Reverse KnockbacksThe engine now supports reverse knockbacks aka. pulling attacks. This is for future content updates.
Added more error logging to the server to hopefully figure out the crash soon
Fainting ReworkThis will make more sense in the future, but there's now a 10 second time after just fainting that you will not be able to return to hospital yet. This time will be used in the future for other gameplay systems to allow for other players to affect your body. I've also added a greyscale filter and vignette on the screen when you are fainted instead of the old darkened screen. The camera also zooms closer to your body
Equipment and more items can now be used while in waiting area during tournamentsSo players can get ready their character for each fight. With the added possibility of tailoring your fighting style to your next opponent
Shops ExpansionShops can now hold up to 60 items for sale. Up from 30
Body Flicker Technique can no longer be used against players up against walls to scale the wall
Re-added Button sounds to interface, that have been missing since new UI system update a few years ago
Improved styling of Mission UI
Hair Salon Rebalancing
Hairs in the Barber Salon has been repriced with different tiers 1500, 15000 and 25000 Ryo hairstyles. Down from 3000 and 30000.
Village Elections now require you to have been actively working for your village to vote that election
Oversprouting Troubles now updated to use Iridescent Weeds for Mist Village and Thorny Roots for Sand Village
Fixed AFK Check Server Error
Instanced maps no longer clones Items, Bodies, NPCs as this was a cause of exploits and multiple bugs
Fixed an error that caused maps to be unloaded from the server when saved sometimes
Fixed Missing Ninja being able to use items they shouldn't be able to
(Hopefully) Fixed longstanding fishing bug where players failed tugs weirdly
Fixed a bunch of non-critical errors thrown by the server (index out of range issues)
Fixed Gift Codes purchasing not working
Fixed a crash caused by Resources not loading properly on login sometimes
Fixed some people not being able to open the login window
Optimized mission assignment desks to be faster
Here we go with an important update, fixing and tuning a bunch of noticeable things for the gameplay and the World Tour.
I hope you'll enjoy it ! 🙂
- Controls : added vibrations on the service
- Strike : lowered the physical imprecision on the spin, greatly lowering the chance for the ball to end outside of the Aiming Zone (this affects especially the Accelerations and strikes done with low precision)
- Strike : raised the minimum service speed for men by 5km/h (so at 50% power, the average service speed is raised by 2.5km/h)
- AI : tuned the return position of the women
- World Tour : greatly optimized the size of the ranking database, saving ~500MB of RAM for a career of 15 years ; this should prevent the game, when Modded, from crashing on consoles after playing for a few years in the World Tour
- Strike : the slice (and possibly some other strikes in some special situations) could be way too slow
- Animation : since the last Build, the players were rotating back in the wrong direction after having rotated through their back
- Gameplay : in some situations, the net jump wasn't triggering for the human player (usually when standing near the service line)
- AI : fixed a couple of glitches in the CPU when his doubles partner is human
- AI : when playing doubles, the CPU could get stuck in no man's land (ie: between the baseline and the service line)
- Recordings : the match replay could desync for Junior matches
- World Tour : too many players were regenerated in the fictional years (eg: in 2025 and after, in the unmodded game)
- World Tour : regenerated players' best ranking distribution wasn't respecting existing singles & doubles specialist distribution (ie: could end with too many or too few top players in singles or doubles)
ManuTOO
=== Mana Games ===
Hello, everyone. Due to some issues, the update speed is relatively slow recently, but please rest assured that we will continue to update.
If you have any questions or want to tell us, please feel free to write to us!
Debug
Challenge: Herogue Auto Chess Resa's special move caused the game to be unable to continue the error correction
Hero:Justice Warrior Upgrade Option: Justice: Absorb cannot properly absorb the negative status of teammates on both sides. Correction
Hero: Number Four Upgrade Option: Self-Sacrifice cannot properly give shields to other teammates. Correction
Relic: Brick effect description correction
Adjustment
Chapter 3 Boss: Mr. Error's battle music volume adjustment
Expected update:
Chapter 2 New Boss: Three Musketeers
Hello again renowners, its Mr. Z speaking here with an update on what we've been up to lately. KZ and I have prepared a short explanation of what we've been working on lately as launch approaches. KZ has been very hard at work preparing the art side of things for launch, specifically there's been an optimization pass, an external walls rework, and stability fixes. In his words:
A big chunk of time has gone into optimizing the map. I’ve been tackling texture memory usage, cleaning up LODs, utilizing static mesh instances, and making sure key points of interest are running smoother across the board.
The goal is to ensure we squeeze out every bit of performance without sacrificing visual fidelity, by using the tools the engine has provided us with.
The exterior castle walls are now fully functional and finalized. It’s been a long road getting them just right. However, they’re now in and working as intended. I'm just fixing up the last touches before another patch. We have a set of High walls and Low external walls now, each with their own advantages.
The Backer content is nearly ready! All the backer statues, headstones, and skins are being implemented and polished to ensure everything looks great and is in place for launch. Thanks again to everyone who supported the project — your in-game presence is coming to life.
My main focus right now is getting the client stable and polished for launch. That includes art bug fixes, performance improvements, and making sure the experience is as smooth as possible for everyone on day one.
That’s all for now — back to the grind. Appreciate everyone’s support as we push through these final stages.
As for my section I will be discussing a few things, Namely: The engine upgrade, code improvements, New animations, Combat overhauls, Localization, customization overhaul.
As many know, I've been working very hard towards upgrading the engine version to the latest version of Unreal. Unfortunately, the engine upgrade was not successful. We ran into many new unknown issues with the way the Steam SDK works with that version of Unreal. We also had many plugin incompatibilities that caused us to lose key functionality.
Every time we made progress with the engine upgrade we were met with new issues to resolve. Ultimately the new version of Unreal had too many fatal crashes and incompatibilities and so we had to roll back to 5.3. This means we'll be missing out on some useful optimizations we were going to take advantage of but, ultimately optimizations are not useful if the game no longer functions.
This cost us a lot of time but now we're back to normal and updates will resume very shortly. Lately we've been backporting the work we had done on the newer version of Unreal and we've almost completely wrapped up recovering all that work.
During the engine upgrade I spent a lot of time improving the code base of Renown. Many pieces of code have been optimized. Specifically a lot of the subsystems that run in Survival mode have been made to run much faster on the server which should help improve server stability. There has also been a lot of code clean up that should reduce the CPU time on the client as well.
One very highly anticipated thing that's been in the works is new combat animations. During our last demo we were short on time and released some new combat animations prematurely.
Unfortunately the state of those animations worsened the combat feel quite noticeably and we humbly apologize for that. We have a new and improved set of animations on the way for 2 handed swords coming very soon. After that you can expect to see a new set for 1 handed weapons and their shielded variants.
On a similar note, there has been much work done on overhauling the combat mechanics themselves as well.
Animations and the combat systems are very tied together so they're being overhauled together. Specifically there's a new system for server side melee hit detection, this should noticeably improve parry responsiveness. The point of view of the defender will be more accurate essentially, which should lead to less missed parries that looked correct on their screen.
Many players complained during our last demo, that the movement was too sluggish, so its now been made more snappy like it was in the past. Timings for attacks and parries are being fine tuned currently, so we will be starting combat playtests again to really nail down the timings for launch very soon. Finally, the way shields are used will be getting a final pass once the animations are completed.
Last but not least, the customization system has received full overhaul. The UI most importantly, has been redone to facilitate a much better user experience. You can now customize armor that is currently equipped and be able to visualize it accurately in the preview.
There has been changes to differentiate between "skins" and "templates". Skins are essentially a raw version of a new model for an item, while templates are a skin with the additional customization saved locally for ease of use. In the future we'll make it possible to share "templates" with your friends so you can create and share matching clan outfits for example.
There was support added for Steam Item dependent skins, so all skins will no longer be unlocked by default. What this means is that the backer reward skins will be getting distributed very soon so keep an eye out for when we announce that. Of course backer rewards included weapon skins, so naturally, we now have support for weapon skins as well.
With all that out of the way, you may be wondering whats coming next for Renown. We'll begin again to do internal playtests with our backers, to try to iron out all the issues we can before launch. Specifically we need help testing; combat mechanics, building mechanics, and a quality pass on the points of interest on the main map. We'll be announcing shortly some playtimes for when we'll be doing these tests so stay tuned for that. Our immediate goal is to get the game ready for a large survival playtest before launch.
Hey guys, I've taken a break from the development of Bleakmoor House these past couple of weeks to learn a few things. I've been working on a third person point of view game that'll be my main focus after "Bleakmoor House" and have learned alot! And I mean A LOT! So with this new knowledge I am in the process of modifying a few things as well as making a new map in blender. I realize the "Demo" wasn't the best and felt kind of rushed. The main game also didn't have much replayability and let's be honest what you have seen so far SUCKS!!! So, since I don't want to half ass a product I'm trying to sell; the game might take a bit longer than the planned release date. The plan is still to have the game out by the end of this year but probably not by Halloween as anticipated. I will list below the few things I am working on to improve the demo and the final product. The main vision is still there but hopefully.... HOPEFULLY, this will be a game YOU can be proud to play.
The Monster
The Map
Safe Rooms
DOORS (I Know Right!?)
Flashlight Instead of a Lamp
New Goal
Less Scripted Jumpscares
Improved "Monster AI"
Controller Support
Here at Spelkollektivet in Sweden, we are excited to share with you all this special project of ours. There is a lot we want to talk about, but we need to save some stuff for later. ːsteammockingː However, if you're curious for a bit more info, make sure to read the Bloody Disgusting article on Whistle Willie.
Click to go to the Bloody Disgusting Article on Whistle Willie
And of course, to keep up with updates on Whistle Willie, make sure to follow!
Best Regards,
- Dani and the Whistle Willie Team (Go Go Galago Games, CANCAT Games, KasperDev)https://store.steampowered.com/app/3367460/Whistle_Willie/
I had some free time and I decided to do some work on the games. It's a US holiday, and fireworks are literally going off around me as I write this.
Now (with a little bit of developer effort) the engine is capable of showing 3D animated movies. At present, the game includes two of these animations, including an atmospheric new intro scene. All 2D stills have now been replaced with a 3D camera system, in line with most modern games.
In addition, you can now spend yen on weapons and refills. (Ways to make yen are forthcoming.) As usual, this release also includes small map geometry updates and bug fixes.
We’re excited to release 7 new character skins and a new S12-Worldstone Shard ! Update via Steam and log in to experience them.