When LMB or MMB is held while piloting, keys Q and E now adjust ship's roll.
Prologue quest teaches you to "store all" garbage in the bin.
Simple left and right stearing now also work in first person pilot view, Q is used for both views, instead of E.(The reason is the need to use E for interaction) In third person view, E cycles desired ship side directions
Entering ladder auto uncrouches you (but ladders are not yet fully prepared for crouch spaces)
When ladder was exitted naturaly, it left you with wrong camera rotation (last camera look you had on ladder)
Build tool (wrench), disassmbly tool (metal cutters), tunning tool(tunning screwdriver) are now obtainable at shops in main game
When changing direction offset in 3rd person view (Now E key), ship now stops rotating towards last desired direction
Way less spring effect when desired ship rotation is near
Leaving pilot seat now stops movement and rotation inputs
MMB no longer switches to first person
Inactive qust objects after Save,load. Some quest objects must trigger olny once, others should be continuously active, this information was not part of the saves, so the continuous objects didn't activate after load.
(prolog has character commands for pilot "Sit",then later "Dock". characters forget commands after load, not yet part of the save system)
I was experimenting with quest reset feature on Pilot tutorial, last update had it too, it somehow works but not quite.

On our road to getting what would be by November 3 years of our work, we’ve gone through quite a few stages. To figuring out many things along the way, to always being surprised at what could go wrong – and conversely, what could go right. And we’re sure there’s more we’ll experience in both aspects.
Regarding our current progress on the game, we’ve switched to delivering things by segments. Melee first, then magic, then ranged, shields, talents…
Our future roadmap will clarify where we intend each major feature to be. In general, we aim for monthly updates intertwined with smaller patches regarding bugfixes, optimizations and more importantly: balancing changes and experiments.
Last but not least, this phase – this Alpha – will be very interesting for us, as we have once been on the other end of the table, playing and commenting on other games’ Alphas – and we hope it will be as interesting for you too.
From development, to the battlefield, we welcome you to join us on our journey as we dive deeper into what we’ve been working on behind the scenes.

We have upgraded to the current version of Unreal Engine, not only providing us with a host of new tools, but better performance across the board.
We migrated 170 structs/enums/classes from blueprint to C++. Not only does this provide us a higher degree of control over how we interact with the systems, but in almost all cases also increases performance allowing for higher player counts while retaining our desired gameplay feel.
Balance has always been a large area of discussion, and likewise a very important thing to get right. Thanks to the creation of balancing tools, we now have the ability to adjust major aspects of combat on the fly.
We've fixed 78 bugs found during internal QA sessions, namely regarding animation blending, input, replication (networking) and UI.

We've simplified and optimized our combat logic across the board. This will make combat use less resources on both the server and client.
We've recreated logic for combos, morphs, ripostes and unified many animation states. This allows us to have controllable transition timings and blend curves at-will, opening up a lot of creative freedom in animation work, as well as responsiveness of inputs.
We have been rather quiet regarding our animation work – as we'd rather show, not tell, but here's some quick information: we have fully redone almost 100% of the animation assets FIEFDOM had when our Kickstarter launched.
What is perceived as a game's "animation" is often equal parts animation assets and technical animation; we are heavily working on the latter, and we will reveal the current state of gameplay once we are happy with it. However, this area is one of constant changes and/or improvements, as it indirectly ties to not only a game's feel, but also its balancing and performance.

We have continued the rework of our assets to provide better quality and wherever possible, optimization. The following are from our showcases since late August:

Dev note: Some of you have asked us a very important question: “Can you run around with naked mauls in FIEFDOM?”. While our world’s soldiers can be adepts of the maul – all seem a bit prude. As such, you’ll have undergarments of various types; these are aimed to be comfortable and compatible with the armour you have on top, if any…. To start it off, here is one example of Renhir’s and of Sulma’s undergarments! Mazovia's undergarments will come soon..

"What is perhaps most varied among the appearance of Renhirites is the colour of their eyes. Kohrian yellow mixed in with Reterlanter’s blue has given the draconic realm its two main palettes. More rarely, the right admixture of both Kohrian and Reterlanter ancestry has created a colour unique only to the Renhirites: emerald green. A colour which is a nigh unanimous telltale of the realm of its beholder – a trait that naturally ejects any of its candidates from employment in matters of subterfuge and espionage."

"Often enough, the Renhirites' zeal for draconic heraldry has hindered their craft. Not so with their famed corseque. Despite its advantageous profile and versatility, pairing some of the traits of a spear and a billhook, the corseque has waned in favour over the past thirteen years. While constables and royal bodyguards fought valiantly at the Battle of Hanvec of 1378 A.C., with the Renhirite relief force winning the city a pyrric reprieve, it would not be without a grievous cost: the mortal wounding and subsequent death of Renhir's former king and Moll's father, Oxis Flahm."

"For reasons related to cost or weight, a Renhirite levy might skimp on any heavier elements and forgo all scales. Sometimes, these levies are shamed for this decision – While some may believe it reflects their poor finances, the phenomenon may instead stem from Renhirite war doctrine: lesser armoured members of a fielded army tend to busy up the least dangerous, but often most physically demanding, duties of the army. While the spearhead gets the glory, the backline gets not to worry."

Dev note: Given that FIEFDOM features asymmetrical balancing, in the sense that realms have a different assortment of weapons to pick from and armours with different values, we’ve decided to extend this concept into asymmetrical customization – namely, that some options or categories are realm-specific. Starting off with face customization: we’ve decided that the Renhirites feature metal injections on their gnarliest scars, Sulmites feature arrays of tattoos, and Mazovians use thick face paint, a callback to their more ancient shamanic times.

Dev note: We announced Volaster a long time ago, and we've made a lot of progress since. There are several aspects of a big level like this to work on in parallel: Here we are showing you some of the assets we are both editing, and making from scratch, to more accurately bring to life the mountains of the land of Renhir, and the ancient ruins which form the foundation of the map. We're currently sticking to more traditional workflows, not leaning on some of the newer features available in Unreal 5, with the goal of bringing you a map which both performs well and looks good. That being said, features like Unreal's procedural content generation (PCG) have proven very valuable in helping to speed up work on a map of this scale. After Magna Castellum this is our first effort as an environment team to properly make our own assets to exactly suit our needs, so this map will be for us a valuable opportunity to show a little of what we can do, but also to learn what we might be able to do as our development continues.

Dev note: Several aspects of a map can be worked on in parallel. One aspect of Volaster which we wanted to improve upon from the ‘block-in’ stage was the overall fantasy-level of the map, as well as the map’s ability to draw player’s their focus towards the centre of the map – where the objectives are located. The goal for the environment team this month will be to combine these parallel improvements, resulting in a map with an interesting layout and story, made from our own beautiful and optimized assets. While we currently don’t expect Volaster to be in its final stage when the Alpha releases, the art team is looking forward to pushing out regular updates to the map during the alpha, improving visuals and performance as time goes by.

The countdown to Alpha ticks away (out on November 28th, accessible to those that back our Kickstarter's Tier III or above), as our team continues to dedicate their time preparing for the awaited day! Here is an insight to some of what's planned for the next few weeks.
Continued focus on optimizing combat, including making it more intuitive and responsive
Initial game balancing pass using aforementioned tools
Work on various gamemodes and objectives
Integrating immersive visual effects in combat & other areas
Further standardization of our user interface, alongside experimentation in styles
Finalization of one more armour set, several weapons. Continuing on Volaster’s environment art
We have a Discord server open since August 2024, where we have posted new content once or twice a week through showcase posts. However, many of you reading this are not in the Discord. The solution? Posting retrospectives of our first assets with its flavour text; in addition to any reworks a particular asset or map might've gone through. We will start these soon, stay tuned!

Many projects start with crowdfunding, but not all make it out. With our Alpha’s delay, transparency becomes key. While we, as a team, might be busy working, we also need to keep you in the loop. Our plan is to increase the level of communication from our team to everyone reading.
From now to full release, we want to not only show you what we’ve made, but also include you in the process that gets us there. As this is an indie project, our biggest strength is you!
Patch 0.11.2 hotfix 3 has now been deployed, please consider restarting Steam if you don’t see the update.
Fixed a crash related to VOIP
Fixed a crash related to Vulkan
Fixed the mirror being too dark
Fixed headphones being stuck on dead players
Fixed user being kicked back to bunker after deploying into raid
Fixed helmets not muffling sounds
Fixed audio range not working as intended
Improved ear pros ambiance sound balance
Improved FPS (several tweaks to improve performances)
Improved vaults loot
Hey guys, thanks for the patience and support during the development process.
Sneakalot is now finally out. I hope you guys have fun with it as much as I had fun making it.
please don't forget to leave a comment when you play the game and remember, DONT GET CAUGHT !!!
Just a small patch to mainly fix & "balance" stuff with latest patch
Meteor has been heavily buffed — currently a bit over powered by design for testing and feedback.
Reduced Fire friendly fire damage from 100% → 10%.
Adjusted a few things.
Fixed various bugs, primarily affecting the new Meteor ability.
Ability info / Talent description now have some extra space before StatusEffect and SubAbilities to make it easier to read (Fully Meteor Magma core got a very long description)
Firebolt Everkindle - talent now also add piercing to the firebolt - It was meant to be one of the strongest “primary abilities” (non-mana cost filler-ability) vs tough targets (I’m working on adding bosses) - But it really is a large sacrifice to take a full quickbar slot just for that, so now it works better vs groups
Fire spells friendly fire reduced to 10% (I think ~25% might be better, but rather start extreme, to see if it fixes the issue)
The big problem atm - you have no “meatshield” to tank for you with 100% friendly fire, I still really want some left, to emphasize fire’s “chaotic nature” that brings high risk & high reward, and also encourage the player to “attack from enemies side / flanks. - Maybe later I can add a strong ice-wall ability or similar and still keep the high friendly-fire percentage, but only thing now would be MagicCircle with Aegis, and that is a bit too much forcing the player into specific “build-style” & only use fire-spells when you can do that (clean whole screen with enemies AND your kind allies sacrifice!)
Reduced Firebolt Timebomb - Duration 5 sec -> 2 sec - too long delayed damage.
Increased Meteor’s AreaSize: 16 -> 20
Meteor MagmaCore
AreaSize: 24 -> 60
Duration: 4 -> 6
Increased the “sharpness” of the Barbarians first large camp - was a bit blurry.
Firebolt Everkindle - Now also shows in its talent-description that it is specifically the “burning”-effect it is refreshing.
Hid Meteor Size attribute - it only affects the size of the “falling projectile” (visual effect)
Found & fixed some spawn-points with bad spawn-direction.
I have found and fixed at least one place where one of these bugs enters. But in the worst case, there were even more places the bug sneaks in that I have missed, so maybe a bit misleading with "Bug fixes".
Meteor WrathFall
at max level breaks the meteor - Thanks to the community for finding and reporting it.
Didn’t show that it is removing CastTime at max level.
Meteor Cluster - Now shows it is affected by quantity
“SubAbilities” like Meteor MagmaCore didn’t get its talent description updated when it should. E.g. when upgrading AreaSize that should affect it.
MagicCircle Aegis - the new AI sometimes sneaks inside, even if they shouldn’t be able to.
When you restart multiple matches after each other the game crashes, the culprit is the Pathfinding AI tool the game uses - Thanks to the community for finding and reporting it. Will try get hold of the author to see if he knows a fix
These are reported issues that I haven’t been able to reproduce. I’m sorry if you’re still encountering them. Since I believe these bugs aren’t critical, I have set them aside for now but I am keeping an eye open for them to identify the conditions under which they occur.
I really appreciate any help in tracking them down! If you experience one of these issues, please share the details of when it occurs, especially the steps you took and any patterns you noticed (for example, it happens when doing A after B). Your feedback helps me work toward a bug-free game.
Chain Lightning: Doesn't always jump to the next target in the vicinity.
If you're slowed by a chill effect, the blue visual effect sometimes doesn't disappear.
Upgrades in progress don't always cancel when the building is destroyed.
Hey, gang! Trick or treat!
Our small Halloween update is here, along with a Halloween Steam Sale running from October 24 to November 7. During this time, all players will receive Halloween cosmetics for Humans and Mosquitoes upon login.
各位大侠好,
10月23日更新后,读取爽文江湖、险恶江湖的存档会变成真实江湖难度体系的问题,我们正在紧急修复中。大侠们可以先休息,睡醒重进游戏热更就好。
1、还请大侠们暂时先不要读取爽文江湖、险恶江湖的存档,更不要覆盖原有存档,先读取真实江湖的存档进行游戏。
2、如大侠们不慎覆盖了原有存档,可以发送云存档账号密码+需求到客服邮箱,我们手动给大侠恢复或制作一个存档。
客服邮箱:https://3681313015@qq.com
白玉京工作室 拜上

If you've been waiting to see what DarkStone Digital has coming next, go check out the newly launched Steam page for Paranormal Activity: Threshold!
WARNING: This update restructures species data, and saved data will not be carried over.
We weren't planning to release another update prior to going into early access, but due to the security risk Unity discovered, I’ve put together a cleanup patch which includes this fix.
A lot of work has additionally gone into progression, unlocks, the game’s data structures, and other backend stuff, but most of this content won't be available until release.
General
Increased view distance for large objects
Numerous optimization improvements
Enabled target focus (Middle Click) for all Interactive objects
New Game Setup process
Tutorial Improvements
Editor
UI Improvements
Optimizations to animal rig generation / construction