Bluedrake42

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  1. Alpha 28

    Sub Rosa Alpha 28 is available to test via the beta branch on Steam. View the full article
  2. Hey everyone, Another crazy week in the studio. We welcomed 3 new members to our team, we tore down a wall and our level designers have finished blocking all of the levels! It is of course far from being finished but this is a very cool milestone. We are also in the fun phase of designing merchandise which is really tricky because not everyone has the same tastes. Do you design something that you like or something you think others will like even though it is not your style? Both? Subtle or more on the nose/fun designs? We would love to have your opinion on this. In our opinion, as long as it is classy. What is District 0? That is our new tutorial area which the team will explain below :) Production Sam Now that we have everything blocked in (aka all our levels are in the game and mostly functional), this week saw David and G conducting reviews of our playthroughs with our level designers. This is an exciting time, because now we can get more accurate information on how long playthroughs take, how they feel, where the player direction issues are (eg does an encounter tell you enough about what you need to do), etc. It’s the time where we really begin the assessing/polishing, as we decide which parts of the game deserve more love, and which parts are good as is. For example, while we are not building new encounters at this point, we are creating a new area to help introduce players more gradually to the procedural world (see Eric’s post below). The goal is that players will no longer feel abandoned at the beginning of the game, and will have a longer introduction to the game world. We can also now test the playthroughs for blockers and beginning to ramp up the QA team at Gearbox. Because the game is quite complex, with a procedural world, 3 characters, multiple platforms, different game modes, different playstyles etc, we need a pretty big QA team to look at it. We’re ramping up to 25 people, who will be full time on the project until we ship. We also brought on two more QA people internally here at Compulsion, meaning that we have a solid team now to help us ship the game. Finally, the team remains as ever in a frenzy of integration. Audio, UI, animation, art, design, tech, it’s all a hectic machine. T-5 ish weeks until content complete. Oh, and we opened up the wall and expanded the office late last Friday! Here’s a picture of the new narrative/QA area. It needs some love, but at least we can breathe. Before After Narrative Team - Alex and Lisa Alex Busy week today. Working till sleep time most days. Recorded 220 lines with Miss Thigh Highs, about 120 with the brilliant Joe Sims doing a variety of voices, and about 45 with an older gentleman with a menacing voice. Actors are funny critters. There are all flavours of good actors. Some are easy to work with and give you what you want just by reading the line. Some get where you want with just a line or two of direction. Some are hard to get where you want, but when they get there, they are very, very good. Some will never give you what you thought you wanted, but they have so much charisma that it kind of doesn’t matter. They just steal your character and run off, and if you’re wise, you let them. Then there’s range. A certain terrific actor we have cannot sell a joke. Another cannot play stupid. I once saw Pierce Brosnan say, “Some actors can carry off almost any role. The rest of us have this one thing that we hone, and hone, and hone. I, for example, can wear a suit.” Sometimes an actor will just not get a line no matter how much direction I throw at them. Sometimes you can just tell that the words don’t make sense to them -- intellectual sense, of course, but they are not understanding the emotion driving the character. In that case, I rewrite. It helps that I’m the writer, the voice director, and the editor. A very fine award-winning actor was having trouble with the line “You know the way out.” When I changed it to, “I think you know the way out,” it clicked. Go figure. We are also refining our barks system so people will be much clearer why they hate you. This will integrate with refinements we are making in our conformity systems so that you will, hopefully, always feel like you’re hiding in plain sight in enemy terrotory. I think I meant to write “territory” above, but I’ll leave it as is. Lisa This week I wrote environmental narrative that reveals the surprising backstory of a character you’ve already met. (Don’t you want to know who? Of course you do!) I also worked on a jaunty little guide called How to Be Happy, which Wellington Wells distributes to all its citizens. Then I wrote “death screens” for both Miss Thigh-Highs and the Mad Scotsman, so that when your character dies, you’ll see cheeky articles about how and why they went on holiday. Each mode of death gets a different article. (Collect ‘em all!) And, of course, I wrote other things that I can’t tell you about until 1.0. We’re working very hard on story, yet I see folks on Reddit who wonder if the game will have a story at all. It feels sort of like planning a surprise party for someone who thinks you forgot his birthday. Can’t wait till April, when you’ll all get to see what we’ve been up to! Animation Team - JR, Remi, Vincent, Mike P and Jules Jules This week I worked on combat animation! So now our NPCs have their 3 different levels of attack integrated. The light which is already plugged in the game. And now the Medium attack with a medium windup and two strikes (like a double swing for example). Also, we have the Heavy attack, bigger windup, one only strike but watch out. You must parry it if you want to survive ! So that's my week, tweaking animation timing and posing. Test it again and again into the game. Really exciting stuff, and the greatest point for me is that it highlights our parry and block system. With this update, you can't just full spam your left mouse click and think you’re going to survive. Mike AKA. Danger Mike (In some regards less dangerous than last week and in others more) Where to start. This week has been a whirlwind through the trying to finish some animations and get them integrated only to find out there are some complications, then spending a day in spreadsheet land and ending in a takedown animation. Oh and now back to trying to fix and integrate animations. Yep, I think that’s about it. Learned a lot :D It’s going to be great though! Tune in next week, same Bat Time, Same Bat Channel. Design Team - David, Hayden, Antoine, Adam, Ben, Eric, Roxanne and Benji Eric This week has been fun. It has been mostly bug fixing the main Arthur playthrough, and doing some story content for that. One of the things I’ve been working on is a new island. Thanks to Roxanne for helping me with these bugs on the core story playthrough, there were a lot, and my task list was scattered across many high priority things this week. Welcome to Flat Holm! It’s... er… not as flat as you’d assume? Or maybe it is! One thing to note about the pic, that’s debug map art, it’s not final. This new island is meant to be a little bit of an introduction to the game, its mechanics, and also to transition from the intro into the larger more open part of the game. All said, it should make the introductory bits of the game much smoother and more intuitive. Right now it’s barely stubbed in, but all next week I should be tackling this pretty hard. Antoine didn’t write anything because he’s busy working on feedback, but he’s been fixing bugs on the core playthrough he’s working on, and now he’s working through feedback to make it extra good. Antoine is a beast. Just, uh, fyi. Adam The Mad I have been hounding Alex and Valentino to write/record/import like… 500 lines I need for my part of the story. They have come through swimmingly, and I’ve plugged in 4 or 5 missions worth of dialogue. After finally doing that and playing through the missions, I realized a lot of shit just didn’t make sense anymore, so… a few tweaks and redos here and there, and we’re finally getting somewhere. Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Celine, Neil and Guillaume (sometimes) Michael I have been helping to integrate some new attack animations from Jules which are part of a design pass on the combat experience. NPC Attacks will now have different strengths: Light, Medium and Heavy. The new animations should make it obvious what is a stronger attack, and also have a longer “tell” before the attack lands giving you more time to block, dodge or parry. It’s early stages right now, but it’s already looking like it will add a nice amount of depth to one of the game mechanics which us non-conformists playing the game are spending a lot of time doing. I have also been working on adding in support for tweaking the abilities of the different player characters in the game. For one thing, they’re not all as strong as one another, so we need to be able to differentiate this by allowing them to throw things further, take more damage from the same attacks, or have less effect using the heavier weapons. Céline Hello lovely people ! I am Céline, a new programmer who just started on Monday, and I will be helping the gameplay team. I am very excited to work on We Happy Few and I am ready to tackle features and bugs ! This week, I built my desk, played the game, fixed small issues (eg, now when you respawn after death, we refill your health/hunger/thirst up to a minimal level, so that you won’t get stuck in a repeating death loop), and have been observing a ghost which likes doing weird trajectories just to enjoy a longer stroll. Neil Hello World! My name’s Neil and I’m also a new programmer proud to be joining this team! My very first task was to learn the systems behind… vomiting. There were issues in the past that would make the player character get stuck if they began to throw up at the wrong time. These issues were quickly patched up at the time, but I have the honour of ...cleaning it up. As I’ve said to my team, it’s been nothing but warm welcomes here at Compulsion, and I can’t wait to see what else they have in store for me! Maarten Things are looking good in Linux-build-land! Those third party libs sure were a blast - especially the ones that are basically older versions that come without Makefiles or equivalent (not looking at anyone in particular *cough* PhysX). I also hit a roadblock trying to set up a cross-compile toolchain that matched UE4's toolchain versions. Luckily I found an old Fedora 13 image that did the job nicely - 2010 to the rescue! I'm happy to announce that today I finally have a running game on Linux, running smoothly and with no (platform-specific) issues. Next up I'll try to streamline the cooking process for Linux - no ShaderCompilerWorker should need 12GB RAM to compile anything ;) Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary and PH Marc-André This week I kept working on… guess what? Story stuff I can’t show! I’m pouring all my heart in creating the best house interiors (and exteriors) possible, and I’m sure you guys will be very happy playing the and story missions. I particularly enjoy doing ‘s huge mansion-house, since it has a different style from the houses I worked on before: more victorian - and very gold. Carylitz As usual a little bit of everything, have been working in some character variations, textures variations, new props, fixing old props, making new machines, and playing with layout for some of the locations of the other characters. Again can't show anything ): , but it has been super fun to work on all these things! Guillermo Recently I’ve been polishing different Story Missions by adding meshes the level designers needed and doing some lighting pass. At the end of this week I started blocking the art for one of the last story missions. I think you guys are gonna have a ton of fun playing this one thanks to the gameplay mechanics Antoine created and the story/atmosphere of it. PH This week, I made some british style umbrellas. Lots of talk with the team because they will have a very special purpose for the player. Then I moved on to a doctor’s bag and as always, I like to collect a lot of references to create something very accurate. I’m actually working on the leather of the bag to match We Happy Few art style. Sarah This week was mostly a UI focused effort for me, but it did involve some environmental narrative work as well! Here's a groovy Newton poster I made for a special location. ;) Editor's note: Here is another gif of Sarah. This is her face after I yell at her, for sending me her pictures for the update at the wrong address, EVERY FRIDAY. QA Team - Lee, Stephanie, JP Jean-Philippe Hello! I am a new QA guy here at Compulsion. This week I started acclimating myself with the game and getting my kit set up. I found and added a few bugs, but otherwise my week was focused almost entirely on beating my first Sandbox playthrough on Wednesday, and I began my first Story Mode playthrough. Publishing - Steve, Jeff, Mike C, Mike R, Austin, Meredith, Elisa, Kat, Kelly, Nicole, Sean, Brad, and Erick (and more) Sean Hey! I’m one of the artists on the marketing team here at Gearbox Publishing. This week, the team and I went out to a printing supply and production facility to explore ways to enhance the physical copies of the game. We checked out some cool packaging ideas that we could use to add a unique touch to the physical copies, and ran through some options for enhancing the material of the game case. That could mean anything from adding a sleeve over the game case, to using different materials beyond cardboard or plastic to help emphasize elements on the cover. Thanks for tuning in and see you next week! Compulsion Games View the full article
  3. Amphibious WarfareWe just released an update that addresses many critical issues with Amphibious Warfare. Farranac Coast should be more playable now and D-Day style landings should work much better now. Much of the changes were based on feedback you guys gave us after 0.4 went out last week. Thanks for all the suggestions and bug reports! We'll continue to improve Amphibious Warfare in the coming updates. Release NotesYou can read about every change that went into this update right here: Release Notes[www.foxholegame.com]View the full article
  4. Update Notes: Additions: Added Wall Clock. [ID 1509] Added ability to mark a location on the map for your friends and show it on the compass. You can customize your waypoint color in the survivor groups menu. Added Projectile_Penetrate_Buildables option for rocket explosions. Improvements: Improved map to show arena compactor target circle.Fixes: Fixed reload speed multiplier applying opposite to vehicle weaponry. Fixed location names not showing on map. Fixed compass display type in inventory. Fixed insane skins attachment color. Development: This week I also began more seriously planning the foundation for Unturned 4.x. You might have seen some of this on the forum already, and I'm hoping to have further details to share soon.View the full article
  5. Official Sea of Thieves Developer Update: Ferry of the Damned View the full article
  6. Official Sea of Thieves Tavern Tunes: The Voyage of the Secret Shrine View the full article
  7. Mini-update 16.1

    Hey there AFF Community! While another big update is in the works we decided to release a bit of an intermediate patch. There were a few aspects of Update 16 in need of tweaking, plus in the meantime we’ve implemented some quality-of-life improvements. We didn’t want to keep you guys and girls waiting so here it is: Lighting improvements In Update 16 we experimented with new lighting pipeline for our maps. It made some places look better and some worse in terms of lighting and shadows. We’ve polished the whole process a bit more and once again updated many areas, especially the outdoor ones, with better shadow quality and less artifacts. Head-bob toggle A toggle for the camera bobbing when running was a very popular request so we got around to putting that in. This also prompted a re-organization of the settings menu - we added a section for all the other options not strictly related to graphics or audio. Discord link in the game Quite often we get asked about the link to our Discord[discord.gg] server in the game. It’s pretty inconvenient to paste it into the in-game chat and doubly so for players to copy it from there, so we added a link in the main menu - just click the Discord button there and you’ll be able to join our awesome Community on the server. [discord.gg] Full changelog: Added a head-bob slider - adjusts how much camera wobble is applied when running Rearranged the settings menu a bit to move all the miscellaneous options to a separate section A lot of locations now with improved lighting and shadow quality Added a Discord link to the main menu - will open in Steam overlay or web browser if the overlay is unavailable Game will no longer center the mouse cursor on the TacMap popping up when the application window isn’t in focus Adjusted the in-menu descriptions of several maps Infantry AI will prioritise threats better now, based on the distance to themselves, not their order Further tweaks to bots’ reaction times and accuracy to make them more player-like Blocked some more rooftop off in Irega, spidermonkeys begone! Blocked off exploitation areas beyond cargo containers on either side of ULA spawns in Igneous Changed the freelook icon and blocked it showing for infantry where it serves no purpose Optimized the infantry on-fire effect Phases in Igneous adjusted to avoid a gap when the new dropship hasn’t landed yet and the previous spawn got disabled Lacroix spawnpoints moved up Added a Ti corvette to Mirnoide, last two objectives moved forward Fixed being unable to get a visible tag on objectives like the defense platforms in space through level geometry Finally stopped bots shooting at their own planted hack-spikes Removed all legacy music cues from briefings Fixed the ULA briefings in Irega and Lacroix not repeating properly or overlapping Mirnoide’s briefing now properly client-side, just like the rest of the maps Fixed vehicle drops in the TacMap sometimes not displaying the correct status Fixed space defense platforms having no collision and glitching out client-side Fixed some missing or glitchy end-game cameras Fixed magazine size weapon mods Fixed empty ammo option on fighter-grade MGA Fixed the stats on the underbarrel grav stabilizer If you got a feedback on anything in the game, post on AFF's Steam forums or contact us directly through our Discord[discord.gg]! Onwards and upwards!View the full article
  8. [imgur.com] Check out the top creative content from the Foxhole community from the last 2 weeks including the amazing Colonial newspaper above: Community Highlights 27[www.foxholegame.com]View the full article
  9. We've just released the biggest update in the history of Foxhole. We've added a whole new map, new vehicles, new structures, and a whole new form of warfare! Landing APC The Landing APC is an amphibious warfare vehicle designed to transport infantry across both land and sea. This is an all terrain carrier that can carry soldiers and has a moderate amount of storage space. Capable of resisting small arms and explosives, this vehicle is effective at ferrying troops into combat zones at the front line. Barge The Barge is a lightly armored, slow moving ship that can ferry heavy cargo like vehicles, equipment, or infantry across rivers and canals. Unlike the Landing APC, the Barge must dock at a Shipyard to load/unlock cargo. Due to it's lack of armor and defenses, it should only be brought through shipping lanes that have been fully secured. Tank Traps An anti-tank obstacle that prevents vehicle access to an area. Gameplay wise, Tank Traps will will act much like "Barbed Wire for vehicles". They will be extremely difficult to take out with conventional weapons and will only be removable quickly with a wrench. Farranac Coast (NEW MAP) Farranac Coast is a brand new coastal map with islands, rivers, and beach landings. This is the largest map in Foxhole yet. To the east of the region we have a large coastal area with farmlands and towns. To the west we have a large offshore island with abandoned villages and flooded marshes. The two sides are separated by a river and several large bays that can only be crossed with Landing APCs and Barges. There are many other gameplay changes, improvements, and bug fixes in this update. Full release notes can be found here: HERE[www.foxholegame.com]. View the full article
  10. Hey everyone, Really busy week here at the studio as the team is finishing most of the content for the game. We are also adding 3 new members to the Compulsion family next week! Which is really exciting but it also means the office is currently really noisy due to all the desk building. Today’s journal is a bit special as we are showing a little snippet of someone we’ve never shown before! Production Sam Annnnnnnnnnnnnnnnnnnnnnd we’re blocked! Well, almost. By the end of the day today, or maybe squeaking into Monday next week, all of the levels (gameplay areas) will be blocked inside the game. This means, for the first time, we are able to play through all the stories of all three playable characters - all main quests, all side quests, all bridges, all houses, etc - basically, all of the encounters we have in the game. There are no bells and whistles - these are just the basic building blocks - but you can play everything (in theory). We still have a few things to do - eg bits and pieces of Arthur’s story that aren’t able to generate in the world yet (they’re too big so they blow up the world generation, meaning we have to specially test them) - but by and large this is a very exciting milestone. After 3.5 years, we’re very, very happy to be here! The next step for the project is content complete: aka, integrating all our cutscenes, VO, art, animation and sound/visual effects. We have six weeks, in theory, to go until we’ve got all of this done, and it’s going to be a whirlwind. It’s exciting, because this is the time where it all starts coming together. In other news, we are extending the office on Monday - cutting a door into what previously was a wall and adding 25% more office space - and doing a lot of rearranging of desks and teams today. We’ll post up some pictures next week. Animation Team - JR, Remi, Vincent, Mike P and Jules “Dangerous” Mike (kind of still new, but with just enough experience to be dangerous) Hey there! So this week I wrapped up the animations for a quite cringeworthy way of getting things out of the inhabitants of Wellington Wells. Think of going to the dentist who’s only got 3 fingers on each hand, has the shakes and doesn’t believe in anesthesia. An interesting experience for all I’m sure! Check out the GIF for the full experience. So yeah, that’s about it from my end of things. See you next week, same Bat Time, same Bat Channel! Jules Hi, folks! For me, I spent my entire week on an awesome task! I created a few new attacks for our NPC's combat system. So now all of our NPC's have 3 different levels of attacks. The "light attack" which is already in the game. The "medium attack" and the "Heavy attack". As you can imagine the medium and the heavy attacks are slower, but they do more damage. But an animation is worth a thousand words. Unfortunately I can’t share something now, because all of these animations are very rough. This is very exciting, see you next week for more news (and gif) about it. Narrative Team - Alex and Lisa Alex I’ve been out of commission on the weekly a bit, because I’ve been a bit too much in commission writing lines. As the Level Designers rush towards content lock, they are finally spitting out the heaps of encounter lines they need, which I am turning into dialog, and then recording. So that’s a lot of writing and a lot of recording. That’s a full time job. Another full time job I have is testing the story playthroughs. They are still not 100% complete, but they are complete enough that a fellow can play through them... and make copious notes on all the things that are missing, or scrambled. It took three days for me to play through Arthur, even cheating to give myself lockpicks and power cells and such, even not doing side quests. When we started out, the idea was a playthrough was four hours. Hah. Odd writing note: sometimes you come across illogical things in the game. For example, for design reasons, Miss Thigh Highs currently can’t go out her back door, even though Arthur, in his play through, goes in that way. However, you do not necessarily need to justify them. Sometimes it works just to “hang a lantern on them.” If Miss Thigh Highs says, “What is wrong with this door, it’s always jamming on me!” then it feels like there is an in-world reason why she can’t use that door, even if we don’t get a terribly good explanation for it. By addressing the problem, it doesn’t feel as much like a logical inconsistency. Oh, and, we’re working on a new trailer. So there’s a bit more writing. Back to it! Lisa Ever wonder what the Doctors do in their spare time? Well, you’ll soon know! This week I wrote environmental narrative for their house, which interestingly used to be a house for something else -- something else that no longer exists in Wellington Wells. Shhh! Can’t wait until you folks see the entire game so I can stop talking cryptically! Design Team - David, Hayden, Antoine, Adam, Ben, Eric, Roxanne and Benji Eric Well, last week to stub or rough in encounters and everything seems to be going mostly ok. Have been working on story missions I can’t talk about, but the big one I am doing atm I think is going to be really cool. Some Evel Knievil type stuff. Art Team (This is Cary’s BDAY, happy biiirthdaaaay!) - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary and PH Marc-André I have been working the entirety of this week on the new house that is going to be very special and fancy. While I can’t show the level (since it’s linked to the story), I can show you a picture of the wood paneling I have created for the interior ceilings. We usually do something very simple for ceilings, but for this location we wanted something more fancy and elegant. It can be tweaked in-engine so good/gold colors and reflections can be completely different (even independently) depending on the effect we want to achieve. Emmanuel This week I redid entirely the Shell Menu map and character selection with the new buildings, props and also it’s a great opportunity to rework the look and feel of the village we want for the final release! So far so good! Sarah Hey y'all! This week I focused on the Shell Menu (that's the very first menu you interact with when you launch WHF). The efforts here will probably escape most people's notice (or interest, tbh), but on the off chance there's a little weirdo out there who's into this sort of thing, this update is for you! The Devil's in the details, as they say, and the Shell Menu is no exception. If I've done my job right, the design will be visually consistent with the rest of the UI, and will help the player navigate into sweet Wellington Wells dystopia smoothly and clearly, with minimal swearing and keyboard slamming. Everything from colour palette, to fonts, to button placements need to be done carefully and consistently, at which point I can lob this over to Clara for implementation and animation. Emmanuel has been building the background shot in 3D while I work on 2D bits n' bobs, so props to Emmanuel for taking abuse from Clara and I all week about the precise placement of bunting and mailboxes. <3 Editor's note: This gif of Sarah perfectly illustrates her journey towards perfecting the Shell Menu. Do not tell her. PH Hi all! Props week for me. I made some electronics for a special place in the story. It was very cool to model these big buttons, Vu Meters, knobs and handles they used back in the 60’s. Ninja Department Clara Hello all ! This week, pretty much like last week, I’ve been derushing the Uncle Jack shoot (reviewing the footage and pulling selects) and going over that-episode-we-can’t-talk-about-just-yet. I also worked closely with Whitney, Sarah and Emmanuel on the revamped shell menu. Right now I am more of a moral support, and should be getting more helpful when we get to the implementation -- I am slowly getting accustomed to speaking programmer. 01101000 01100101 01101100 01101100 01101111? (nah just kidding, they actually speak klingon.) Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, and Guillaume (sometimes) Serge I'm really happy with the progress I made on the combat system this week. We added a cheering behavior for passive NPC that would get caught within a fight without reason to engage the player. I also iterate on its token mechanism to allow a far attack (like throwing rock) in parallel with a melee attack (their frequency and quantity will be tweaked during our polish phase based on difficulty). Finally, I started the prototype of what we called the annoyed-conformity rule which was really lacking in our last update! Many of you noticed that citizen won't aggro to you for crouching or sprinting in streets without reasons (which is part of the whole conformity gameplay so precious to our game). I apologize for that regression but that's such a powerful rule that it needs to be properly set before being shown, otherwise it can create many side effects on the whole experience. Don't worry, that will be back in the final game with even better feedback than before! Michael I have been looking into how the animation networks for our NPCs work particularly in combat, so that I can help out Serge and the animators getting the fights in the game looking and feeling a bit more solid. Publishing – Steve, Jeff, Mike C, Mike R, Austin, Meredith, Elisa, Kat, Kelly, Nicole, Sean, Brad, and Erick (and more) Steve Hi folks! I am Steve Gibson, and I run Gearbox Publishing, a sister company to those folks at Gearbox Software who are working on a few other games with a bit more of a famous president. Our company is working on making sure as many people as possible get to see and play We Happy Few. This week we visited Compulsion to brainstorm on when and how they would be ready to show off the story campaign, as well as ideas for future videos heading towards launch next year. Hopefully you enjoyed the first video we created in conjunction with the Compulsion team. Also we're going to rename the Collector's Set to be called the "We Happy Few Time Capsule” before it becomes available to order next month. This thing is really intended for many of the We Happy Few fans who have already paid for the early access version, so it seemed a bit redundant to put in another copy of the game but the name, as you guys pointed out, kinda felt like it might. Don’t ask for my advice on naming your future children. As our team does other things in cooperation with Compulsion perhaps a few others of us will pop in here sometimes. I don’t think we'll want to bore you guys though with things like how we're managing the logistics of boxes and stuff, but if you are interested in that, let us know! Please don’t tell Erick I said his job is boring (it is). Thanks for tuning in! Compulsion Games View the full article
  11. Update Notes: Additions: Added Compass and option to always display compass. [ID 1508] Added multiple stages to arena compactor. Added airdrops to arena maps containing every item. Added arena options, max group size and ability to disable static groups. Added max vehicles and animals options. Added September 2017 Workshop Crate #4. Added grenade and tracer examples. Improvements: Improved map screen to refresh without reopening.Fixes: Fixed cosmetics toggle resetting at arena start. Fixed missing workshop folder. Fixed shadows on transparent text. Life Progress: The transition to Toronto went well! It's been exciting moving out for the first time and a lot more work than I expected. Mostly everything's settled now aside from some cleaning to do and furniture to get. Thank you for your patience this past month while I was away from the job! I'm hyped to resume work. :)View the full article
  12. Heya! It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle! Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys. Changelog: - Updated to Unity Engine 5.6.3p1 - Added 2 new weapons: Automatico and the Greaser - Added 1 new tool: Squad leader kit - Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected! - Added a new custom map selection menu, makes it way easier to scroll through a large number of maps - If no icon is provided for a custom map, the game will now display the workshop preview image instead - Moved vehicle health bar slightly. - Significantly improved plane dogfighting AI - AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam. - Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry - Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving! - AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below) - The input menu will now default any unbound keys to the keyboard preset. - Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles! - Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles! - Game match settings are now saved between games, so it's way easier to replay that scenario you just set up - Misc bugfixes and balancing - Definitely did not add any secret weapons There are a bunch of new ways to control the battle and command your troops: - Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team - You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active) - In battle planner, click a point to create a defense order or click and drag to create an attack order - Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad - The number of members in your squad will be displayed over the health/ammo indicator. - Press the squad key to make your squad move to a location - Aim down when pressing the squad key to have your squad regroup and follow you - Hold down the squad key to bring up other orders, aim at one and release the key to issue the order. Available squad orders include: - Commandeer vehicle (Have any passengers join your squad) - Enter/Exit vehicle - Attack/Defend flag - Goto (Aim at the ground) - Regroup (Aim at your feet) You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location. The squad commanding UI still needs some fine tuning, but I think it works well enough for now! I hope you'll enjoy this update! The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon. /SteelRaven7 View the full article
  13. Official Top 10 Things You Need To Know About Sea of Thieves... So Far View the full article
  14. Hello everyone! We’ve been a bit quiet about Don’t Starve in the last few months, but we’ve been hard at work. Today I’d like to announce a few new things that we’ve been working on: Don’t Starve: Hamlet The first thing to announce is that we’ve been working on another Don’t Starve singleplayer DLC! Wilson has found the portal to the origins of the Pigmen, and he’s off to explore their civilization. There may be some bushwhacking and tomb raiding involved, too. Hamlet will be available in Q1/Q2 2018. More information will be shown as we get closer to launch. You can check out the store page for screenshots and wishlist it here. http://store.steampowered.com/app/712640/Dont_Starve_Hamlet Don’t Starve: Shipwrecked Content UpdateWe have a little surprise for you: Shipwrecked is getting more content! We have added the following to the game as a free update. In order to test these changes, we’ve put it into a Steam branch called “beta” with the password “shipwreckedbeta”, which is available now. Here are instructions on how to access the beta: http://support.kleientertainment.com/customer/portal/articles/2873712 World Crockodogs. Will hound you at land and sea. Ballphin followers and the Ballphin Den. Roe. New food item. Stocks the fish farm. Cormorants. New sea bird. Source of Roe. Tar Slick. Pools of crude oil bubbling on the surface of the water. Tar. New resource. 3 new variety of tropical fish. Rainbow Jellyfish. Coral Nubbin. Replant coral after it's mined. Ox will produce offspring. New Craftables Galley and Sea Lab . Make your base at sea. Sea Yard. Keeps your ship repaired on the water. Tar Extractor. Gets Tar from Tar Slick. Tar Suit. Temporary protection from wetness. Tar patch. A sticky situation. Oil Lamp. Quick lightsource for land and sea. Fish Farms. Grow food on the water. Encrusted Boat. Quackering Ram. New craftable for the Quacken Beak. Sea wall. Water craftable wall. Blocks waves. Tropical Bouillabaisse. New recipe with new tropical fish. Caviar. New recipe with Roe Don’t Starve Together: The Forge In addition to the singleplayer DLC, we are also announcing that we are working on a series of events for Don’t Starve Together. DST events are limited-time play modes that create a new way to play with the cast of Don’t Starve. They serve as a way to mix up the experience, allowing us to try crazy new things without breaking the core game. Events are free for everyone who owns DST to play and will be coming in November. With the Ancient Gateway activated our survivors now find themselves trapped in a hostile world of fire and battle. They’ll need to team up to defeat the Battlemaster’s army and his champion, the Grand Forge Boarrior, if they have any hopes of returning home. Here’s what’s in store in Don’t Starve’s first event, The Forge: 6-player co-op challenge, where the goal is to try and defeat the Grand Forge Boarrior in an arena. The only way to survive will be to work together. New creatures and bosses with their own attack patterns. New character traits for all characters, each with their own bonuses during combat. New weapons, armor, items, and combat abilities to help you survive the onslaught. Players who participate in the event will also be eligible to earn event specific skins. For the skin system, we are doing several changes: Far more skins will drop for players than ever before (by a factor of 4x or more!) There’s a new trader in town! If you get duplicates, you will be able to break them down to scrap and craft them into event items. The event features event-time skin drops, including the Warrior Skin Set, putting each character in grizzled gladiator-wear. In addition to the chance of receiving them as drops, players will have the option to purchase a single character’s Warrior Skin Set for $2.99, or the entire Warrior Skin Set collection for $12.99. The nature of the skins themselves will not change, they are still purely cosmetic and optional. However, purchase of the Warrior Set will help us fund further content and events like this one. We hope that with this mechanism, we can both continue creating great free content while also supporting the development team. In addition, this method of funding allows us to provide content to all our players, instead of splitting the player community if we implemented it with a DLC paywall. This is just the first of many experiments we intend to run, and we would love your feedback! We have many ideas for events, and we would love to know what you would liketo see. And more!Besides events, we will also continue working on Quality of Life improvements and bug fixes. And finally, a new challenger has arrived in Don’t Starve Together, and she is coming to all platforms and is available on Steam now! Armed with her indomitable spirit and trusty mending tape, Winona seems to have been plucked straight off the factory line and dropped into the world of Don’t Starve for something or someone’s unfathomable amusement. There may be more to her arrival than it appears, however, as more than a few eyes will be watching the next move of the newest survivor… Whew, that’s it! Once again, thank you for your support of our games! F.A.Q. When is Hamlet coming? We estimate Q1/Q2 next year, but as always, we’ll keep working until we feel it’s ready! Why not sell DLC for Don’t Starve Together instead of skins? DST is a multiplayer game, and we decided that we want everyone to be able to play, instead of splitting the community. We hope that in this way, we can continue to develop updates for the game while allowing everyone to enjoy it. When is The Forge being released? We are aiming to release it this November. Are the events coming to console? The events are going to launch first on PC, but we are looking into bringing them to other platforms at a later date.View the full article
  15. Canceling a subscription

    Your account has been expired for months? You haven't paid anything for a long time. Unless you have a second subscriptions somewhere I don't know about?