[TÓPICO OFICIAL] Noticia PC Gamers

Things That Go Boom
FPS fans, how’s it going?

Trepang2 is progressing well! We’re currently looking at Key Art ideas and sketches – and producing some fancy trailers to prepare ourselves for the release date announcement!

Thank you for sticking with us and continuing to share your diabolical scenes from your demo play-throughs.

We released a fun community made trailer this week, focusing on decimation at the hands of grenade launcher popping chaos! The Spas12 has a nice little spotlight, too. Remember, chaps: when in doubt, pull out the Spas12.



A shootout, right, is a shootout!


Spring is fast approaching, and so is that sweet, sweet Treapang2 news. Not long now.

Subject 106 is ready to unleash the madness.

- Trepang Studios

Twitter: https://twitter.com/TrepangStudios
Discord: https://trepang2.com/discord


Estava esperando o lançamento deste jogo faz tempo. Agora tém data de lançamento. Compra certa porque parece um sucessor da série F.E.A.R.
 
New character - Yendrek!
Yendrek is a Carpathian Highlander. He fights with a shepherd's axe, which has many names across Carpathia: Ciupaga, Valaska, Fokos, and is used, even today, in Slovakia, Czech Republic, Poland, Ukraine, Romania and Hungary.



This update is a bit tricky since the axe is not really a "fencing" type of weapon, and it can strike with the blunt part as well as the axe head. It also introduces a new pulling mechanic. Please keep in mind that this is still Early Access, and you may encounter an occasional bug or weird physics behavior - especially with this brand new guy. He still needs some ironing out, but we'll get there!

Have fun!


 
Q1 Roadmap review - How did we fare?
The first quarter of the year is behind us, this means we have the chance to look at what we’ve done so far during 2023. Even though Q1 only has six specific items listed we’ve done much more than that, both big and small changes that have made Songs of Conquest a different game compared to what it was before.

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It looks like a great year, doesn’t it?

Beacon Improvements
So how did we actually improve beacons? Quite a few things actually! We enhanced their role as a victory condition and turned them into teleports, which in turn made us rework the way teleports work. You can now choose which beacon you teleport to if you own several of them, creating some very useful and tactical networks, especially for those bigger maps.

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Imagine taking over an enemy's home beacon, leaving them stranded in hostile territory!

Artifact Marketplace
We added something called the Raider’s market. It's building on the adventure map where you can trade those hard-fought-for artifacts or just buy that item that you were missing. This mysterious trader has now appeared on a few of our maps and is ready to lighten that coin purse!

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The difference between winning and losing could be that new golden mask!

Map editor finalized
This one is brand new as it came out with out last update. But are we completely done? No and yes. There might still be tweaks and small fixes left to do but our map editor is now in a state that we are proud over, ready for our 1.0 launch.

We put a lot of effort into making the map editor more user-friendly and updated a few features. Search functionality was added, as well as drop-down menus to make it easier to find those entities that you were looking for. We also added a feature that gives you the option to crop maps after creation. And an overall a better UI and user experience. (We hope!) Let us know if you agree or disagree!

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The map editor has been vastly improved in Q1. Did you know that Songs of Conquest is one of the most active games on https://mod.io/g/soc in terms of most downloaded maps? Almost half a million user created maps have been downloaded so far!

For those of you that enjoy creating more story-driven maps we updated the way you add a chain of objective groups. We also added a bunch of more portraits for custom dialogues. We can't wait to see what type of stories and scenarios you guys will create with these new tools!

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A face for every occasion!

Update troops on recruitment screen
Sometimes it's all about the quality of life improvements. You can now upgrade troops directly in the "wielder interaction header" if the building has a troop pool with the upgraded troop type.

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It’s the little things in life that make it better. Like seeing your enemies driven before you or a new UI update.

Rana random events
We absolutely delivered on this one! Rana now has exactly 100 random events, a nice and round number. Some are more random than others and some require certain conditions to occur before getting them. These are singular or sometimes a series of events that can act as both a boon or a drawback during your games. Tell us in the comments is you have any events that always happen to you? Might they be a clue to how you play the game?

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This would be one of those boons we mentioned.

More skirmish maps
Since the start of Q1 we have added four new skirmish maps. Triad pass, Proving ground, Divided and From rags to riches. These are four beautiful and lovingly-crafted maps but more are on the way, including our largest map yet!

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This map is going to be huge!

AI Improvements
Improving our AI is an ongoing work and doesn't have a public list of bullet points in the roadmap, but we still wanted to highlight the work done. Through feedback from our community (keep leaving us comment on Steam, on our Discord, Reddit, etc, it helps us make the game better!) and through internal discussions and testing, we try to improve the AI with just about every update. For example, we recently released a vast improvement for our battle AI. It now has better tactical awareness and makes better use of spells like repel or swap!

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Now the AI pulls that trick on you!

As the AI now plans battles differently, it tries to protect its ranged troops and use its melee troops wiser than before. It also views the unit roles differently, changing tactics if it's defending or attacking or if it's behind obstacles or not. It’s a whole new tactical ball game and it has made quite a difference.

The AI has also learned to path its course across the adventure map better, clearing out pockets of resources with more efficency (but again, let us know if you spot problems!). It uses several Wielders to act as mules, sending reinforcements to the front and making longer trips than before.

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The quartely results: Check marks all around. Yes, we are happy about it.

We hope that you are pleased with everything we have done so far and that you, like us, look forward to what’s coming next. If you want to go into the gritty details for updates the last months, we recommend reading up on our changelogs. If you do, would you please leave a comment about your one favorite update, of all the ones done in Q1? Or just let us know what upcoming feature you are most excited about.

Keep up the Adventure!

/The Lavapotion team
 
New game mechanics coming soon and happy birthday to me!
Birthday Celebration!
Today is my birthday! 37 years old...
Just want to thank you all for being here and supporting the game, that by itself it's already a great birthday gift!

But, if you want to do a little bit more, just because it's my birthday:
  1. Add a steam review if you haven't done it
  2. I want to see the best plays and I want to feature them in my socials! Send your best videos to the drive folder[drive.google.com] and have a chance of winning prizes and get featured!

  3. Tell a friend about the game :)

New Game Updates!
Enjoying the chance and not to spam you with too much, some very interesting updates are coming soon to the game (tentatively later next week, it will depend on the QA results) that will change the gameplay and luckily make it even more enjoyable and exciting to play:

  1. The end of double KOs. Soon the two players will clash swords and be pushed back.
    This was not working for a game like Two Strikes, forcing the players to continue the duel is more exciting than killing them both so quickly because they matched each other.

    02e507699af2e701ab23ba9f6ea20aac76589c20.png


  2. Adding a new perfect parry mechanic. This changes the game. Attacking is now riskier, which after some testing proved to lead to more footsies and canceling, a direction that I'm trying to push the game.

    4a2ea6f41d73cd0034ad654620a3075b7aad7d8d.png


    Which leads to:

  3. Defense times will be increased a little to avoid defense spamming. But only the end of the defense, where the player is already vulnerable.

  4. Many balance changes (Give you the details later).

  5. Fixed the most old and ancient bug, when defending, sometimes you could get hit as well, in the beginning or the end of the active defense. It took me years to finally squash this one, so one of the beers I will drinking today will be just to celebrate this.

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  6. Of course, with all this fundamental changes, the release of the new character will be pushed to May alongside new game difficulties.


 
We’re Going to War!
Today, Offworld Industries, in collaboration with Sony Pictures Consumer Products, are thrilled to announce May 17th as the Early Access launch date for their upcoming title, Starship Troopers: Extermination. The launch will mark an opportunity for players to collaborate closely with the Offworld Industries team through the game’s earliest development stages, as their feedback helps guide what features and mechanics to build upon before the game’s eventual transition into 1.0. Community feedback from the frenetic 16-player action—bumped up from the originally-anticipated 12-player gameplay—will be a crucial component of the evolving creative process, as Offworld Industries works to iterate upon player input and add more content throughout the Early Access period.

The Early Access edition of Starship Troopers: Extermination will be available at $24.99 USD upon release—a special introductory price that will increase as more content is introduced ahead of the 1.0 launch. From day one of Early Access, the title will already boast both strategy and combat-oriented gameplay. Players can construct and reinforce bases of operations while not in heavy combat, creating a safe structure to respawn, regroup and rearm themselves in preparation for Bug-exterminating co-op play. These bases are protected from enemy spawns, and base-building isn’t linked to a specific class or rank, so Deep Space Vanguards of every stripe can utilize these structures.

Starship Troopers: Extermination puts players on the far-off front lines in an all-out assault against the Arachnid menace. Squad up as a Trooper in the Deep Space Vanguard, an elite Special Forces group within the Mobile Infantry, and get ready to stomp some Bug! No Trooper will ever stand alone as they line up shoulder-to-shoulder with their fellow Vanguards—trusty Morita Assault Rifles in hand—to battle against hordes of bloodthirsty insectoid aliens on the hostile surface of the planet Valaka.

Work together to complete objectives, acquire resources, build and defend your base of operations, and then escape to the extraction point together. The battle will be intense but, as hardened warriors standing for all of humanity and the United Citizen Federation, leave no inch of ground safe for the Arachnids!

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Other Key Features:
  • Cooperative Gameplay - 16 players can team up in squads of four to defend their base, complete objectives, gather resources, and try to kill every Bug in sight.
  • Three Playable Classes - Choose from Assault, Support, and Defense classes to best suit your playstyle and support the rest of your squad.
  • Build Defenses - Construct walls, towers, ammo stations, and more using resources acquired from planetside refineries.
  • Class Progression System - Unlock new weapons, equipment, and perks for each class to become an elite warfighter among the Deep Space Vanguard.
  • 5 Unique Bug Types - At Early Access launch, encounter Drone, Warrior, Gunner, Plasma Grenadier, and Tiger Elite enemy Bugs during missions.
  • Escalating Infestation Levels - Increasing Bug threat levels during missions bring bigger and more dangerous enemies to the fight.
  • Large-scale Battles - A massive map with five unique zones, and swarm-based combat with hundreds of enemy Bugs on screen delivers the sense of an overwhelming planetary war.
  • Ground War - Retake bases and refineries, destroy hives, and complete a variety of side objectives to wrest control of the map away from the Bug menace.
  • Ping System - Communication is key! The ‘Ping’ system gives players a quick and easy way to call out points of interest, objectives, incoming enemies, and more to teammates.
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About Offworld Industries
Founded in 2014 by a group of passionate game developers, Offworld Industries is now an acclaimed game studio with more than 100 team members located in their New Westminster headquarters and around the world. Hot off the announcement of the studio’s first IP licensed game Starship Troopers: Extermination, Offworld is committed to the ongoing development of the hit FPS shooter Squad, WW1 trench warfare title Beyond the Wire, and is the publisher of FPS title Post Scriptum.
Having sold well over three million copies of Squad, Offworld looks to the future with a focus on bringing players together in experiences where they must rely on teamwork in order to compete, in both existing and in-development titles.

For more information about Offworld, please visit: https://www.offworldindustries.com/

About Sony Pictures Consumer Products
Sony Pictures Consumer Products (SPCP) is the licensing and merchandising division of Sony Pictures’ Motion Picture Group and Sony Pictures Television for Sony Pictures Entertainment (SPE), a subsidiary of Tokyo-based Sony Group Corporation. SPE's global operations encompass motion picture production, acquisition, and distribution; television production, acquisition, and distribution; television networks; digital content creation and distribution; operation of studio facilities; and development of new entertainment products, services and technologies. Sony Pictures Television operates dozens of wholly-owned or joint-venture production companies around the world. SPE’s Motion Picture Group production organizations include Columbia Pictures, Screen Gems, TriStar Pictures, 3000 Pictures, Sony Pictures Animation, Stage 6 Films, AFFIRM Films, Sony Pictures International Productions, and Sony Pictures Classics.

For additional information, visit http://www.sonypictures.com/corp/divisions.html

Would you like to know more?

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Exciting new game mechanics, tons of improvements, and squashed bugs!
Perfect Parry
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It's a game-changer. What seems to be a very simple addition, transforms the game into something different.

After watching the players in the last two events, I noticed that some exchanges could be long and not interesting. Attacks and defenses are the keys to the game, but so are footsies, timing, and canceling. More players than I would like to see kept spamming attack after attack and even though, defending gives you the head start on the next attack, it was clear that it was enough to create interesting moments. The perfect parry comes to add a new strategy to attacking because defending is a lot more interesting now.

How does it work?

Now defending with perfect timing opens the opponent to a light attack.
The defense animation is now changed: It starts as usual, with some preparation frames, but then it shines and the weapon will flash a reflection. It's subtle but visible. That's the window of the perfect parry. After that, the defense continues normally, finishing the defense finally with some vulnerable frames.

Effects on the fighters:

The attacker that hits a perfect parry will play the strong reverb animation. So a long punishing animation.
The defender will continue their defense animation until the end like no attack was defended. Meaning the defender will have a bigger window to decide what to do next, going for an almost certain weak attack hit, preparing a strong attack, etc.


Duel Clash
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This new feature added to the game now eliminates the double knockouts. Two Strikes duels are usually pretty fast and the DKOs instead of creating memorable moments like in most traditional fighting games with lengthier fights, were doing the opposite. To fix that and continue to build up tension in the duels, I've created the Duel Clashes.

How does it work?

Now, if the two players hit each other at the same time (0.1 seconds window after connecting attacks) the fight will stop for half a second (the cinematic effect will play) and then the fighters will be separated.

Effects on the fighters:

Now, the fighters don't take hits after being separated. They are pushed back the same distance and are ready to fight at the same time, once it finishes.

Character Voice Overs
Yes! I am adding voice-over to the characters in-game. For now, only our beloved Kenji has it. I want your opinion on it! Tell me what you think in the comments. The voice actor for Kenji is no other than Sora the Troll, a very famous Japanese YouTuber. Go check his channel, he is pretty funny.
Kenji attacks also have names, now. Can you guess what he says?

General Changes
  • Kenji, Tomoe, Goemon, and Ayai defense animations have more vulnerable frames at the end to avoid defense spamming, making them a little bit longer. Since defending got buffed, I didn't want players abusing the defense as well.
  • The game's beautiful songs can now be played more and without being interrupted so many times. The game over or won matches will not reset the songs any longer.
  • New sound effects for when slashing the enemy and a super new cool sound effect for the final death. Much more impactful.
  • New sound effects for perfect parry and duel slashes.

Bug fixes
To begin with, I would like to thank all the players sending bugs on our discord channel, you are key to the development of this game.
  • The oldest bug in the game was finally fixed. When defending, sometimes you could get hit as well, at the beginning or the end of the active defense. It took me years to finally squash this one. I thank you for all your patience.
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  • Ayai was missing a frame after being defended, which made her disappear for a millisecond.
  • Some scenarios were not filling the screen entirely, leading to some weird effects. You shouldn't see this anymore.
  • Song overlapping and looping were stopping for 1s and sometimes not restarting. Now the music transitions are seamless.

Game Balancing
This was pushed to next week.

Why I didn't release Yasuke in April?
Well, I'm sorry about it, but with that many changes, it was impossible to work on him too much this month of April. Also, with the new perfect parry mechanic, his design became a little bit stale and needs some rework, but don't worry! He will be released for sure at the end of May.



 
Update 0.85
Greetings Wielders!

Have you recovered from our Loth update? Are your arms tired from opening tombs and digging up graves? Too bad because we have another massive update for you! It’s time for something that many of you have been asking about New traits and abilities for troops and all the balancing that goes with it!

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Loth takes door-to-door recruitment to another level in our new update!

Adding new abilities to a game like ours changes things, the role of that stocky bullfrog changes when that Rana Guardian can now bullrush across the battlefield after all!

But unit abilities aren’t the only thing on our Swedish smorgasbord! We have been working with siege combat and we are proud to introduce gates and defensive bonuses to help you really hold those precious walls protecting your valuable settlements.

But a few general sentences aren’t going to explain massive things like this so let’s get into some details.

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Look at that bullfrog bullrush, bullying the opposition
The frogs aren’t the only ones that have learned new tricks! Queen’s Quard now has the passive trait Essence fighter, making them hoard essence every time they attack. The scarred Brutes of Barya have mastered the new ability Front Line Fighter, giving them a sturdy buff for every hostile close to them.

Overall close to twenty of our troops have new or updated traits and abilities, far too many to list here, but further down there is a handy link to the patchnotes with everything you need to know about this new update.

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The Banes of Loth are now mobile, making them the perfect “run and gun” unit!

As we have changed and balanced many of our units, we’ve also gone over our long roster of buildings and changed quite a few costs, increasing some and decreasing others. This work is just like so many others, ongoing. As we introduce new aspects to our game we will always look back and perhaps tweak a thing or two.

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We’ve had our best math geniuses assigned to this project!

Balancing is far from “only” unit cost and new abilities, we’ve also done quite a bit of work with our troops overall, lowering and raising health, damage, and initiatives on over twenty-five of our hard-working troops!

Naming just a few of these changes are that the Necromancers obviously have been feeling their age as their health has been lowered to 50 from 60 but their damage has been increased, marking their obvious experience. Dragons have gotten a bit lower initiative and health but they have gained a powerful new ability called Menacing Roar, which lowers both movement and initiative of enemies that are brave or foolish enough to stand close to these powerful units.

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I wouldn’t want to face a dragon armed with nothing but a good singing voice and dagger.

We can think of a few days better to rediscover Songs of Conquest. With a new campaign and all these changes to our units, things are radically different since just a couple of months ago. So try out those new abilities, siege those walls, and challenge your friends to deadly conquest.

We have one more sprint before our summer holidays and as always we look forward to the road ahead! There is a lot of interesting news coming after our sun-gazing and flower-picking break.

Keep up the adventure Wielders!

/The Lavapotion Team

Twitter
Discord[discord.com]
Youtube
Instagram[www.instagram.com]
Facebook [www.facebook.com]

Read the entire changelog here[www.songsofconquest.com]!


 
Starship Troopers: Extermination Early Access Roadmap
Troopers! By now you have spent time on Valaka and have some idea what we are up against. You’ve stood toe to claw with the Arachnids. You have eaten pain and spit out glory. You have seen your fellow Citizens fall yet you kept up the fight.

Here’s the skinny: Military Intelligence suggests we haven’t seen the worst the Bugs have to offer down there. Seems they’re gonna come in stronger and greater numbers. Securing Valaka from the Bugs is shaping up to be a brutal challenge and we will likely pay dearly for every inch of dirt. Speaking of which, this rock soon won’t be our only battleground - we’ll fight this scourge wherever it dares show its mandibles!

Ready for the good news? Review the dossier issued below. It represents our latest intel on what’s coming, where it’ll be, and how we’re gonna dropkick their Bug asses into the nearest black hole!

Please note, this roadmap is subject to change based on player feedback and development shifts.

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You will not lose heart. You will not quit. We are the Deep Space Vanguard - the elite! The Federation expects the best and we provide the best. We’re going to make sure you’re ready to meet whatever the Bugs throw at us head on. As we speak, R&D is hard at work developing these new armaments, greater specialization tools, and battle-ready vehicles so that our Troopers can rise to the challenge wherever it leads. For now: commit the above intel to memory, survive the fight, and look forward to your new toys!

Pyre actual out.
 

 
Preview 1.45: Operative skills, new game mode, new equipment...
Dear Operators,

We are excited to announce that Update 1.45 is currently under development, and it will introduce a much-anticipated feature and a brand new game mode!

Operational Skills

We are extremely proud to unveil the addition of Operational Skills for each of your operators, taking customization to a whole new level. Each skill will allow you to specialize your operators, assigning them specific roles for each mission.

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Game Mode -> Recon

For all the stealth and infiltration professionals, we are introducing a new game mode named "Recon". In this mode, you are tasked with planting several listening devices without neutralizing or being detected by the enemy. This mode will demand patience and keen observation to accomplish your objectives.

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New Equipment

To better equip you for "Recon" missions, we are introducing four new high-tech pieces of equipment to enhance your chances of success. The "EMP Grenade" capable of neutralizing all electronic systems, the "Sonar Locator Grenade" for enemy detection, the "Decoy Radio" to distract the enemy, and the "Electrocution Mine" that can silently neutralize any enemy without making a sound.

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As always, this update will also bring along a host of improvements and bug fixes to enhance your gaming experience. Standby and get ready for an upgraded experience!

Be ready!
Helios








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Official 24 Hours of Le Mans game announced and named ‘Le Mans Ultimate’​


05th June 2023
In recognition of the FIA World Endurance Championship – the ultimate endurance racing challenge, cars representing the ultimate in technology, durability and performance, and taking place at the ultimate motorsport venue, there can only be one name for the official game for the 24 Hours of Le Mans and FIA WEC: Le Mans Ultimate.

Expected in December 2023, this special centenary year for the Automobile Club de l’Ouest, owner and founder of the 24 Hours of Le Mans, the game has been developed by Studio 397 and will capture all the emotion, speed and glory of the world’s most famous and prestigious endurance motorsport event. Studio 397, the developers behind the rFactor 2 platform, have a pedigree for gaming and sports car racing – with their name reflecting the remarkable feat by Audi Sport in 2010, where its R15 prototype lapped the Circuit de la Sarthe 397 times before taking victory.

The PC-based game will feature official cars and circuits from the 2023 FIA World Endurance Championship season, which of course has the 24 Hours of Le Mans as its headline event. Included for the first time will be Hypercars from Ferrari, Peugeot, Porsche and Toyota, which – together with models of all the cars of the 2023 full-season WEC entrants – will be competing on iconic tracks such as Spa-Francorchamps, Monza, Fuji and Circuit de la Sarthe.

As well as high-fidelity models of cars and circuits, class leading physics and performance from the physics engine behind rFactor 2 will be brought into the new game, as well as further innovative gaming and competition features associated with endurance racing. The online gameplay will be powered by RaceControl, a new development from Motorsport Games that powers an interactive multiplayer experience. Features will include both competitive and more casual races, as well as the ability to host a private session. Perhaps most innovatively, the game is planned to include a collaborative asynchronous race mode, whereby a team of players can undertake their stints at a time and date that suits them, with each member fitting in their time in the car around other commitments or time zone restraints.

The fans’ chance to be involved in final development

Invited by the ACO, on site at Circuit de la Sarthe from 7th-11th June will be representatives of Le Mans Ultimate who will be offering the fans and spectators a unique First Look Preview Presented by Thrustmaster. Based in the Gaming Zone in the Family Area, there will be 10 simulators on which the general public can either drive the Porsche 963 Hypercar or the Ferrari 488 GTE and emulate their real-life heroes by completing laps of the track.

A competition supported by Thrustmaster allows everyone who signs up to play the game to be entered into a prize draw to win a Limited Edition Thrustmaster T818 Steering Wheel and base. Fans will also be able to give feedback and their views in a post-play survey.

Pierre Fillon, President of the Automobile Club de l’Ouest: “This year the 24 Hours of Le Mans celebrates its centenary and the prestige of the race is unparalleled. It is only natural, in this new golden age of endurance, for fans to want to experience racing first hand, or almost. Today’s video games give them just that opportunity. In the wake of the undisputed success of the Le Mans Virtual Series and the Virtual 24 Hours of Le Mans, Le Mans Ultimate is the… ultimate game when it comes to simulating the sensations racing drivers feel at the wheel. A big thank you to Motorsport Games and Studio 397 for a game that has all the ingredients to be hugely popular!”

Frédéric Lequien, CEO of the FIA World Endurance Championship: “With this year’s 24 Hours of Le Mans, round four of the FIA WEC, celebrating its 100th anniversary, it has provided the perfect platform for Le Mans Ultimate to be revealed to eager fans across the globe. The team at Motorsport Games and Studio 397 are committed to creating a product which can help bring the joys of endurance racing to gamers all over. We can’t wait to get see the final product later this year!”

Stephen Hood, CEO Motorsport Games: “It’s great to pull the covers off and introduce the world to Le Mans Ultimate for the first time. In this Centenary year, we have been working closely with the ACO to bring the thrill of the 24 Hours of Le Mans and the FIA WEC to people all around the world. We aim to help make them feel invested in Le Mans Ultimate from the start, taking them on a gaming journey with updates and behind-the-scenes coverage through our social media channels to show the development and the excitement we all have at Studio 397 and Motorsport Games to produce the best experience for gamers and motorsport fans.”
 
New game mechanics coming soon and happy birthday to me!
Birthday Celebration!
Today is my birthday! 37 years old...
Just want to thank you all for being here and supporting the game, that by itself it's already a great birthday gift!

But, if you want to do a little bit more, just because it's my birthday:
  1. Add a steam review if you haven't done it
  2. I want to see the best plays and I want to feature them in my socials! Send your best videos to the drive folder[drive.google.com] and have a chance of winning prizes and get featured!

  3. Tell a friend about the game :)

New Game Updates!
Enjoying the chance and not to spam you with too much, some very interesting updates are coming soon to the game (tentatively later next week, it will depend on the QA results) that will change the gameplay and luckily make it even more enjoyable and exciting to play:

  1. The end of double KOs. Soon the two players will clash swords and be pushed back.
    This was not working for a game like Two Strikes, forcing the players to continue the duel is more exciting than killing them both so quickly because they matched each other.

    02e507699af2e701ab23ba9f6ea20aac76589c20.png


  2. Adding a new perfect parry mechanic. This changes the game. Attacking is now riskier, which after some testing proved to lead to more footsies and canceling, a direction that I'm trying to push the game.

    4a2ea6f41d73cd0034ad654620a3075b7aad7d8d.png


    Which leads to:

  3. Defense times will be increased a little to avoid defense spamming. But only the end of the defense, where the player is already vulnerable.

  4. Many balance changes (Give you the details later).

  5. Fixed the most old and ancient bug, when defending, sometimes you could get hit as well, in the beginning or the end of the active defense. It took me years to finally squash this one, so one of the beers I will drinking today will be just to celebrate this.

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  6. Of course, with all this fundamental changes, the release of the new character will be pushed to May alongside new game difficulties.




Jogo bonito, nem conhecia. Vou ficar de olho.
 
Tomorrow!
Hey Trepangers,

It's Wilson writing this news post, sadly Greg is sick at the moment. Please give him an [F] and your best memes so he can recover quickly.

Game launches tomorrow: June 21st, 9am PST
Anyways, hope you're as excited as we are for launch! It's going to be awesome seeing you guys play the game after the long wait, we're really looking forward to hearing your thoughts and watching any videos or pictures you post.

Reviews are Positive!
We've sent out copies for reviews, some have been posted already but look out for more reviews coming later today or tomorrow (be careful of spoilers!). We've got a "Generally Favourable" on metacritic so far: https://www.metacritic.com/game/pc/trepang2

Steam avatars out now, trading cards incoming
We've also made steam trading cards, badges and emojis so you can share your love for Trepang2 with all your steam friends. Avatars are out now, check these out: https://steamcommunity.com/games/1164940/Avatar/List


And here are some cool gifs and screenshots showing off some cool environments:





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Also some key art which also makes for nice wallpapers:
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That's it for now, see you all tomorrow!








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Deppart prototype​

 
Última edição:
Esse escritório aí do Trepang² me lembrou os escritórios do primeiro FEAR :haha:
 
Iron Meat





Combatendo a carne com habilidades passivas extra-letais e extra-úteis
O arsenal da humanidade não se limita apenas a armas de todos os tipos e velocidades de tiro! Aqui está um resumo de duas habilidades passivas que podem ser encontradas em sua cruzada contra a invasão do Meat!

Fogo rápido
Identificada por um símbolo de raio dourado, a passiva Rapid Fire pode aparecer tanto em drones aliados flutuantes quanto em objetos destrutíveis.

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Como o próprio nome sugere, a passiva Fogo rápido permite que o personagem do jogador aumente a velocidade de tiro por um período limitado de tempo. Isso normalmente é uma dádiva de Deus na maioria das situações, pois você pode eliminar rapidamente mais inimigos do que o normal.

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Dependendo da arma que você tiver equipada, a utilização dessa passiva pode gerar resultados promissores, permitindo que você derrube obstruções e inimigos de nível médio com facilidade. Use o bom senso e aproveite ao máximo o Fogo rápido sempre que o adquirir!

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Omni-Shot
Denotado por um símbolo dourado de projéteis em um círculo, o Omni-shot também pode ser encontrado em drones aliados ou objetos de nível.

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O Omni-Shot é uma poderosa habilidade passiva que dispara raios de plasma em oito direções a partir do centro do sprite do personagem do jogador. Essa habilidade permite que os jogadores cubram todas as direções à medida que avançam em um nível.

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O uso dessa passiva pode ajudar a garantir que os inimigos que aparecem atrás de você sejam eliminados facilmente. Com o Omni-Shot ativo, você pode se concentrar nos inimigos diretamente à sua frente, em vez de se virar ou manobrar para atirar nos inimigos acima ou abaixo de você!

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Estamos ansiosos para compartilhar mais informações à medida que continuamos com o desenvolvimento do Iron Meat!

Não deixe de registrar a Iron Meat na lista de desejos e jogar a demonstração gratuita disponível AGORA!



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Gloomwood





The MARKET is OPEN

Ah, my favorite new patron. You've been waiting for this a while, haven't ye?

Indeed, The Market District of Gloomwood is now open. But beware...




This district is not only home to the Merchant's Shop where you can buy and sell goods...

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But also new enemies.

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Some who want to take a little off the top...

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They're not too fond of the huntsmen, you know.

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In addition to the new content we've also added... Source-style projector shadows for objects!

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This gives everything a lot more DEPTH. Looks great. 10/10. (It's toggleable in the options)

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And speaking of Source style things. If you've made it to the Market District you'll notice a new intro menu scene:

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This is because we plan to have Half-Life style chapter menus that change as you progress throughout the game!

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As we continue to expand upon the world of Gloomwood, we will add more details to the existing areas, more buildings to explore, more loot to pilfer, more enemies to face, but for now - please enjoy the fruits of our labor.

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However, you may look forward to the Underport next.

They're waiting for you down there....


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New roadmap reveal!
Greetings Wielders!

We’ve been in Early Access for just a little more than one year now. To all who've played, joined our community, or given feedback: a heartfelt thank you from the Lavapotion dev team! Initially, we aimed for a full release this quarter, but after careful thought, we've decided to move it forward. Please allow us to clarify the decision.

Nearly half a million people have wishlisted our game, which is to be honest both unexpected and humbling. The Adventure Strategy genre isn't the largest anymore, yet you've demonstrated that the demand endures. But to put it simply: if the game isn't 1.0-ready, we have to acknowledge it and persevere through ongoing development. So let's check out the new roadmap, upcoming changes and the reasons for them.

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A version with better resolution, or simple text format, can be found on our webpage[www.songsofconquest.com]!

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The AI
First of all, we want to acknowledge that we are not satisfied with the current state of the AI for a full release. We have a solid development plan for it and we know what to do, it just has taken longer than we had planned. It takes a lot of time to get all the basic systems working and we are close to that point right now. With nine out of ten play sessions being single player it is obvious that the AI is of utmost importance.

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The new region system features natural borders and minimizes changes to it over time, in order to better guide the AI in navigating and expanding across the map.

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Randomly generated maps
Around a fourth of all game sessions are played on random maps. We want to make sure that the experience is varied, exciting and perfect each time. We are currently collecting feedback regarding the random maps in order to refine and improve the code and design elements behind it all. For the game to stay relevant long term it is important that the randomly generated maps feels and plays just right.

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Iteration, testing and improvements, that’s the recipe for success they say! So, we’ll iterate this some more and then improve it with the help of your feedback.
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New user experience
Since we released into Early Access, we have created a lot of new features. We need to make sure that new players get to try out these new features and get the best possible experience when trying the game for the first time. This means taking a look in the rearview mirror and coming back to things (like campaign maps) that were designed years ago and making sure that they use all the new cool stuff. Similarly the UI needs to be adapted in order to best present all the new features, as well as highlighting the wonderfully handcrafted maps that you've created.

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In March 2017 the game looked like this. Sometimes it is good to take a step back and remind ourselves just how far we have come…

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Steam Deck release
This one might come a bit out of the blue, but a lot of you guys want to play on your Steam Deck. Let me be clear that the addition of Steam Deck support has not impacted the decision to delay the release. It is an added bonus, rather than an obstacle in our development process. It is a lot of work, mainly because our UI needs a lot of re-scaling in order to work well on smaller screens. Fortunately we are helped by a great studio called Bitwave, so the time required on Lavapotions end is minimal. Bitwave are currently working with us to ensure that playing on the Steam Deck will feel like a native experience, not a sloppy port. The added benefit is that this will also enable us to have full gamepad support.

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The game is running well on the Steam Deck, but UI elements and fonts still needs to be scaled up.

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To sum it up
In the words of Shigeru Miyamoto: a delayed game is eventually good, but a rushed game is forever bad. We are here for the long haul and we want to make this the best game it can be. The best days are still ahead of us and you can expect more exciting news in the coming months!

With utmost respect and gratitude,

/Team Lavapotion
 
DEV BRIEF 00 - RESOLVE Is Dead
First off, thank you immensely for your patience these last couple of months! I am incredibly excited to finally make this post about what has been going on behind the scenes and what is going to happen now.

What happened?
I will cut straight to the point. After the open playtest events back in March there were a few things that became clear to me in addition to the expected technical issues of an experimental pre-alpha. Even though we had spent more than a year conceiving, iterating and implementing mechanics and features, the core of the game felt very close to games we have all played for thousands of hours already.

We had focused on optimizing the game for competitive balance and lost sight of the heart of the game: Having fun with a random group of complete strangers.

At that point I knew we had to take Resolve off the radar and take the time to reimagine the game into something new, exciting and fresh. Rethink what a large-scale team game that relies on communication looks like, and break the chains that held the project down.

This meant the direction of Resolve had to change and I wanted to build on everything we had learned so far to take the game to a new level.

Why is it taking so long?
Throughout this project I have always used the word ‘we’ when referring to the development team. But the truth is that while everyone in the Dev team has brought something to the table that has shaped the project, I am making 99.9% of the work on my own. But I would rather redo all that than simply adding new paint to a game that already exists.

Until March I had been saving money with a diet of lentils, and at this point I am pretty much living on water and bread to pull off this final stretch without bringing in outside interests and maintain creative control. And now I am incredibly excited to finally reveal the new direction and get the engine roaring once again!

Tomorrow we will reveal the new direction!
Recently we have been assisted by people with a lot of experience from working on Gates of Hell and Burning Lands, and tomorrow we will announce the new direction with more details to follow. and I can’t wait for you to see it!

While some people will inevitably be disappointed that the game is not what they were expecting, I hope you will cleanse your mind and take part in this journey, as we build Resolve from the ashes of what came before!

 
DEV BRIEF 01 - From the Ashes
The game is going to change direction and will remain a tactical shooter with a focus on team-dynamics set in an alternate setting.

Over the next weeks we will go into more detail on the specific game mechanics and modes. This week, it is all about giving a first look at the new world you will explore.

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Once the world was drowned in flame
Violence has left the planet scarred and broken. The old empires have crumbled leaving their armies fragmented with no allegience.

Now, years later, a new fight emerges. Not for continents but for survival. New regional powers are rising and small armed groups form to clash over scarce resources, unsure who is friend or foe.

You are a soldier wearing a uniform that has lost its meaning and now you must find new purpose. Kill again or share the spoils - it’s up to you.

Grounded and Gritty
In reimagining this world it was important to make an immersive setting, while keeping it open to create new and exciting environments and situations. The armament you will use is grounded in the early 20th century, and is expanded with makeshift modifications and later tech. This is done to create a natural progression in the options you have available in your fight.

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High Stakes and Tension
In Resolve you will carve your own path with a high amount of freedom and tension. You will be fighting for resources and collaborating your way from strangers with sticks to a well equipped and coordinated army. All in the context of a a new unpredictable gamemode that revolves around intuitive, rewarding and purposeful teamwork.

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An Engine for Emergent Encounters
We want every engagement to be meaningful, and create clear context and intention for what you are doing, while making every game a unique story of your climb to power or fall. In Resolve you communicate to achieve tangible goals that are intuitive and engaging, and your most important decision is what face to show when you encounter other people.

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Next week we will go into details on what exactly you will be fighting for in the main gamemode.


 
Update 1.46: Campaign mode, weather overhaul...
Dear Operators,

I'm thrilled to announce the release of Update 1.46, the culmination of several months of relentless effort. This rollout includes major enhancements that I'm eager to share with you.

Campaign Mode

The long-awaited moment has finally arrived! It's with great pleasure that I introduce the "Campaign" mode. In this saga titled "Serpent's Whisper", you will confront the insurgent group "New World". Having secured substantial financial backing, this group has orchestrated a series of devastating attacks, instilling unprecedented terror on a global scale. Every decision will be pivotal, as the loss of an operator will be permanent throughout the campaign's duration.

The first installment will thrust you right into the heart of the action, while the second will be available in a few months to round off this immersive experience. Once the second part is concluded, you'll have the opportunity to tackle the entire campaign. Remember: the loss of an operator is irreversible.

Various missions and six difficulty levels await. Whether you prefer a smooth progression or seek genuine challenges, there's something for everyone.

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Weather System Overhaul

I'm pleased to announce a comprehensive revamp of the weather and lighting system.

The rendering of the sky and clouds has been thoroughly reworked. Whether it's a dazzling sunset or an overcast sky, each game map now benefits from a photorealistic render.

Moreover, the meteorological system has been entirely reimagined. You can now marvel at the falling rain, lightning streaking across the sky, or snowflakes drifting down. These renewed weather conditions will enhance your in-game immersion.

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Four-tube Night Vision Goggles Simulation

I'm also excited to introduce a significant enhancement for your nighttime operations: the simulation of four-tube night vision goggles. This tool will grant you a wider and more detailed field of view in night mode. I've devoted substantial effort to refining the visual output of this feature and eagerly await your feedback.

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Gameplay Enhancements

Numerous functionalities have been improved and rectified to provide an even more immersive and enjoyable gaming experience, including adjustments to the player's camera, the ability to control a hostage, refined AI, and much more.

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New Customization Options

In response to many player requests, I've expanded the customization possibilities. For instance, you can now mix and match various head accessories for each operator, like adding a hood and a helmet to a female character. Simply activate this feature from the main game menu

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What's Next?

Future updates will, of course, add Part 2 of the campaign, along with new content.
First off, the ability to craft your own campaigns directly within the game and share them with the community. You can design as many missions as you wish and script your own narratives.

Furthermore, new content will emerge: 3 new maps, new weapons, and much more...

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I look forward to your feedback on all these novelties.

Best regards,
Helios

PATCHNOTE

FEATURED
- Addition: Campaign mode
- Addition: Campaign - Serpent's Whisper (part 1)
- Addition: New weather
- Addition: Four-Tube Night Vision Goggles Simulation
- Addition: Simulation of the satellite trajectory orbiting the earth from the squad to the mission location


GAMEPLAY
- Addition: New camera movements when the player moves in first-person view
- Addition: New camera movements when the player moves in third-person view
- Addition: Awards campaign
- Addition: Option to add new accessories for the face and head offering new customization possibilities (note, these accessories are not all compatible with other accessories)
- Addition: Player can control hostage rescued or enemy captured
- Addition: Button "ALL" in insertion menu
- Improvement: Recoil system of firearms
- Improvement: Movement of the crouched character in first-person view

- Improvement: Soldiers optimization
- Improvement: Night vision goggles remain on the operator's helmet even if the mission takes place during the day
- Improvement: Position of magnifying sights on many firearms
- Improvement: Adjustment of the zoom power of magnifying sights
- Improvement: The firearms "ArK-M" and "ArK-49" are now chambered in 7.62 × 39 mm M43
- Improvement: The player-controlled operator's infrared strobe now appears when the player uses a secondary character (drone, dog...)
- Improvement: An underwater insertion has been replaced by a helicopter insertion on the "The Gabriel" map
- Improvement: Loading optimization about squad editor
- Improvement: Loading optimization about preset operator
- Fix: "ALL" button did not select all members, including captured enemies and hostages, during "Quick Orders" mode
- Fix: List of soldiers in the "Switch Operator" menu might not have displayed the operators in the correct order
- Fix: Debriefing data error after a failed mission in "RECON" game mode
- Fix: Interaction errors in terms of distance of player
- Fix: Error that allowed the player to reload their weapon while it was in its holster
- Fix: Some objects on the roof of the airport buildings were not invisible when "Battle plan" mode was activated
- Fix: The position of the firearm might not have been correct when the player was lying down and had chosen to hold the weapon at an angle
- Fix: Some undesirable blur effects of the character's arms in first-person view depending on the movement made
- Fix: The player could change the position of the weapon while lying down
- Fix: The launch cinematic did not proceed to the main menu once it was finished
- Fix: Number of hostages saved was not counted at the end of the mission if only one operator was still alive
- Fix: Random airstrike in "War" mode might spawn at wrong location
- Fix: Some errors of enemy spawn with "Secure" task
- Fix: Some navigation errors of battle plan
- Fix: Binoculars cannot spot enemy if player doesn't use firearm
- Fix: Location error of some assets in "Ancient ruins" map
- Fix: Some logic spawn errors
- Fix: Numerous pathfinding errors

AI:
- Improvement: Optimization
- Improvement: Obstacle-crossing system
- Improvement: Operator copy weapon position of his squad leader
- Improvement: Combat behavior

- Fix: An operator might not attack an enemy correctly depending on their rotation
- Fix: Several errors that couldn't overcome obstacles when it was stuck

RENDERING
- Overhaul: Rendering of the sky
- Overhaul: Rendering of the clouds
- Overhaul: Rendering of weather conditions
- Overhaul: Rendering of sunlight and moonlight on each map
- Overhaul: Rendering of the colorimetry of each map
- Overhaul: Rendering of weather effects for each type of weather (rain, fog, snow...)
- Overhaul: Rendering of Rain VFX
- Overhaul: Rendering of Snow VFX
- Overhaul: Rendering of Thunderstorm VFX
- Addition: New main menu level

- Addition: Graphics option - Weather quality
- Addition: The soldier chosen for the "Prisoner of War" game mode has specific clothing consistent with the mission
- Improvement: Light propagation distance through fog
- Improvement: Light propagation power
- Improvement: Rendering of directional security lights (especially on towers)
- Improvement: Deployment cinematic
- Improvement: HALO insertion cinematic
- Improvement: Helicopter insertion cinematic
- Improvement: Thermal vision
- Improvement: Volume of the fire sound during the destruction of a weapons cache
- Improvement: Adjustment of green and white colors for night vision goggles
- Fix: Blur effects of arms in first-person view
- Fix: Animations and positions of the left hand on a firearm in first-person view
- Fix: IR strobe could be always displayed in battle plan mode
- Fix: A platform that was only visible in "battle plan" mode was still partly visible in some airport buildings
- Removal: "EATech 256 a66 with G34 Magnifier" sight due to its poor aiming rendering

UI
- Addition: Extras option (to unlock new accessories for the face and head)
- Addition: New security camera icon in the HUD when a camera has been spotted
- Improvement: Transition of wounded effect in HUD
- Improvement: 2d locations of orders in "battle mode"
- Improvement: Rank menu
- Improvement: Rank and awards icons when locked
- Improvement: Design of inserted order icons in battle plan (e.g. stance, ROE...)
- Improvement: Position of inserted orders based on the number added in the battle plan
- Improvement: The difficulty option categories in the mission menu are invisible if no option is available
- Improvement: Some french texts
- Fix: The position of the interaction icon when holding down the key was off-center (french version)
- Fix: 2d location of the interaction when using battle plan or quick orders

SOUNDS
- Addition: New main menu music
- Addition: New deployment music
- Addition: New successful debriefing music
- Addition: New failed debriefing music
- Addition: New combat music - Destroyed
- Addition: New combat music - It's time

- Addition: New SFX when an operator is dead
- Addition: New SFX when an operator is injured
- Addition: New SFX when a new task is added during a mission
- Addition: Custom music of campaign HQ
- Addition: Custom music of campaign's end
- Fix: Drone might trigger spot sound without reason


 

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