Hi everyone,Experimental V3.01 will now be pushed to the public branch. Thank you to everyone that helped debug it. Below is a complete list of all changes and additions.A fresh start will be needed to play this new version without issues. If you already have save files from the experimental branch, these will work fine.Please report all bugs via the “Bugs/Fixes Thread” here on Steam.Cheers!Quests/Game Modes:I have added many new quests and eliminated some of the old ones.
Love the game by the way. Map you added is cool but is there a way you can add the ability to see where we are currently on the map? Game Questions & Answers (Q&A) service lets you ask questions about video games for game consoles or PC games. So ask your Hold Your Own question for PC and get answers from other gamers or answer questions and share your insights and experience with the rest of the gaming community.
I will not list all the changes to the quest here because I prefer it remains a surprise till you actually play and do them. However, there is now a lore and story to the game and the quests will reflect that.I have also added 3 Game Modes to the new game creation page:1)Story Mode with Tutorials: (Default Mode and full story experience with all the tutorial quests.)2)Story Mode: (Full story experience without the tutorial quests.)3)Full Sandbox: (Full game with no quests at all, just a survival experience. All quest reward related items like the Schematics and Blueprints will be in the Trader chest on game start, so go pick them up there.
Also, all ferry points will be unlocked.)Game Lore:Something had to give. We just never expected everything to go at once. The greed and arrogance of an invading force is now ruling us.A once peaceful and resource filled set of Islands turned into darkness. They have poisoned the air and call themselves the “Reborn Militia”.
They show little to no mercy and our towns are collapsing one after the other like blood-soaked dominoes. Their motive for all this terror you wonder? To gorge us of all our natural resources and make a profit. With many either dead or held captive, we find a group of rogue fighters called the “Hunters”. They serve all masters but belong to none. They are simply guns hired by the Reborn Militia to help settle their disputes.Then there is us, a small group that has risen to the occasion. We are the outcasts, the resistance, the ones that will take back what is ours.
We will keep fighting, not for God, not for justice, not even for a better world. We fight to survive.And we will not stop. Not until the last barrel of oil is burnt, the last bullet spent. As long as they remain here and try to take our land we will spill blood over it. Hi everyone,Experimental V3.01 is now available in a beta branch. To access it, right click the game in your Steam library and hit properties. There you will find a BETAS tab, select Experimental V3.01 and launch your game as usual.
Once everything is debugged and adjusted/balanced, we will deploy it to the public branch. A fresh new game will be needed to play this version.Please report all bugs, comments and suggestions via the “Bugs/Fixes Thread” here on Steam.Cheers!Quests/Game Modes:I have added many new quests and eliminated some of the old ones. I will not list all the changes to the quest here because I prefer it remains a surprise till you actually play and do them. However, there is now a lore and story to the game and the quests will reflect that.I have also added 3 Game Modes to the new game creation page:1)Story Mode with Tutorials: (Default Mode and full story experience with all the tutorial quests.)2)Story Mode: (Full story experience without the tutorial quests.)3)Full Sandbox: (Full game with no quests at all, just a survival experience.
All quest reward related items like the Schematics and Blueprints will be in the Trader chest on game start, so go pick them up there. Also, all ferry points will be unlocked.)Game Lore:Something had to give. We just never expected everything to go at once. The greed and arrogance of an invading force is now ruling us.A once peaceful and resource filled set of Islands turned into darkness. They have poisoned the air and call themselves the “Reborn Militia”. They show little to no mercy and our towns are collapsing one after the other like blood-soaked dominoes. Their motive for all this terror you wonder?
To gorge us of all our natural resources and make a profit. With many either dead or held captive, we find a group of rogue fighters called the “Hunters”. They serve all masters but belong to none.
They are simply guns hired by the Reborn Militia to help settle their disputes.Then there is us, a small group that has risen to the occasion. We are the outcasts, the resistance, the ones that will take back what is ours. We will keep fighting, not for God, not for justice, not even for a better world. We fight to survive.And we will not stop. Not until the last barrel of oil is burnt, the last bullet spent. As long as they remain here and try to take our land we will spill blood over it. Just some bug fixes.BUG FIX - Successful trade message when selling/buying items at trader would sometimes stay stuck and needed to restart the game to clear it.BUG FIX - Movement sometimes would lock after looting, players could only move forward and back, not look up/down or turn.BUG FIX - The first attempt to hit a tree or ore would sometimes fail.BUG FIX - Every now and then attempting to craft items in crafting stations would result in the timer saying 00:00 and that station being blocked.
This should be fixed now if I did not miss anything so please let us know if it happens again.BUG FIX - Animals and Spiders were able to move vehicles and players by knocking into them.BUG FIX - Forgot to remove some debug messages on screen when moving certain oblects. ADDED - Light Switch placeable on walls to toggle lights, need to associate lights to the switch.ADDED - Craftable Porch and Street Light.CHANGE - Water Tank now has a max of 250 refills.
A new Water Tank will be needed to be crafted once depleted.CHANGE - Human AI will no longer sense players when in POIs. The will also stop attacking or chasing when entering them.CHANGE - Increase light output of Ceiling Lamps.BUG FIX - Wind Turbines were not being assiciated with the control panel correctly.BUG FIX - Could not place railings or walls next to the Shipyard.BUG FIX - Remaining quest AI to be destroyed were leaving their weapons suspended in midair. ADDED - Can now use the little stove in the boat.
It has the campfire recipes and becoming like a little mobile home.ADDED - Spotlight added to the boat.ADDED - Flour recipe made from Corn. Can be crafted in the players recipe list.ADDED - Splint Item that can be crafted in the players recipe list. Used in the crafting of Medical Kits.ADDED - Can now craft Medical Kits in the Chemistry Station.ADDED - Placeable Ferry Flag Pole Item.ADDED - New reward for the Locate the Trader quest.
She will now give players a Ferry Flag Pole. It can be placed anywhere in water just like other ferry points already on the map. This item is intended to let players find great spots to build a base on the map (perhaps near caves) and still have easy access to the Trader. (If you have already completed the Locate The Trader quest, sadly you will not have this item.)CHANGE - 25% chance Hunters will zigzag while chasing. Many players were still finding them over powered and this will certainly help.CHANGE - Reduced beaker craft time from 5 mins to 1 min.CHANGE - Shooting an Elite Guard will no longer alarm others. Many have been saving that the Kill Elite Guard quest was now too OP.BUG FIX - Could not shoot while standing in boat, collision boxes were blocking projectiles.BUG FIX - Recalling the Boat was not always working. Hi everyone,Experimental V1.02 will now be pushed to the public branch.
Thank you to everyone that helped debug it. Below is a complete list of all changes and additions.A fresh start will be needed in order to play this new version without issues.
Originally posted by:Does not seem kind of weird that your character is in a place with ferries operating but has no access to a map? Or cannot make a map? I guess I'd have to ask what the motivation would be for the ferry man to give you a map, if he even had one or needed on since he's been doing that for his entire life.As far as making one I'll give my standard answer from another game many of us here also play; It doesn't have to be done IN the game. Pull a piece of paper out of your printer and hunt down a pencil (yes, I know, they can be hard to find these days), then make your own map. It actually is kind of fun to do it that way intead of having the computer fill in a map as you move around.
Adds a bit of the cartographer skill you'd actually need to develop if you were on your own in an unfamiliar area. You get to understand the problems of map making when you only have a ground view (prior to getting the heli of course) which was the ONLY way it was done until flight was invented. Originally posted by:I guess I'd have to ask what the motivation would be for the ferry man to give you a map, if he even had one or needed on since he's been doing that for his entire life.There would be an incentive for the trader to sell a map.
This isn't a tourist location. I have complete disdain for computer-bestowed maps in survival games. It removes one aspect of skills necessary to survive and it is wholely unnecessary especially when the map is so small and features are so distinctive with landmarks like the houses visible from many locations, the fort, and the new POIs with their tall wind turbines.You have a compass, if you want a map travel around, take bearings on your base and you have a bearing and a distance. Draw your own.really not that hard.
Originally posted by:I never said it was hard. I do in fact have my own drawn map - you aren't the only one.
All I am saying is it seemed weird in a land where there is electricity, ferries and traders, that there are no maps. You would think that out of all the hunters that I have killed, the ferry drivers and the traders, that someone would have thought of makiing one for sale. This is not some solitary character on a lonely island. But it is a solitary character on a lonely and hostile set of islands. The traders and ferry captains are the only ones willing to talk to you without shooting you first. Like I said, you show up, but why would they have maps to sell?
The hunters certainly don't need maps, they live and hunt on the islands and there aren't any other tourists or outsiders showing up. It just doesn't make sense they would print maps for the random castaway.
Originally posted by:I guess I'd have to ask what the motivation would be for the ferry man to give you a map, if he even had one or needed on since he's been doing that for his entire life.There would be an incentive for the trader to sell a map.Yes it would. Firstly are you sure that he knows the area that well to make a map? Why would someone sell him a map that he can re sell and so on.After all, in the end you get a helicopter and can make out the islands quite well so there is really no need for a map. What would be the Trader’s customers for a map?1. The player - not likely as the Trader would have no idea you’re about to show up.
And she’s not likely to make a map just for you even if she had that kind of knowledge of all the other islands but her little sand bar.2. The hunters - clearly the act as though they the land they are on is theirs so it’s reasonabke to assume they are native. Natives to an area rarely would buy a map. I would The the hunters would be a primary customer of the trader as she sells supplies.3. The (invisible) residents of the houses and fort town - while they may have been customers of the trader they are again natives and not going to buy maps of their home.
Currently it would seem they are likely prisoners of the guards but that is unknown.4. The guards - they’re guarding specific locations so not likely to need a map.
Furthermore the trader is giving you quests to kill them so not likely going to stock maps for them. (Btw, she didn’t give you the kill hunter quest since you hadn’t met her yet).5. The ferrymen - again natives, they wouldn’t need to buy maps.6. The former guests at the motels - probably not trader customers since a) no transport to the trader and b) the motels have their own stores.6. The new POI apartment dwellers - likely works at the motel, locals or brought in to work but no transport to trader so likely not a trader customer and the POIs have stores.So who exactly would the trader being stocking maps for?
Originally posted by:I never said it was hard. I do in fact have my own drawn map - you aren't the only one. All I am saying is it seemed weird in a land where there is electricity, ferries and traders, that there are no maps. You would think that out of all the hunters that I have killed, the ferry drivers and the traders, that someone would have thought of makiing one for sale.
This is not some solitary character on a lonely island.This is something that Zuleica and I have disagreed about in the Subsistence forums in the past. I think adding a map, with unexplored islands shrouded with fog, would be a great idea.
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