Why Early Access? “Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but we find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

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How often do we update the community? We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for a long time now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds. How often do we update? We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask.

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Buy on Steam. After several years of sitting in development, Team Fortress 2 (TF2) was finally released by software developer Valve. Free-to-Play - The free-to-play availability online is a big draw for players looking to experience this fine shooter game without a heavy financial investment. No Robots - It's a. Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a.

Many consider our game frequently updated, some consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay. Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game. We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game.

It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency. Details of major milestones can be found below. What is required for 1.0? Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support.

These are: NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game. Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills. Several features require either significant modifications, rewrites or completion before we could consider 1.0. Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented. Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid. We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features. What about after 1.0? At this point, once we feel we have (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access. What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community.

As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest. That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core. Development Costs Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game.

While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information. All percentages are in comparison to New York City (100%) - Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the% the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual%s likely much lower than reported) 3x Developers + Office Newcastle Upon Tyne, United Kingdom- 32.37% 1x Developer Brighton, United Kingdom -56.37% 1x Developer Toronto, Canada -51.78% 1x Developer Surrey, Canada -30.87% 1x Developer Lille, France -31.59% Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions. What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since launch on Early Access to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.

In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.” Approximately how long will this game be in Early Access? “See above!” How is the full version planned to differ from the Early Access version?

“See above!” What is the current state of the Early Access version? “See above!” Will the game be priced differently during and after Early Access? “It will likely be £5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of £5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.” How are you planning on involving the Community in your development process?

“See above!”. 15 December Hey all. Current PZ thinking is to get final features into Build 39 (current Vehicles beta) as soon as we can – then concentrate on bug fixing, polish and further optimization in the new year. Outstanding features include injuries to player in car crashes, a few more Mechanics components/repairs, better SFX and Turbo’s new fog/snow effects seen below.

There are popping up now detailing how cars are changing people’s play-styles and mixing in some new fun elements, so it would appear that we are on the right track. VEHICLES BETAVehicles Test Build 30 has been released – and its full patch notes. The biggest change in this is probably the addition of BitBaboon Steve’s optimization to map streaming – which removes locks between game threads when it comes to chunk loading. This should make for a smoother ride for our testers.

This said, there’s still work to do – our internal build was running with a better FPS in West Point so we need to do a smidge of digging today, while Steve needs to figure out a few remaining locks. After which the next optimization improvement will likely be in the zombies themselves.

Zed attention is currently called in to cars over a wide radius which (while difficulty still needs balancing) still has too big an impact on performance in high population scenarios than we’d like. Elsewhere, Vehicles 30 also introduces WIP collision detection for road furniture, and damaged sprites from Mash to accompany them. This work isn’t complete, and we’d like any weird behaviour reported.

Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed. In terms of other new content (generally Thursdoided ) there’s a bunch of new stuff for the Mechanic skill – from which we’d like to get some more feedback if possible.

There are now Mechanic skill books, a lug wrench for removing tires, Mufflers to impact on vehicle noise and an update to the key system that gives the key-bearing driver an icon above their head when close to the vehicle. Likewise keys are now visible in the ignition, and to more clearly demark which car they belong to are coloured the same as the car’s paint job. Annoying bugs fixed include railings now rendering properly, shoved zeds no longer being drawn behind walls, furniture being rotate-able again and walls no longer obscuring the player on staircases.

In general game-wide fixes, meanwhile, trapping has now been fixed – alongside a bunch of longstanding recipe and crafting oddities. ANIMSIn terms of Animation work, as we haven’t mentioned it in a while, Bitbaboon Mark currently has the existing anims working with a skinned mesh renderer – which as we’ve mentioned before means that dev-side we can toggle between the two and make progress without breaking anything.

This also means that as we bind in the rest of the new anim code, Mark’s Animzed dev/modding tool and start to optimize to cope in densely populated areas then we’ll be able to be a lot more visible in terms of progress. As ever, we understand the frustration that all this remains out of reach while the rest of the team beaver away on vehicles – but we have the right people doing the right stuff backstage. Likewise we have an ever-growing catalogue of models to flesh out the game world from Martin when general work moves on from vehicles and into the builds beyond. MODDERINGConnall, alongside being king of the small suggestions thread, is now the overseer of – requests from the modding community for documentation and small tweaks to game code that will make their lives easier. The first part of this mission, meanwhile, has been in curating. Connall is also regularly available in the modding channel on Discord should anyone need pointing in the right direction for anything. Today’s hail of bullets.

A general list of stuff added to PZ, and vids of features being worked on, is kept – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter! Is open for chat and hijinks too. ShylokVakarian’s Great Loot Search, meanwhile, and oh man:?

7 December Howdy survivors. We’re approaching a point at which the Vehicles build (details on how to play ) is feeling increasingly fully-formed. On Monday we released, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing. Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake.

We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else. In non-vehicle affairs, meanwhile, Vehicles 29 also to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs. NEXT UP We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30. Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc. We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car.

As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself. Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above. Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow, as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely.

Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs. Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty. Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help. Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls.

Today’s rooftop skirmish. A general list of stuff added to PZ, and vids of features being worked on, is kept – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter! Is open for chat and hijinks too. About This Game Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde. Current Features • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival. • Online multiplayer survival with persistent player run servers.

• Local 4 player split-screen co-op • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems. • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.

• Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.

• Deal with depression, boredom, hunger, thirst and illness while trying to survive. • Day turns to night. The electricity falters. Hordes migrate. Winter draws in.

Nature gradually starts to take over. • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.

• Proper zombies that don’t run. (Unless you tell them to in the sandbox menu). • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever. • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival • Full, open and powerful Lua modding support.

• Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac] We’re a small team at the moment, but we’re also committed to providing the following: Planned Features: • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn.

Kate and Baldspot return! • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay. • Constant expansion of the countryside and cities around Muldraugh and West Point • Full wilderness survival systems, animals and hunting for food. • More items, crafting recipes, weapons and gameplay systems. • Steam Workshop and Achievements support For more details on the game follow us on or visit A huge thanks to the wonderful and for making the awesome intro video. If you love indie games their channels are well worth a sub.

13 December Greetings Adventurers, Mystic launch events are here! With the release of the long-awaited Mystic, please enjoy leveling this dazzling class while stacking up on cool rewards. Meanwhile, the abominable Yeti, Piku, has been sighted near Alejandro Farm. When the blizzard hits, that’s when you know Piku has appeared.

Make sure to have a special Frosted Matchlock to take this monster down. In addition, a notable announcement we want to make is that our game client has tremendously reduced in size where its 27 GB now! Last but not least, don’t forget the great winter deals we got going with special bundles like the [Mystic] Starter’s Package and Snowflake Package for all classes! Event & Systems Event: • Level-up your Mystic! • Achieve certain levels and receive rewards! • Period: (After Maintenance) ~ 1/3/2018 (Before Maintenance) • Rewards for reaching certain Levels through Challenges (Y) • Lv.

15: Gold Bar 10G • Lv. 25: Gold Bar 20G, Extra Combat EXP Scroll x3 • Lv. 35: Gold Bar 30G, Black Stone (Armor) x5, Extra Combat EXP Scroll x5 • Lv.

45: [Event] Elion's Tear x10, Hard Black Crystal Shard x3, Sharp Black Crystal Shard x3, Advice of Valks +15 • Lv. 55: Gold Bar 100G, [Event] Cliff’s Skill Add-on Guide (1 Day), [Event] Lauren Family Gift Box x2 • Collect Mystic’s Seals! • Collect enough Mystic’s Seals and exchange them for Blackstones!

• Period: (After Maintenance) ~ 1/3/2018 (Before Maintenance) • Click to see these 2 exciting events in detail! • Face Off Against Piku the Yeti! • Complete prerequisite event quests to obtain [Event] Frosted Matchlock and challenge Piku. • Period: (After Maintenance) ~ 09:00 UTC • Click to see how to take down the frosted yeti in detail! System: • The total size of the game client has been reduced to approximately 27 GB.

• Fortress, Command Post, Annexes and Medium/Large Siege Tower can be installed now when [Combat] Trina Matchlock or [Combat] Trina Demolition Axe are equipped. • Upgrading Barricade or Repairing Fortress/Command Post is also available. • Rolling motion has been added when [Combat] Trina Demolition Axe is equipped. • All Savage Rift Annex Installments such as [Savage] Barricade, [Savage] Flame Tower, Barricade-Upgrade etc. Are available when [Savage] Matchlock and [Savage] Enhanced Matchlock are equipped.

Game World, NPC & Effects: Content: • You can now obtain the following items by exchanging Shakatu's Seal. • 150 Seals: Main Weapon Exchange Coupon (7 days) • 150 Seals: Sub-Weapon Exchange Coupon (7 Days) • Balenos and Serendian Tribute Wagon will be disappeared when they get to Calpheon. • The cooldown time for Bags (costume/gear) has been changed as follows: • 1.

Of cooldown time when using Change All Costume from the bag • 2. To put an item in the bag • Urugon’s Shoes and Griffon’s Helmet have been added on selling list at Patrigio’s Secret Store. • Gender Filters next to Refresh button on Horse Market Window work fine now. • Altinova’s navigation has been improved. • Fixed an issue where the first warning mail from Savage Rift says it’s the second time.

• The tooltip/ item descriptions for Ship Repair Material, Ship Repair Kit, and Emergency Ship Repair Kit have been updated to include Epheria Frigate. NPC • The Item Exchange button on some NPCs who exchange seal items only appears when you have items to exchange. • This is applied for Horse Race Reward Seal, Shiny Golden Seal, and Red Seal. • You can learn skills and add-ons from NPC Sarma Anin in Altinova. Mounts • When characters are mounted, buttons for Savage Rift and Red Battlefield have been disabled to enter. • Fixed an issue where characters mounted on Miniature Elephant weren’t able to return when using the item Archaeologist's Map. • A system to increase a chance to awaken Dream Horse has been added.

• Each time you fail at awakening a tier 8 Courser, you will get 1 awakening success chance • You can check your horse's Awakening Success Chance from the mount info window and Courser training window. Class Changes • All Clases • Fixed the issue where the backpack on the character’s back was not disappeared when the character removed/sold Trade goods while crouching.

• Fixed an issue where certain skill effects were not appeared on the area where the actual damage is being inflicted. • Warrior • Fixed the issue where the Warrior displayed awkward motions while using Spinning Slash in succession after only learning it up to Lv. • Ranger • Fixed the grabbing motion while failing to grab using the skill Spirit’s Shackles • Sorceress • Fixed the issue of how the skill description for Ultimate: Dark Flame for the number of hits was incorrect.

(132% x3 >>132% x1) • Fixed the issue where the skill effect of Dream of Doom did not appear in other users’ screens. • Berserker • Fixed the awkward motion while jumping with the axe taken out. • Fixed an issue where Berserker keeps being in the air under certain circumstances when using the skill Titan Blow. • When failed to grab by using the skill Rooting, Berserker will release the target immediately. • *Known Issue: When Berserker jumps in Kunid or Tasalia's Villa, he appears to be swimming intermittently in the air.

This issue has reached our attention and will be fixed promptly. • Tamer • Hit action displays only when enemy is hit while using the skill Tree Climb. • Fixed a grabbing motion while failing to grab using the skill Spirit’s Shackles. • Valkyrie • Fixed an issue where Strong Shield was often changed to main weapon while holding Lancia. • Fixed an issue where the skill Ultimate: Sharp Light was applied to push instead of hitting.

• Fixed an issue where the skill Breath of Elion while holding Longsword was not applied when action was restricted during using that skill with Lancia. • Fixed the issue of when equipping [Valkyrie] Crown Eagle with the visor down, bare skin was visible on the neck. • Witch • Casting speed of skills when mounted has been synced with when not mounted.

• Fixed an issue where damage was not applied in PVP when running forward and transferring to awakening weapon from Staff. • Magic Lighthouse’s cycle to attract monster’s attention has been reduced from 10 sec.

• Fixed an issue where effects of Wizard and Witch’s Lightning Chain did not end properly. • Stamina requirement to use the skill Fissure Wave has been removed. • Wizard • Casting speed of skills when mounted has been synced with when not mounted. • Fixed an issue where damage was not applied in PVP when running forward and transferring to Awakening Weapon from Staff. • Magic Lighthouse’s cycle to attract monster’s attention has been reduced from 10 sec. • Fixed an issue where effects of Wizard and Witch’s Lightning Chain did not end properly. • Musa • Forward Guard effect has been added on the skill Dragon Bite.

• Quick Slot available when using the skill Forward, Backward Chase has been added on Blooming Command explanation. • Basic AP of Musa at Lv. 60 has been increased by 17. PVP Damage has been reduced by 6.5%. • Hit delay of the skill Flow: Backflow has been reduced so that hit can be applied properly. • The cooldown time of the skill Crust Crusher has been reduced by 5 sec. • Attack speed of the skill Crust Crusher has been increased.

• Hit count of the skill Fiery Crevice has been increased by 1. • Stamina consumption of the skill Twister has been reduced from 300 to 150. • Stamina consumption of the skill Fiery Angel has been reduced from 300 to 200. • Stamina consumption of the skill Flow: Foul Play has been reduced from 350 to 250. • Stamina consumption of the skill Musa’s Spirit has been reduced from 300 to 200.

• Forward Guard effect after attack has been added on the skill One Step Back. • Attack range of the skill Flow: Foul Play has been adjusted to take place in the same area. • Maehwa • Forward Guard effect has been added on the skill Dragon Bite. • Ninja • Fixed an issue where unnatural action was taken when using the Shadow Clone from Quick Slot without Shadow Stomp buff. • Fixed an issue where Main and Sub-weapon were not displayed when using the skill Shadow Clone from Quick Slot without Shadow Stomp buff. • Different attack ranges of hits from the skill Ninjutsu: Shadow Stomp has been adjusted to be all same as maximum.

• Fixed unnatural motions of the skill Kunai Throw and Shuriken Throw in the air after using the skill Sky Stepping. • Landing motions of the skill Kunai Throw and Shuriken Throw after using the skill Sky Stepping have been adjusted. • Fixed the issue where the shadow effect was shown during Concealment status so that opponents could see where Ninja/Kunoichi is. • WP Recovery from being hit by the skill Murderous Intent has been increased from 20 to 30. • WP from being hit by the skill Murderous Intent in a transition stance recovers in a normal stance too.

• Hit and action of the skill Drastic Measure has been synced. • Fixed an issue where Ninja’s leg graphics were broken when putting on Blue Tiger Armor and Marine Romance Shoes. • Kunoichi • Fixed an issue where unnatural action was taken when using the Shadow Clone from Quick Slot without Shadow Stomp buff. • Fixed an issue where main and secondary weapon were not displayed when using the skill Shadow Clone from Quick Slot without Shadow Stomp buff. • Different attack ranges of hits from the skill Ninjutsu: Shadow Stomp has been adjusted to be all same as maximum. • Fixed unnatural motions of the skill Kunai Throw and Shuriken Throw in the air after using the skill Sky Stepping. • Landing motions of the skill Kunai Throw and Shuriken Throw after using the skill Sky Stepping have been adjusted.

• Fixed the issue where the shadow effect was shown during Concealment status so that opponents could see where Ninja/Junoichi is. • Fixed the issue of when equipping [Kunoichi] Crown Eagle with the visor down, bare skin was visible on the neck. • Striker • Fixed an issue where Striker remains in the air under certain circumstances when using the skill Skull Crusher or Flow: Nimbus Strike. • Fixed an issue where the Flow: Prey Hunt buff was on when using Crouching Wolf with Martial Spirit Shard, when Prey Hunt hasn’t been learned. • Monster’s attention can be attracted better when using the skill Crouching Wolf and Flow: Prey Hunt with Gardbrace.

• The skill Twisted Collision now can be instantly used any time in Gardbrace stance. Item Changes • To improve the descriptions of Main Weapon and Sub-Weapon (excluding Kutum) items, the stats for Extra Damage against Monsters has been added. • The following specs will appear in the descriptions of the following items. • (Spec stays the same. Only the descriptions have been added.) • Hunter's Clothes • [Costume] Hunter's Clothes • Vision Range +10m, Fall Damage -50% • Trainer's Clothes • [Costume] Trainer's Clothes • Mount EXP +15%, Horse Catch Rate +15%, Mount Skill EXP +15% • The number of Whale Tendon Elixir obtainable from Processing has been increased. • [Event] Frosted Matchlock for winter event has been added.

• Wearable Socket’s image will be shown on the icon of Magical Crystal. • Socket image will not be shown on the Magical Crystals that can be worn on every Socket • 6 new types of furniture have been added. • [Event] Lethal Piku Horn Decoration • [Event] Threatening Piku Horn Decoration • [Event] Cunning Piku Horn Decoration • [Event] Chillaxed Piku Horn Decoration • [Event] Greedy Piku Horn Decoration • [Event] Overhyped Piku Horn Decoration • The cooldown for putting items in Morco's Gear Bag and Patrigio's Costume Bag has been reduced from 3 to 1 second. Pearl Shop • Winter special bundles like Snowflake Packages for all classes that include Snowflake Costume, Winter Rosefinch Set, and sweet props.

Will hit the shelves. With the launch of Mystic will bring heap of new items for the Mystic including a [Mystic] Starter’s Package to help you raise this beautiful character in style. • *Known Issue: If your Striker and Mystic have [Striker] Snowflake Costume and [Mystic] Snowflake Costume on, the characters will not strike a trademark pose and wave in idle mode. This is a known issue and will be fixed during next maintenance. • *Known Issue: If you put other furniture items on the Sweet Fireplace, the interior points are not applied correctly. This issue is queued to be fixed next week. • For details in these exciting additions, please click to go to the Pearl Shop Update Announcement.

Monster Changes • New Boss Piku for winter event has been added. • Piku appears in the Northern Plain of Serendia in front of Alejandro Farm. • The monster balance in Balenos, Serendia, and Calpheon regions has been reworked. • Their DP (damage reduction) has been increased and HP has been decreased. You should be able to easily recognize the difference in your attacks against these monsters. • The following numbers are approximate values.

• Recommended AP of the following monsters in Calpheon has been set. • When you are below the Recommended AP, you won’t be as efficient at fighting the monsters. • Even if you have much higher AP than the Recommended AP, there is no significant difference in efficiency. • The following monsters in Valencia and Kamasylvia will now drop Trace items. • Bashim Base: Trace of the Earth • Basilisk Den: Trace of Memory • Cadry Ruins: Trace of Death • Centaurus Herd: Trace of Hunting • Titium Valley and Desert Naga Temple: Trace of Savagery • Crescent Shrine: Trace of Death • Gahaz Bandits and Pila Ku Jail: Trace of Violence • Roud Sulfur Works: Trace of Chaos • Navarn Steppe: Trace of Forest and Trace of Ascension • Manshaum Forest: Trace of Hunting • Polly's Forest: Trace of Forest • Fadus Habitat: Trace of Battle • Forest Ronaros: Trace of Origin • The type of item drops you get from Serendia and Calpheon monsters has been reduced.

• Therefore, your Inventory should be easier to organize while fighting the below monsters. • The following items will no longer be dropped from ordinary monsters. Quests & Knowledge • You can now catch Trouts along the coast of Balenos via Fishing. • 9 new story quests have been added to Velia. • After completing the quest “Why Did the Goblins Run Away?”, you can receive the new quests through Santo Manzi if your level is 46 or up. • Complete the quests to obtain a new knowledge card “Santo Manzi’s Letter,” in category Balenos Adventure Journal I.

• Things She Likes • You Are Such an Alchemist • Finding the Spirit's Leaf • Horoscope Matching • The Worst Match • Sending You White Cedar’s Scent • Letter With All My Heart • Santo Manzi’s Confession • Think as You Want • Fixed an issue where Black Spirit showed quest that cannot be accepted when you completed the quest Altinova Wharf Manager after finishing the quest Bridle of Destiny. • Knowledge requirement for the quest ‘Magic Bullet Marksman’ can be obtained after completing the quest ‘Incarnation of Illezra’. Interface Changes • Fixed an issue where buttons, Find Group 2 and 3, were able to be clicked on when exchanging pets. • Crafting Notes for Cooking, Processing, Alchemy, and Craft House will now include the quantity of ingredients needed to craft each item. • There is a slight chance that you will successfully craft an item with Alchemy/Cooking with a lesser quantity of ingredients, if all types of ingredients were used. • You can now mouseover to see the long names that are cut off.

• Gradation has been added to HP bar above characters. • Fixed an issue where explanation texts at the bottom of Screen, which you could see when clicking on Wharf button while talking to Wharf Manager, were overlapped with other UI when it’s on lowest resolution. • Fixed an issue where an icon of Clear Liquid Reagent Crate disappeared. • Fixed an issue where emphasized marks on obtained items were missing when scrolling down. • World Map, Minimap, an icon Find NPC, and some of mount icons have been changed. Resolved Issues • Fixed an issue where you could not enter Kamasylvia with a 32-bit game client.

Ricky Bell Ricardo Campana Rar Extractor there. • Fixed an issue where only black screen is taken when taking a 4k/8k screenshot. • A title Hunter better than Likke Behr can be earned when 3 Fugitive Khalk's Shiny Claw are obtained. • Fixed an issue where an Awakening Weapon Exchange Coupon (7 Days) was only able to use on Dandelion Weapons.

• Fixed an issue where Workers are seen working at inappropriate spots or not returning to the Lodgings after finishing work. • Fixed an issue where you could swim in certain areas of floor of Villas in Valencia. • Fixed an issue where you could swim in areas in Goblin Cave where you don’t see water.

Reach us on the to share your feedback, opinions, and suggestions. To read the patch notes in German or French, click the links below. About This Game Black Desert Online is a sandbox, living-world MMORPG.

Experience fast-paced, action-packed combat, hunt monsters and huge bosses, fight with friends in a guild to siege nodes and region castles, train your life skills such as fishing, trading, crafting, cooking, and much more! Driver Usb Hybrid Tv Receiver Tm6000x8c there. Players will enjoy jaw-dropping graphics, intuitive skill-based combat, and an immersive story encased in our expansive world that’s just waiting to be explored. Accompanied by a Black Spirit, a companion whose destiny is intertwined with their own, players will discover the secret of the Black Stones and the history of their corrupting effects. CLASSES: FEATURES • Robust Character Creation Tools - Make the character YOU want to play.

• Seamless Movement Throughout the World – No loading times necessary as you explore. • Combo-Oriented, Non-Targeted Combat - Take part in fast-paced, action-packed combat with skills that can be chained through combos.

• Unique Weather and Climate - The weather and climate will have various effects on different zones that players can adapt to. • Day / Night Cycle – Along with unique weather and climate changes, the game revolves around a day/night cycle that alters NPC behavior and triggers various events based on the time of day. • Instanced Player Housing – From tents to palaces and everything in between, players can furnish and customize their own homes and can hire NPCs to keep your place clean or purchase things from the marketplace. • Mounted Combat – Utilize your trusted mounts on the battlefield and take advantage of their mobility and effectiveness in combat. Keep in mind, however, that mounts will need to be cared for, housed and protected as they can die in combat. • Boss Hunts - Group up with friends or other players to hunt down field bosses and world bosses to get that rare loot. • Siege Warfare - Massive free-for-all guild battles!

Join a guild and participate in daily node wars or weekly conquest wars against many other competing guilds. Win the node or castle and claim it for a week to collect taxes to increase your guild funds. • Ocean Contents - Craft your boat and make sail to the vast oceans to fish, hunt ocean monsters and bosses, underwater exploring and gathering, quest missions, trade, and so much more.

• Taming & Breeding - Catch and tame horses and elephants in the wild to make it your mount. You can also breed horses for better offspring with improved mount stats and skills.

• Crafting - Enjoy all aspects of crafting in Black Desert from tools, weapons, armor, jewelry, boats, costumes, outfits, and more. Just about everything can be crafted in the world of Black Desert Online. • Profession - Take part and grow your character into a profession that can help your income. With professions like gathering, processing, cooking, alchemy, training, fishing, hunting, trading, farming, and sailing, you can choose to play Black Desert Online the way you want to.