About This Game"When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..." On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though. The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story. - 55+ entirely animated locations (rooms) - 10+ characters - 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...) - 16 000+ words story (fully voiced) - about 10 hours to beat Ghostdream for the first time. - 20+ songs OST - 60 pages art book (with a puzzle guide) 6d5b4406ea
English
ghost dream moods. ghost dream lookup. ghost dream leafly. new ghost dream. ghost dream meaning. ghost dream meaning auntyflo. ghost dream lyrics. ghost dream mini. ghost dream mod. ghost dream meaning hindu. ghost dream number. ghost dream meaning in hindi. ghost dream mini christmas bauble. ghost dream nightmare. ghost dream meaning dream mood. ghost dream notes. ghost dream or daydream. nick nicely ghost dream. ghost dream meaning in tamil. nun ghost dream point and click game with bad mouse pointer. Decided to give this game a try due to the storyline description and art style. While I love the graphics, the dialogue took me out of the story almost immediately. The "humor" in the dialogue came off as a bit surreally juvenile to me...I didn't find it clever, nor did it add dimension to the story\/characters. It just didn't feel like it fit the atmosphere or figures in the game. Custom maps & Workshop integration - Early Access build 3:
Hotfix 1:
Hotfix 2:
Hotfix 3:
Hotfix 4:
Enjoy this new update! /SteelRaven7. Archipelago Progress and update plans: Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update: I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now! This is what Archipelago looks like at the moment: After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor! This is a custom map idea from community member McDenny's09: If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa! Thanks!. The Big One - Early Access Build 11: Get ready for the biggest update so far: EA11 This update features 2 new maps, Mountain Range and Canyon: Mountain range is a large map focusing on air combat, so prepare to put your dogfighting skills to the test! All air vehicles, from attack planes to transport helicopters are available on this level which makes the airspace quite chaotic. You can also fight on the ground, battling for capture points along a range of mountains. Canyon is a very open, mid-range map with lots of room for tanks and infantry to get around. The battle takes place in a drained dam, and even features a stranded aircraft carrier! The center of the map is entirely open, so prepare for a massive battle. Alternatively, you can flank the open area using a cave system. With EA11, it's now possible to specify weapons and vehicles on a per-team basis, allowing you to recreate historical battles, zombie apocalypses or whatever you can imagine! Maybe Eagle with pistols vs Ravens with anti tank launchers? EA11 also improves how your AI buddies get around, making them move smoother around the battlefield. On top of that, several key areas of the game have been optimized, so you should get higher framerates than before! Full change log: Main features: - Added new map: Mountain Range - Added new map: Canyon - Added team-specific weapons and vehicles game configurations - You can now restrict player weapons too with a checkbox in the weapons switch. - You can also save and load your game configurations - Changed how vehicles/turrets spawn, they will only spawn on capture points owned by a team - Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more, and generally make the game sound clearer. - You can kick dead bots to spawn a small ammo pickup. Perfect for when you're running dry! Other fixes: - Added zoom to spectator camera, hold ctrl and scroll to zoom. - Fixed spectator camera bugging out when attached to vehicles that die. - AI now avoids using weapons with splash damage if it can hurt teammates with it. In some circumstances (such as on a tank capturing a flag) they will still fire no matter what. - AI movement improvement, now way smoother than before - AI will sprint more than before, making it faster for them to reach capture points - AI defense improvements, they will now track down units who are capturing a flag. - AI now has a high chance of picking AT weapons when defending a flag that is under attack by a vehicle. - AI will now play climbing animations when climbing steep hills/obstacles - AI will no longer be able to automatically spot enemies if they are not in their viewcone. - Removed kill feed from skeletons in haunted mode. - Misc improvements and bugfixes to AI - Overall game optimization - Added draw distance option - Added v-sync option - Scalpel now only has 1 round, use it wisely! - Fixed an issue with helicopter miniguns sometimes not working correctly - A few minor tweaks to anti-tank weapon damage - M1 Garret now uses sniper sensitivity when aiming for more precise long range shots - Unlocked some previously secret weapons by default. - Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode) - Misc bugfixes Enjoy this update! /SteelRaven7. Ravenfield - Now Deader than Ever!: While Halloween may have already passed, there's still some time to be spooky! https://www.youtube.com/watch?v=FFSLFD3Y0mA You can now challenge your survival skills with the new Haunted game mode! Full change log: - New Haunted game mode (Will stay in the game in future updates too) - Spooky menu overhaul - Added sabre weapon - Improved melee AI, they will now rush close targets with melee weapons. - Tweaked the pistol sound a bit - A few bugfixes Right now, there's a known bug that sometimes will cause enemy waves not to spawn in Haunted. This will be fixed as soon as possible, thank you for your patience. Hotfix 1: - Possible fix for the wave spawning bug. - Added script logging to help track down the issue if it isn't fixed. Bonus update: - Some skeletons wear hats - Added reload animation for bots - Improved AI reloading, they will now use all their primary ammo - Rebalanced the Haunted game mode, it's now slightly harder. - Try beating Haunted on hard! Enjoy this update! /SteelRaven7 . Patch: Bugfixes May 19: I just updated the game with a couple of bugfixes! The following has been fixed:
If the update isn't automatically downloaded, you can restart steam to force download the update. Let me know if there are any other issues you're running into!. Going Prone - Early Access Build 12: That's right - you can now go prone in Ravenfield! Being prone makes you a smaller target, but it will also let you fire weapons with reduced recoil and spread, making those long range shots easier to land! You can now load skins from your favorite mod into any map! Skins are even saved with your game configuration. On the instant action page you can now see a preview image with a sample of what weapons/vehicles/skins each team has available: In the example above, the Eagle team uses all official weapons, vehicles and skins while the Raven team uses items from various WW1 themed mods created by the Ravenfield modding community. Also, the main menu now has a button taking you to a list of featured mods. This is a list of community-curated mods that are worth checking out. The plan is to feature those really cool mods that might have slipped you by, so both new and old mods will be featured here. Finally, you can now enter photo mode from an ingame match. Simply press F8 at any time. This will pause the game and put you in a spectator camera which controls just like the normal spectator mode. If you want to disable the UI, you can do that with the Home and End buttons. Here's an example of a photo taken by Mason from the Ravenfield Discord server: Full change log: Main features: - Added prone (Default key: Z) - Added skins - Added game preview image when setting up an instant action match - Added photo mode - Added featured mods list Other fixes: - Fixed a bug where AI would sometimes spawn with the wrong skins (including the box man skin) - Improved how the player transitions between stand/crouch/prone stances. It now feels more smooth and is less likely to get the player stuck. - Added FOV based mouse sensitivity. This makes the mouse sensitivity consistent on all weapons based on how zoomed in they are. - Fixed an issue with bullet hole material where it would render fog badly. - Blood and bullet hole decals are now cleaned up when exiting a level. - Fixed a bug with AI on custom maps where they would never leave their spawn - Added debug key (F9) to show all available AI orders that are assigned by the AI commander. - Fixed a bug where jeeps/quads would sometimes spawn instead of turrets. - Added charing bool value to custom weapon animators so you can play custom animations when a weapon is charging up. - Fixed various spectator camera bugs. - Fixed a bug where AI weapons would sometimes not render in the killcam. I hope you'll enjoy this update! /SteelRaven7 Quick edit: Don't forget to nominate Ravenfield for a steam award on the store page. Maybe the “Most Fun with a Machine” award fits best seeing as how you're playing against machine controlled bots??. Archipelago and Battle Ship updates on the Beta Branch: I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch. Currently, the Beta Branch update contains:
If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch: https://twitter.com/SteelRaven7/status/869606992746250242 I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.. Rivers & Citadels - Early Access Build 13: Rivers? Check. Citadel? Check. Smoke? Check. This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever! The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner: Full change log: Main features: - Added River Delta map - Added Citadel map (it's still in early development, expect bugs!) - Added Smoke grenades to block sight - AI will use smoke grenades to cover their attacks. - Added support for alternate weapon fire, switch with X. (available on the Patriot GL) - Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper) - Added Patriot GL, which is a Patriot with an underslung grenade launcher. - Added Thumper grenade launcher. - Improved how AI navigates the map, they will now spread out and use new paths when attacking. - Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision. - Added loading screen when starting a map. It's work in progress and silly, I think you'll like it! Other fixes: - Buffed Patriot by increasing its projectile speed and reducing the spread slightly. - Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges. - Reduced bounce on grenades to make it easier to land them just where you want them. - Some tweaks to audio mixing. - Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot. - Updated weapon reflection sounds to include a firing sound. - Fixed AI not driving animation driven vehicles (such as walkers) properly. - Removed AI running away from incoming vehicles (It's much more fun to just run over them instead) - AI now runs away from grenades only if they can see them. - AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting. - Fixed a bug where AI would not fire in vehicles. - Fixed a bug that would sometimes cause very long loading times for custom maps. - Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery. - Fixed some camera bugs with photo mode. - Misc AI tweaks Hotfix: - Added some missing colliders on houses in Citadel. Enjoy the update! /SteelRaven7. The Archipelago Update - Early Access Build 2 is out now!: Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level! The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops! You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky! https://www.youtube.com/watch?v=ULuXYGRcTp8 Here's the full list of changes: Content
Balance
AI
Misc
Hotfix patch 1:
I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa! Thank you for your support, and I hope you'll enjoy this new update! /SteelRaven7. Coastline - Early Access Build 8: This update is mainly about the new map - Coastline! Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins. This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game! Full EA8 Change Log: - Added Coastline Map - Added Configure Flags option - Significant AI changes: > AI will now acquire new targets much faster, giving them a quicker reaction time and challenge > AI now has a Close Quarters mode where they automatically take cover when under fire. > Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI. > Misc AI fixes - Added ladders (Press use key to enter them) - Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level. - Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points. - Added damage zones - Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level. - Added configurable-per-flag AI defense strategies for map makers. - Added one way level neighbors - Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!) - Added cloud - Strictly no ET activities allowed Hotfix 1: - Looks like the ET activities have been contained... for now... I hope you'll enjoy this update! /SteelRaven7
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