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Stardew Valley 1.4 update out on Android, iOS to follow

By Ian Boudreau 19 Feb 2020

The long-awaited 1.4 update for Stardew Valley is out now on Android, and it’ll be hitting iOS devices in the near future. If you play Stardew Valley on an Android device, chances are you already have the update; if you’re on iOS, the patch is working its way through Apple’s certification process and should be available soon.

Stardew Valley version 1.4 adds a staggering amount of content to a game that’s already plenty big. There’s now a movie theatre for the late game, which comes with its own set of features and content. There are new 14-heart events for spouses, brand new events and dialogues, new fish ponds in which to breed fish, a new system for clothes tailoring and dyeing, and much more.

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Spouses you’ve divorced will no longer attend your subsequent weddings, which I personally think is a thoughtful touch.

You can check out a full list of changes in 1.4 here, but bear in mind the mobile version of Stardew Valley doesn’t support multiplayer. It’s still a massive list of new stuff and fixes even setting multiplayer aside. The experience has been polished significantly and filled out with more stuff to do across the whole game.

You can read our Stardew Valley review if you haven’t picked it up yet. Now’s a good time to do that, too, since it’s currently 50% off on Google Play.

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Cocos Creator 2.3 Released

Cocos Creator, the free Cocos2D-x powered cross platform game engine, just released version 2.3.  The 2.3 release adds more 3D functionality to the previously 2D game engine including 3D physics and particle systems, as well as other improvements such as DragonBones and Spine mount point support, an upgrade to the material system and more.  Cocos Creator is available as a free download for both Mac and Windows.

Details from the Cocos Release Notes:

After a long period of development and preparation, and after a memorable Spring Festival, Cocos Creator v2.3 is officially released. v2.3 is a very important version that officially integrates support for 3D physics, collisions, and 3D particles, and is capable of developing more types of 3D games! At the same time, the material system has been upgraded from the experimental version to the official version, which can greatly improve the expressiveness of a game. It is recommended that all developers upgrade! Please perform the necessary technical evaluation and backups before upgrading.

Major new features include:

  • Qutoutiao (QTT) mini game support
  • 3D physics support(rigid body, Box/Sphere collision components, trigger and collision events, physical materials, ray detection, etc)
  • 3D light weight collision system “Builtin”
  • 3D Particle Systems
  • Material System upgrade
  • Spine & DragonBones mount node support
  • Spine binary format support
  • Build Scripts Only option
  • 3D viewport options (Wireframe, Normal)
  • Plus several other fixes and improvements

If you are interested in learning Cocos Creator, check out our complete tutorial series available here or our hands-on video available here.  To learn more about the 2.3 release check out the video below.

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Red and Blue is a CCG with some new ideas about deck-building

By Ian Boudreau 18 Feb 2020

The CCG space may be feeling a bit crowded these days, but Red and Blue might still be worth a look. It’s an upcoming game about building decks of powerful magical characters, equipment, and spells that incorporates a lot of the better ideas we’ve seen already, and adds a couple unique spins of its own.

Brilliant Games and Hex Entertainment announced Red and Blue last month, and it’s due out on iOS and Android devices sometime in the second quarter of 2020. Today, the companies have provided a breakdown of one of its card faces, which provides a more in-depth look at its mechanics.

As you can read over on the official blog, cards in Red and Blue have many of the familiar features we’ve come to know and love in the CCG/TCG genre. There’s a card cost, a type, values for attack and defense, and some descriptive text. Red and Blue’s cards are divided up into creatures, spells, and artifacts, and each one belongs to a particular subtype.

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The developers haven’t shared any particulars about how subtypes figure into the game, but one of the new elements you’ll see on the card face displayed is the ‘threshold.’ This is based on an interesting dynamic tied to building your deck. Each deck has three slots for elements, and each card will have some kind of elemental requirement – that’s the threshold.

In the example provided, the Prodigal Child, the threshold is two Earth elements, and so in order to include this creature in a deck, that deck has to have at least two elemental slots devoted to Earth. What this means is that you’ll be able to diversify your decks if you want, but that will prevent you from including more powerful cards – which naturally come with higher threshold requirements.

There are four elements in all, and Brilliant Games says Red and Blue will launch with 750 cards to collect. We’ll be interested to see how this approach to deck-building works in practise.

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Immortal Rogue is getting a big birthday update this week

By Ian Boudreau 17 Feb 2020

Immortal Rogue is about to celebrate its first birthday, which is kid stuff compared to the lifespan of its vampiric hero. To celebrate the anniversary, developer Kyle Barrett has gone and added in a host of features that didn’t make their way into the game’s initial release, and the result is a bunch more Immortal Rogue with which to challenge yourself.

Perhaps the biggest new addition is Throne Mode, which functions like New Game+. Barrett says Throne Mode features tougher enemies, “overwhelming odds” (as if they weren’t already), and new and improved rewards to go with the heightened challenge. You’ll be able to unlock new boss weapons and elder blood skills if you’re willing to test your skills in Throne Mode, so the additional brutality may well be worth it.

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You’ll also find new era-changing events, which can have an impact on how your run plays out – unleash a zombie horde, for example, or fight off a mob trying to tear down your lair. These events will lead to new types of missions and scenarios to keep each playthrough fresh.

You can find more about the update at Barrett’s official site. Be sure to check out our Immortal Rogue review, too.

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Corona Labs Closing–Engine Fully Open-Sourced

After several years of changing business models and ownership changes, Corona Labs have decided to shut things down.  Thankfully for Corona users they full open sourced the engine and tooling and changed to the MIT license.

Details of the closure process from the Corona Labs site (warning, it’s having trouble right now):

  1. Some of the Corona Labs staff have expressed an interest in continuing to work with Corona as an as-available hobby project, so some engine development will continue. There is a possibility that engineers would seek funding through platforms like Patreon or Github Sponsors to continue work in larger capacity.
  2. Appodeal will continue to fund infrastructure costs and work with the open source staff to keep the Appodeal plugin up to date.
  3. The Corona open source license will change from its current dual license state (Commercial + GPLv3) to a single, much more permissive license: The MIT License will make building the open source version of Corona easier for you and lift distribution restrictions on your apps and games. If you are using the GPL version of Corona, you can continue doing so in your fork.
  4. Corona Labs will remove Splash Screen restrictions and plugin license checks from Native and Simulator builds. All first-party plugins will be open sourced and be available on GitHub. Corona’s “daily” builds will be built using tools available for Open Source projects, and would be available on GitHub releases.
  5. We will change the Corona Simulator to be an offline tool, building for all supported platforms using local storage as a source for plugins.
  6. Marketplace sales will cease. Vendors will be paid what they are owed, and will have to distribute updates for their plugins themselves. Users will be able to download purchased plugins and assets before the store closure. Corona Labs will stop accepting new submissions to the Marketplace on February, 15. 2020. Self-hosted plugins will be turned on for everyone so community plugin developers can continue to provide plugins.
  7. We will migrate the forums and coronalabs.com website content to another platform, since the current setup is tied to an expensive infrastructure. We may need several community members to volunteer to administer the new Forums. We are still working on what the coronalabs.com website access will become.
  8. The community is welcome to spin up discussion forums. Possibilities include using GitHub’s Issues, Reddit’s /r/CoronaSDK page, a Facebook Group, etc. The community Slack will remain.
  9. The Corona Labs maintained social media accounts will remain open, and we will turn them into sources of useful information for developers (i.e., industry news, development and monetization tips, etc.).
  10. All these will not happen overnight. We are working on changes to the parts of the engine, and will release them gradually, moving the build process offline as well as migrating content to different platforms. We will post updates on the progress, as well as send out one more final email with all the details Feel free to follow Corona on Github or get involved in development. Progress will be reflected in this Github Project.

Learn more about the Corona Labs closure in the video below.

[youtube https://www.youtube.com/watch?v=ArJ1M3DPJM0&w=853&h=480]

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Blender 2.82 Released

Just two and a half months after the release of Blender 2.81, Blender 2.82 is now available.  While nowhere near as massive an update as Blender 2.80, there are still a number of improvements to be found in Blender 2.82 including:

  • New Mantaflow powered gas and liquid physics simulation engine
  • Improved cloth simulations with support for internal air pressure and internal springs
  • UDIM tiled texturing support (learn more here and here)
  • PIXAR USD format export support
  • Cycles improvements including new nodes, faster rendering on Windows and more
  • AI DeNoiser support on RTX hardware powered by NVidia OptiX for faster cycles renders
  • Preview pass support in EEVEE renderer including ambient occlusion, mist, combined, normal and more
  • Transparent materials now blend properly with volumetrics
  • Sculpting improvements including new multi-plane scrape brush and slide relax brush as well as pose brush improvements
  • Grease pencil improvements including new polyline tool and multi stroke modifier
  • Plus several other new features and improvements

For complete details on what’s new in Blender 2.82 be sure to check out the complete release notes available here.  You can also learn more and see several of the new features in action in the video below.

[youtube https://www.youtube.com/watch?v=OkZxThbBDLc&w=853&h=480]

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The Weekender: It’s good to be an iPad Edition

I’m glad we’ve seen some decent games come out recently – it’s been a good week for reviews for premium games, which is let me do some experimenting with news and older content to see what we can do to keep things ticking over.

In case you were wondering, the new Editor & Staff Writer for Pocket Tactics have been hired, and they’ll be starting next month. You’ll be getting some official comms from me as to what’s going to be happening so you guys are in the loop, but it won’t be till week after next at least as I’m on holiday next week. With that in mind, there also won’t be a Weekender update next week. The header image is courtesy of Book of Demon’s Steam page.

Meanwhile, thousands of miles away…

New App Releases

Company of Heroes (iPad)

This is just a reminder for anyone who didn’t read our review yesterday, but Company of Heroes is now finally out on iPad. Feral did another great job adapting this classic RTS for the smaller screens, although as always with these kinds of games they can only do so much. There are plenty of actions in CoH that require a bit of finesse and these are still a little bit awkward to do on an iPad, even if the excellent new control scheme.

Also worth noting that this is just the base game’s single-player campaign and then up to 4v4 Skirmishes against the AI. There’s no multiplayer as of yet, and nothing from the game’s two expansions either. These are hopefully coming further down the line.

[youtube https://www.youtube.com/watch?v=H-rMobgLbuo?controls=0]

Book of Demons (iPad)

Another tablet-exclusive game, Book of Demons has been making a name for itself on Steam since 2018, and is now ready to conquer the hearts & minds of iOS tablet users. It mixes hack’n slash dungeon crawling with deck-building mechanics. It features procedurally generated dungeons and a seperate rogue-like mode. The Steam page mentions controller support, but we’re unsure whether this functionality has made it into the iOS version.

I’ve got Matt S on the case, so hopefully our review will be live before the end of the month. Early chatter from the web seems favourable, though.

[youtube https://www.youtube.com/watch?v=LiELWd723yE?controls=0]

Also of note:

  • Microsoft’s game streaming service, Project xCloud, has finally come to iOS, although it’s a lot more restricted than the Android counterpart.
  • Pokemon Home, the new service app that allows you to track your Pokemon collection across multiple games (amongst other things), is now available on. We can only find an iOS store link right now, but it’s also supposed to be on Android (and the Switch).

App Updates & News

Some pretty cool updates and announcements dropped this past week, here’s the summary:

Stardew Valley has finally updated the mobile version to 1.4, which was a huge update that added a new map, lots of new items, a new end-game mystery… even a movie theatre! You can read the full change-log here, but it contains spoilers. Saves from the PC version of the game should also now work in the mobile version.

GWENT is coming to Android! After some rumours started circulating earlier in the week, CDPR finally announced that the hit Witcher card game spin-off will be coming to the Google Play store on March 24th, 2020. Progress can be synced between iOS and PC if you use your GOG account. Pre-registration is available now, and if you sign-up you get an exclusive avatar to use in-game.

[youtube https://www.youtube.com/watch?v=SrGfn2iePDQ?controls=0]

Minecraft Earth’s Early Access build has also been updated to Version 0.12.0, and includes persistent health between Adventures as well as being able to eat meat to regain health. There’s also a new mob called the Wooly Cow. A few new Android phone models have also been green-lit to play the game. Check out the full notes here.

Perchang, creators of Warhammer Quest & Warhammer Quest 2 are back with another entry in the tactical RPG series. This time they’re ditching the Old World for the Mortal Realms with Warhammer Quest: Silver Tower. This new title is reported to have a big campaign, ten playable champions as well as weekly trials. It’s due out on iOS and Android later this year.

[youtube https://www.youtube.com/watch?v=-TtpZzc5JtQ?controls=0]

App Sales

It’s nice to see some decent sales on the table again – this year’s been a little dry so far. Here’s what we’ve found:

  • Asmodee Digital are running a sale on a number (but not all) of their titles on iOS and Android. Notable ones include Twilight Struggle & Jaipur, but there are a few others as well.
  • Stardew Valley is down to $4.99 on mobile to celebrate the release of the 1.4 Update.
  • Knights of the Card Table, a quirky deck-building dungeon-crawler is down to $2.99 – it’s best price to date.
  • We weren’t huge fans of Codex of Victory when it released back in 2017, but it’s currently down to $0.99 so who cares. Maybe it’s gotten better in recent years?

Seen anything else you liked? Played any of the above? Let us know in the comments!

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TwinMotion Materials Released For Unreal Engine

Nearing the end of 2019, Epic Games announced they had acquired texture provider Quixel and as part of that announcement, released 10,000+ high quality textures from the Megascans completely free for Unreal Engine users.  Around the same time Epic also announced the archviz product TwinMotion would be integrated into Unreal Engine 4.24.  Today, they took that one step further and released 1,000+ high quality textures from TwinMotion completely free for Unreal Engine users.

Details from the Unreal Engine blog:

Since Epic Games acquired Twinmotion last year and made the high-quality, easy-to-use real-time visualization solution freely available to the general public, we immediately started thinking about how we could best make it interoperable with Unreal Engine. While we’re excited to reveal more on how we’ll be integrating the two workflows together in the future, we wanted to begin bridging that gap today by offering Unreal users a free material collection that’s based on Twinmotion materials. There’s a wide variety of categories here including:

  • Bricks
  • Concrete
  • Fabrics 
  • Glass
  • Grass and dirt
  • Wood 
  • Plastics

Available now on the Marketplace, we’ve ensured that these rich and powerful master materials support the latest ray-tracing advancements and have used best practices to define how the nearly 500 PBR materials were used. This work includes:

  • Specific optimizations for ray tracing
  • Advanced shading techniques, such as parallax occlusion mapping for materials needing relief, which is useful for surfaces like bricks 
  • Ability to use an object’s UVs or to use tri-planar mapping, which can assist texture alignment by automatically aligning textures on objects that might not have been given proper UV coordinates 
  • Ability to define real-world scale

The materials are available in a large 8GB+ download on the Unreal Engine Marketplace.  You need to be running the most current version of Unreal Engine (4.24.2+ ) for the assets to work properly and expect the importation process to take a fair bit of time, as over 4000 shaders need to be built.  If you want to check it out but skip the long download and importation process, you can see the new materials in action in the video below.

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Now Available on Steam – Azur Lane Crosswave, 20% off!

Azur Lane Crosswave is Now Available on Steam and is 20% off!*

In the middle of each nation’s normal training routine, a Joint Military Exercise was enacted. A select few from each nation were chosen to participate in this rigorous event. But, how did this event come to be? Are there other ulterior motives at play?

*Offer ends February 20 at 10AM Pacific Time

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Company of Heroes iPad Review

Although RTS games have been one of the most popular genres on PC, there’s been a lot of difficulty bringing those experiences to mobile. Where the titans of the genre measure skill partly in clicks-per-minute, it’s tough to imagine a solid RTS experience on a touchscreen. Improbably, this experience has arrived in the form of a port of a fourteen-year-old classic.

If you’ve got an iPad and you love real-time strategy, Company of Heroes might be the game for you. It focuses tightly on World War II tactics: you control a handful of squads rather than a whole army as they attempt to take back the hedgerows of northern France in the Battle of Normandy.. There’s none of the tedious resource-gathering and base-building that you’ll find in those games more directly influenced by Warcraft. You get more requisition points by taking objectives, you reinforce and upgrade your units in the field, and the Germans provide constant resistance.

Company of Heroes iPad Night Attack

There are a lot of ways Company of Heroes makes an ideal mobile strategy game. Just by being squad-based, giving orders using fat dumb fingers rather than precision mouse clicks is made much easier. You can easily handle your squads by tapping a few icons in the squad list rather than seeking out tiny gray-brown soldiers on a gray-brown map. For the mobile version, you can use a convenient popup wheel to make specific orders

The controls can be sometimes troublesome. For basic attacks, single taps suffice. Pulling up a selection box to grab more than one unit on the map requires a double-tap with two fingers followed by a drag. Aiming a machine gun emplacement is a double tap-and-drag. Placing landmines means bringing up the wheel menu, selecting mines one layer down, tapping and dragging across the area you want the mines, and then confirming the order in a popup box. It’s not totally unintuitive, and there’s sometimes different ways to do the same thing (you can multi-select squads in the squad list as well) but it’s definitely a kludgy version of the PC original left-click/right-click/double-click/drag controls.

company of heroes ipad controls

As a mid-aughts World War II game, Company of Heroes begins with the requisite D-Day beach level, which isn’t the best showcase for its strengths. On Omaha Beach, there’s no opportunity for flanking, combined arms, armor, or much use of tactical cover. It’s a Saving Private Ryan-inspired meat-grinder, but not an interesting challenge. Better are the following several missions, which have your paratroopers setting ambushes and overrunning fortifications. A high note occurs early on in a challenging defensive effort on a map that you have spent the last couple missions slowly conquering. A massive wave of German armor arrives that will likely see your forces inevitably pushed back to the near point of destruction before your (scripted) reinforcements arrive. It’s thrilling, and later campaign missions become even more interesting, as the game constantly adds new units and tactics to keep you on your toes.

Like many games of that era that sought to portray themselves as grim and realistic, Company of Heroes features a desaturated brown and gray palette that while accurate is not too pleasant to look at. What is impressive is the level of detail wrapped up in all that brown/gray. Buildings and walls crumble realistically. Explosions scorch the landscape. Soldiers fall with puffs of blood. Vehicles lose control, flame out, and skid off the road to blow up.

company of heroes ipad cutscene

The campaign story is told through highly cinematic cutscenes obviously inspired by Band of Brothers. Dramatic in their depiction of zipping airplanes, trundling tanks, and roaring anti-aircraft guns, these scenes are less successful when zoomed in to the blurry camouflage textures covering its soldiers.

Overall, the campaign does a good job of giving your participation in the overall Battle of Normandy significance, always tying your mission objectives to the greater effort. It’s not Oscar-worthy, but it does the job of keeping you playing for just one more mission. These missions are expansive, with multiple difficult stages spread over broad and detailed maps. In one minute you’re responsible for rooting a sniper out of a difficult nest, while in the next you’re securing a base or planning a multi-pronged assault. All these little tasks add up to an experience that is more than the sum of those parts, each street of the map hard-won.

company of heroes ipad gameplay

The initial purchase includes only the base game, but devs report that the Opposing Fronts and Tales of Valor expansions could be made available later on. Opposing Fronts in particular would be a welcome addition, since it adds German and Russian campaigns. Company of Heroes’s Normandy setting was tired even back in 2006, part of a seemingly endless stream of media focusing on American heroism in the scorched fields of rural France. Another glaring omission is the multiplayer, which could still make it to the game later on. For a taste, Skirmish mode is available and may satisfy gamers who have finished the main campaign, or who want the option of playing as the Germans.

However, with such a great campaign, Company of Heroes is an easy recommendation for anyone with an iPad that likes real-time strategy. It’s an exciting and unique experience that’s a good fit for mobile play. Now, everyone put Dawn of War II on your vision boards!