A year after it’s release, Reprisal has now gone free to play!
Learn to express your feelings with the following emotes, now available on the WAKFU Boutique:
- Beg: Little coin for a Zaap.
- The Art of Booing: Because sometimes it just sucks.
- Cover your Ears: The visual translation of /ignore.
- Keep your Mouth Shut: To make sure not to feed the trolls.
- Cover Your Eyes: There are horrors in this world best kept hidden.
- Thumbs Up: When you want to Like things.
- Rack Your Brains: The real use of this one has yet to be discovered.
- Red with Rage: In the end, this might be the right answer after all.
- Laugh: Oh wait no, this is the right answer!
Have fun with your Emotes!
We wanted to give you some very fresh results on Blind Electron Density Puzzle 7, as the native for this puzzle was just released.
Below is a superposition of the native (in blue) with the top-scoring Foldit solution (in green) by karstenw & Susume:
We knew this puzzle was going to be very difficult, since the automated methods for fitting electron density weren't able to solve this structure using the exact same density we provided you with, but Foldit players never cease to amaze us!
Not only were you able to match the native so well (which in itself is already quite a feat), but the top-scoring solution was actually able to accomplish this!
You can see in the RMSD plot below, that this is the kind of plot we dream of seeing: as the Rosetta energy gets lower (Foldit score gets higher) your solutions are getting closer to the native (further to the left on the plot).
So we just posted another Blind Electron Density Puzzle that might be a bit more difficult, as the automated methods just generated garbage using this density! Please note the short deadline on this puzzle, as the native is scheduled to be released next Wednesday.
Once that puzzle closes, we'll have a familiar Blind Electron Density Puzzle for you: CASP ROLL target R0034 (which was also De-novo Freestyle 23). We look forward to seeing how much closer to the currently-unreleased native you are able to get given electron density to work with!
Great work everybody! We realize how difficult these Electron Density puzzles are, and we are trying to implement your suggestions to make them easier and more user-friendly. As usual, thank you for your patience on this and keep up the great folding!
BONUS FOLDIT RESULTS:
I also wanted to mention the results from Puzzles 716: Two chains of Insulin Mutant, and the repost of it: Puzzle 719 which used the new Disulfide Count Score Filter that gives you a bonus for forming disulfide bridges.
RMSD plot of Puzzle 716 (without the Disulfide Filter):
RMSD plot of Puzzle 719 (using the Disulfide Filter):
As I mentioned above, what we always hope to see is that the top-scoring Foldit solutions (the lowest Rosetta energies) are the ones that are closest to the native. That was NOT the case with Puzzle 716, where the top-scoring solutions were ~8 Angstroms away from the native!
So hopefully this means that the new Disulfide Count Score Filter is working properly and doing its job. (Although we haven't posted a puzzle yet that has cysteines that DO NOT form disulfide bridges in the native, to see what those resulting plots would look like). Feel free to let us know if we post a prediction puzzle without the Disulfide Filter, but you believe that it should be forming disulfide bridges.
Changed the rare little dragon blue drop.
Fixed a bug with teleporting in no magic areas.
Fixed a bug where you could cast spells in no magic areas.
New perk, Fewer Tears. Can only be obtained by trading some awards at a new NPC. If you have it, harvesting tools are 1/3 less likely to break and manufacturing tools (molds, etc.) 20% less likely to break.
On the fence about starting your very own space program? KSP is 33% off this weekend and this weekend only on Steam! Get online and grab it today, Sale ends on Monday 10 AM Pacific Time! http://store.steampowered.com/app/220200/
- OGS Mahjong 1.0.5 for Windows – ogs-mahjong-1.0.5-windows32.exe
- OGS Mahjong 1.0.5 for Linux – ogs-mahjong-1.0.5-linux32.tar.lzma and ogs-mahjong-1.0.5-linux64.tar.lzma
After installing and launching the game, open the settings menu, go to the “Game” tab and enable the online mode, then enter your username and password. After that, the game uploads you results to the statistics server each time you play. You can view it on the website and inside the game.
If you don’t want to use online rating, simply disable the online mode and the game will continue to keep your results locally, as it was before.
APT-line: deb http://packages.opengamestudio.org unstable ogs
apt-get install ogs-mahjong
We had a great time at this year's Science EXPO Day event. Thanks to everyone who came out to see us! We've uploaded an album of photos from the event. Enjoy!
Happy June! It’s a bit early this month, but let’s have a technical status update. After all, E3 only comes once a year. Thank goodness for that. Let us, therefore, scour our eyeballs with the contents of the programmer-taken screenshot-mobile* and look at some new features that have made their way into CE that are, in fact, not related to E3 at all.
* Sanity adjustments performed by art team; Programmers have funny ideas about composition. And everything, really, though I admit if you need a fine pair of shoes or a man’s hat, Nicholas can hook you up. -d
This happy naturalist, for instance, is not going to E3. Your subjects will now tell you what they’re thinking via little floating bubbles above their heads. In this case, a naturalist is happy, probably because she’s knee-deep in ocean water. You go, naturalist. Character thoughts can include thoughts about what they currently want to do (eat, sleep, walk into the sea never to return, go to E3), or their moods (happiness, sadness, anger, at E3, etc.)
Character moods are slowly starting to be tracked, where people will be happy but will become less happy as their needs are not met. If your subjects are not happy, expect Unwanted Behaviour, including the sort of thing which may warrant a visit from the Anti-Paranormal Invigilators and walking into the sea, never to return. Also, E3.
Characters now also need to sleep. They seem to do this rather a lot right now, admittedly for testing purposes. Characters prefer to sleep in beds (currently next to beds, as Mr. Triolo has not yet devised the getting-in-bed animation due to being fully occupied with un-shoggothing the biped rig), and will be happiest sleeping in a bed that corresponds to their class (upper-class, middle-class, lower-class.) Failing that, characters will sleep wherever they can:
… or, in this case, underwater:
(As has been noted before, we should probably fix that.) If an interior space is available without a bed, characters will do their best to make themselves comfortable:
- which can, of course, lead to everybody deciding to have a nap in your refinery.
Artists have also been seen getting into the XML files* and adding new in-game objects, which is why the game now contains such wonders as smatterings of skulls and bones all over the place, additional trees, and cacti. All of these have been modeled for awhile, but it seems like now is a good time to start dropping them into the engine proper.
*Imagine this spoken in the tone which one would say “Beetles have been getting into the Crimble”-d
Combat! Combat is starting to fall into place. Your military will now shoot encroaching… things. Sadly, we cannot reveal the nature of the things encroaching upon your territory, for fear that your minds are not yet ready to handle the truth. Soon.
(The things, incidentally, can also kill people.)
To that end, your military can also build fortifications from which they can defend themselves. Right now, fortifications are limited to various types of walls (fences, brick walls, barbed wire fences, etc.), pointy stakes, and gabions (a sort of earthworks defensive thing that people can hide behind or shoot over as they see fit):
Constructions that are being built but have not yet been built are now implemented as semi-translucent floating things. (Internally, the engine refers to them as “ghosts”) Here we see some gabions in the process of being constructed behind a barbed-wire fence, in order to serve as a crude line of defense against E3:
Happy E3, everybody! Enjoy the madness and the horror. Yes, you see, E3 is part of the conspiracy. They’re all in on it. Sony, Microsoft, Nintendo.
SOON YOU WILL ALL KNOW WHAT IT IS LIKE TO EXPERIENCE SOCIAL MEDIA INTEGRATION. Soon you will all be Kinected to each oth… no, don’t drag me away from my keyboard! Give me back my special coffee, I’m on a roll here…
Nicholas has returned to the Code Abyss to … rest. Once he completes his regeneration cycle we can let him out again. -d
Our forums and internal discussions, as well as the internal playtest, raised concerns on some of the main aspects of the Haven Worlds (accessibility, tollbooths, interface, feedback…).
Since our intention is to offer quality content that matches your expectations, we decided to take one more week to improve a few gameplay details.
Evolutions Tollbooths Despite what was formerly announced, we will not implement Tollbooths in the Haven Worlds. We noted that imposing a fixed toll value wasn’t adapted to the various economies of each server.
We decided to adopt a more malleable and craft oriented system: Doors that can be crafted by Handymen, allowing you to close the access to precise sections of your Haven Worlds.
We’re trying to get this ready for June 25. It might of course evolve in the future with further rights, like doors only allowing passage to members of a guilds alliance.
Taxes Many of you shared your concerns about seeing your Haven World used and reaped by external players. We will implement a building allowing your guild to receive 5 to 10% of the Kamas and drops earned on the monsters killed in your Haven World. These items will be stored in a chest found in this building, while the Kamas will be directly sent to your guild bank. The goal is to reward Haven Worlds open to external players.
Prims (July update) Again based on a common concern we saw, we will offer the ability to lock the GvG feature. By default, Haven Worlds will not have a Prims. However, if the guild attacks another Prims, or builds a GvG building, its Prims will then appear and become attackable.
Auctions We will keep the ascending system. We looked into other options but they required too much development time. The auctions will begin on Wednesday, June 26, at 7 PM Server Time and will last for a week. We first wanted to begin them on Friday, but this would have limited our ability to react, should anything go wrong.
15 Haven World will begin their auction each week. Once the 60 initial ones are sold, we would like to implement 8 new ones with each update (2 auctions per week).
Guilds will first have to reach level 3 to participate: it will take them 6h30 (waiting time for the purchase of all these levels). Note also that a guild with a level 20 in Crafting will receive 9000 Guild points, and 6000 for a level 20 in Combat.
For the most curious ones, we wanted to share something more concrete: the price and construction time of all buildings as well as the guild bonuses. The complete documents can be downloaded here.
This should allow you to start planning your Haven World and your guild!
Thank you all for your support and see you on June 25!
The WAKFU Team