New week - new update! We hope you liked the new patch with dark nights, User Interface overhaul, lots of sound changes, and other additions and fixes. Dev quotes are back, and this week's dev frame has a lot of images and gifs, so don't forget to switch to wi-fi if you're on your phone!
Go ahead and read this week's dev frame on our website - http://ofkingsandmen.net/index.php/2017/06/25/dev-frame-someone-special/
1.6.3.082.38051 - Darker nights
Main changes
Pretty menus
As already mentioned in the last week's dev frame, User Interface is getting a serious visual overhaul. Please keep in mind that it's the very first UI change we're implementing, and there is no new functionality or new elements, but rather a style test to see how the game will look with chosen by artists colours, buttons, and other visual changes. We will very much appreciate if you let us know what you think about a new design, and report all issues you notice with menus!
Later iterations will also include a complete change of the User Interface with new layout, features, and design tweaks. Our plan is to add those changes gradually instead of putting them all in a single big update. This way we will be able to respond to your feedback quicker, since UI updates will come sooner than if artists had to work on a total overhaul for only one update.
Night is dark...
Changing the game's mood to a more dark and somber is what we've already started implementing in the last update with global lighting changes on lobby maps. Now we're continuing expanding those improvements, and the first thing is making night actually look like nights - environment that is hard to see in. The idea is to later add similar changes to Conquest and Skirmish maps that will force warriors to bring fights to lit areas like bonfires in villages, walls with torches, and so on. Of course it would allow for more stealthy gameplay as well. Characters with high movement speed and light equipment could easily hide in shadows and eliminate enemies without being seen.
There are many improvements and changes planned for night scenes and lighting sources, but it would really helpful if you took a look and suggested something that you would like being tweaked or added!
Sounds of battle
With Igor joining the team, and being a master of coding sound into the game, Fin, who's the one and only bard of the team, can finally start implementing his sound changes. Expect a constant flow sound updates for quite some time, because their plan is to fix, tweak, and improve all things that use sound in the game! For now they're mostly focused on fixing part, since there are many issues like too quiet footsteps, sound jittering, and such.
While fixes are obviously at the top of their priority list, they managed to include a few additions too! The biggest one is probably an implementation of ambient sounds. Now maps sound as if they were real places - wind blows, crickets are chirping, owls hoot, and a range of other sounds can be heard.
Shields for real fights
Since the mood of the game changes with global lighting becoming darker, other assets require style upgrades as well in order to keep the look consistent. Starting with shields, equipment will start to look like a real equipment previously used in battles. Scratches, dirt, cuts, and other elements will be seen on shields, swords, polearms, and other items.
Some of the clans are already applying new shields to their usual outfits, check out The Kings Men's new champion equipment!
Combat changes
Parry like a boss
Parry was never a very good tactic while in combat. While a very small percent of players learned to use it quite proficiently, there was no big enough advantage over usual blocks comparing to risks parrying brought. With this in mind, it was decided to increase a benefit from using parries. Now every time someone parries your attack, your weapon will return to its idle stance, and you'll have to stand in a stance again in order to block an incoming attack.
It's not a very big change, since the basics of the parrying mechanic stay the same, but it would be useful if you could let us know if it's worth using parries now or you'd want another change.
Small improvements
Flags for the flags god!
Flags on Conquest are now being scaled with a number of players currently on a server, which brought up a small flaw in that design - the less people there are, the longer it takes for a round to end. Since all flags add the same amount of Victory Points for a team that holds it, adding more flags with more players simply increases that gain. In order to make all Conquest rounds take more or less the same time to finish, Victory Points are now being scaled together with a number of flags. Here is a small example list:
Forums are for chatting
We've got a new forums if you haven't heard the news yet! Forums are incredibly useful for big and informative posts like event descriptions, clan recruitment threads, grouping suggestions, and much more!
While we had a Discord button in our in-game main menu for quite a while, forums were never advertised as much. Now with a brand new and good looking forum, we're encouraging you to join and take part in discussions. Just join the game and click a "Forum" button in the main menu!
In order to make it easier for players with different experience and combat skill to find suitable bots for practice, our coders had to change a few things in their behavior for this update. First thing is that there is always the same number of bots of the same level, so if a [Hard] bot gets killed, another [Hard] bot will spawn no matter what. The second change is more of a level design tweak than a feature. Now bots of different levels spawn in their own areas, so you always know where to go when you want to fight a specific bot!
Rare booty
Hold Your Ground and The Arena modes are quite popular these days, so we continue to add some small improvements and response to all the feedback we receive. As requested by the community, chest rarity on The Arena mode is now scaled to a number of players. If there is only a single person playing, very rare chests will not spawn at all, but if there is a big bunch of fighters slaughtering each other for loot, rare chests will spawn almost every time. Another small addition is a dedicated animation for chest opening instead of the temporary one we used before.
Know your stats
It was rather hard to check arrow stats by looking at their reference picture from the time they were added, so we've added a small but useful for all ranged players tweak - visible arrow damage stats. You can see them under every projectile's name when you scroll through them by using 1-4 keys.
Endless options
Following up with your suggestions, we've added two small new options to Graphics and Camera menus. Some of you already knew about "hacking" the configuration file to set a desirable value for maximum FPS, but we've added that option to the game for your convenience. Camera tilt option was also requested before and was finally added to the game. You're now free to set its position's height to anything you want while having control over the angle to be able to see your character.
Retirement barracks
There were a couple of abusers noticed that were able to retire, but still fight with stats from their lvl50 characters until they die. In order to prevent it, retirement option was moved to barracks exclusively. Simply leave a server, retire, and join back!
Bug fixes
dev frame - Here we go again
With development progress being made and the team growing, we’ve decided to start regular development updates to keep you informed about what’s being worked on, and in what direction the game is evolving. The format is being slightly changed compared to usual updates, but the name is being kept – dev frames.
All dev frames will be posted on our official website, so go read the first one here - http://ofkingsandmen.net/index.php/2017/06/18/dev-frame-here-we-go-again/
Heavy warriors being attacked from all sides, sneaky rogues snatching rewards in a chaos of a fight, screams, dead bodies, and gold - lots of gold. That's the new Arena mode in the Lobby! It is a Free For All mode with no rules whatsoever - kill everything that moves as a lone wolf, group together to get better chances of survival, and, most importantly, open treasure chests to get rewards.
Your prizes vary from simple XP bonuses to pure gold to free items (and even special items in the future!). You're also able to see how rare a chest is, so you know if it's worth dying for depending on how big your reward might be.
The Arenas are located on both Lobby maps, and are currently quite simple in terms of their layout, but we're thinking about creating more interesting environments to include a tactic approach instead of a straightforward chest rushing.
Lucky chests
You had to run around Conquest and Skirmish maps countless of times before in order to capture territories or kill your enemies, but there was never a purpose for exploring Lobby maps. It changes today! There are treasure chests that appear all around Lobby maps that can be opened to get their contents - XP, gold, or items.
Find hidden places you've never been to, take beautiful pictures of the scenery, and get prizes for doing so!
Time to fight
Following the sombre mood of the new main menu scene, we've decided to update in-game feel as well. Starting small to gather feedback before moving on to changing the whole game, we've changed the lighting for Lobby maps, and created multiple times of the day - morning, day, evening, and night.
All of them are supposed to create a feeling of being a part of a war - washed out colours, fog on the battlefield, and so on. Let us know what you think about the new lighting, and how it is comparing to the old one!
Small improvements
Farming, but XP
There was recently a community discussion about Skirmish not providing enough Experience Points to be a valid source for leveling up. Reading through suggestion, we decided to increase XP gain on Skirmish mode for both round and map wins and loses. Go ahead and farm your way to retirement!
Bug fixes
1.6.3.053.49869 - Nobles and Musicians
Main changes
Succession
Progression system is very often a controversial topic to discuss, since everyone has their own idea of it. We've decided that changing the current system of linear stats increase into something that will allow to customize a character's build instead of make it objectively stronger would be a very good addition to the game.
While there are other some more important tasks at the moment, we've implemented a part of it - Succession system. It allows to retire every time you hit level 50 and get enough Experience Points to get +2 of a chosen stat, and a new title to use in your name. Keep in mind that bonuses for retirement will be changed once the new system is ready!
Another important thing related to progression, is that we plan to do a full reset in near future, maybe a few weeks from now. We do plan to reward everyone who reached a high enough level before the reset, so start leveling up if yours is still low!
Mysterious menu
The main menu is supposed to set a mood of the game when you see it. We've changed the scene to be very dark and somber, with dead bodies of fallen soldiers, bloody weapons from the aftermath of a deadly battle, and ruins of a long forgotten castle. The background for the barracks has also been changed to keep a similar feel to it when leaving the main menu.
To accompany all these visual changes, our composer Fin created a new main theme for the game. It conveys very similar feeling of sadness, and fits in the game perfectly. You can listen to it when going to the main menu, but expect a surprise with it in near future!
Small improvements
Unique and strong
In order to make bots more unique, especially those in Hold Your Ground, their stats were made more different from each other's. Now you can see fast and slow bots, strong and weak, and many combinations of other unique builds they use.
One-handed preferences
We haven't realized it before releasing Hold Your Ground, but bots seem to prefer polearm weapons over all other weapon types! We've set a static chance of each weapon type bots can use while spawning inside the Hold Your Ground mode, and made one-handed weapons the most preferred.
Increasing performance
More and more people start to beat high level waves on Hold Your Ground, having up to 30 bots spawning at the same time. It turned out to affect performance for some of the players without PC beasts, so we've decided to lower a number of bots available for dueling on all Duel servers as a temporary solution.
Mimics
Forcing bots to behave as if they were alive increases immersion for every player participating in game modes where they're present, which was the reason to include two quick changes for their behavior - allowing them to use Yell voice command, and making them leave Hold Your Ground through a gate instead of dying.
Convenient additions
Hold Your Ground turned out to be a quite popular game mode! Seeing this trend, we thought it would be a good idea to improve some of the shortcomings related to it, making it an even better experience.
Swing it one more time
While pressing F to offer a duel is convenient, swinging your sword, kicking or bashing your desired opponent is a lot more useful if you want to get his attention! Now you can simply hit whoever you want to duel, and it will automatically offer a duel.
Shooting AI
Comparing to bots who use melee weapons, ranged bots were quite "dumb" with their weapons, making it hard to practice with a bow or a crossbow against them. With changes listed below, bots with ranged weapons will always prefer to fight with their main weapon. Get ready to shoot!
Neverending shield
Breaking a shield on Conquest or Skirmish is immersive and realistic, but losing one on Duel is simply annoying. Now you will automatically get your shield back once a new fight starts on Duel server, as long as you have one equipped in your Gear screen.
Join it!
Making UI for the lobby system as user-friendly as possible is a very important task, and while the total UI overhaul is still a work in progress, we've tweaked a few usability flaws like an unclear text and a lack of counter for a number of players required to join.
Worthy reward
All warriors who complete the last wave of Hold Your Ground must be rewarded accordingly, and believe us when we tell it's a really hard wave! Every player who is present when the last wave finishes will receive a special title to use instead of the ones given for succession.
Don't kick 'em
The main reason for this change was to prevent griefing by kicking and bashing fellow team mates while playing Conquest or Skirmish, but seeing some of the players abusing kicks to cheat in Hold Your Ground increased our assurance that it's a very needed feature. Don't kick or bash your team mates!
Everybody counts
In order to make it easier to choose which server to join, we've added a new player counter that shows population of all server in a selected region. Don't forget about new bot modes present in lobbies!
Bug fixes
1.6.3.040.44666 - Enemy hordes
Main changes
Hold Your Ground
A new game mode is now available! Hold Your Ground can be accessed by simply going to Duel server and pressing F when close to either of the arenas' entrances. Your goal is to withstand waves of bots while fighting alongside other players, and defeat as many of them as possible. Each wave all participants receive an increased XP bonus, and one player is awarded as the most valuable player (MVP) with additional XP and a congratulatory message. Keep in mind that every new wave is harder than the last one!
They live
If you've ever been frustrated with bots on Duel servers behaving like medieval automatons while not in combat, you'll be happy to know that we've removed that feature. Instead, bots now walk around the map, offering duels to players who don't have opponents to practice, and constantly fight each other! In order to make them more distinctive from players, we've also changed the colors of their names and icons to red.
Lobby system
Want to spend some quality time with your friend while waiting for more to join in order to start Conquest or Skirmish games? Now there is a smart lobby system available directly from the Duel! You're free to fight one-on-one with other players or bots, cooperate in Hold Your Ground against waves, or just wander around the map and enjoy the nature. You can press F6 or F7 to sign up for either Conquest or Skirmish, and once there are five more players willing to join, you'll be able to join together.
Combat changes
Raise your shield
Your shield is your cover! And not knowing when a shield will break might lead to an unpleasant surprise while in combat, which is why a new HUD element was added for those using shields - a shield hitpoints bar. It is located right under the health bar, making it easy to notice no matter how intense your fight is.
Block the stab
With some of the latest changes it became more apparent that stabs with two-handed weapons need to be tweaked a little. While missed stabs remained exactly the same, those stabs that actually hit other players require more time to recover and attack again.
Eagle eye aim
There were many suggestions to tweak the camera while aiming with bows. Holding the bow after releasing an arrow was recently added, and now tweak for the camera's placement and movement are implemented as well. The first change mainly affects angles at which a bow can be aimed, making it possible to shoot up and down. Use your surroundings to gain a high ground and shoot from safety! The second change altered the placement of the camera, resulting in a much more realistic aiming view.
Bug fixes
1.6.2.479.44463 - King's archers
Main changes
Scalable flags
Expanding on the conquest mode mechanics, we've added a dynamic scalability feature for flags on bigger maps. A number of active flags will be changing as more players join a Conquest server, making maps fun to play on with both high and low number of people.
Map changes
With implementation of flags scalability, reintroducing old maps became finally possible. The first map to make its return is the Castle. Bases were placed closer to each other than before, and flags were balanced not to favor a single team. Please tell us what you think about the map with these changes!
Combat changes
Ranged - Live, Love, Shoot
After thoroughly studying all the feedback received from both ranged and melee players, it was decided to rebalance bows' and crossbows' builds.
Incredibly low bow holding time was neither realistic nor useful, resulting in its increase in this update. While experienced players might not have any trouble with quick aiming and shooting, less skilled bow enthusiasts didn't have a choice but to shoot blindly because of the way holding worked.
Recent encumbrance update made it very hard to use anything but a shirt while having a ranged weapon equipped. In order to make the game more playable with a little bit heavier equipment, bows and crossbows received a reloading speed increase, as well as encumbrance effect reduce for reloading.
Not to overpower archers and crossbowmen by allowing both quick reloading and fast movement, encumbrance effect wasn't reduced for movement speed, but the stats were tweaked nonetheless. Ranged weapon now don't have higher encumbrance than swords, but their weight stat increased, which affects their acceleration of sprint instead of their speed. Also, sprinting with crossbow was allowed to provide equal chances for all ranged players
Shield breaks again
Not long ago we've reduce a knock back when a shield breaks, but it turned out to be not enough. Knock back is now completely removed, and will be grateful to see your feedback on that! Shields now also receive damage from being hit with arrows and bolts, so take cover!
One-handed feint
Same as with all other melee weapon types, using one-handed weapons now allows to feint later after initiating an attack. Let us know if you find timing suitable or would rather like to allow even later or earlier swings.
Small improvements
Population notifications
It's no secret that clashing swords on Duel is oftentimes more fun than capturing flags with only a few people. If you join a Conquest server and it has less than 6 people, the game will ask if you'd like to join a Duel server instead, simply by pressing a button.
Community events
More and more events start to take place in the game, and there was no way of knowing about them outside of our Discord channel until this update. All scheduled events are now shown right in the main menu of the game.
Community discussions are strongly encouraged! It allows for meaningful conversations about the game, easy way to share your feedback, submitting interesting suggestions, and reporting annoying bugs. To join our Discord channel, which is the most convenient way of communication, all you have to do is click the button in the main menu.
Cleaning the menu
Recent reintroduction of the patch notes window made the main menu a little bit too cluttered, forcing us to deal with it constantly being opened, since other elements were added to the menu as well. Now you're free to close and open the changelog any time you want.
UI visibility
The new UI is still in the hands of the artists, but we still made an attempt to add some quick fixes to the HUD. Most of the elements now have a temporary semi-transparent background to improve their visibility.
Duels with bows (and crossbows)
As requested by archers and crossbowmen, all projectiles are now being reset once a new duel starts with a player or a bot. No respawn needed!
We need more gold!
Players not knowing about their two additional coins for every first win of the day made it apparent that receiving coins requires an additional notification. Now you can track when you get coins the same way as XP notifications.
Bug fixes
1.6.2.465.49853 - Improvements and tweaks
Main changes
Conquest flags
In order to have battles occur much quicker while playing on the Conquest mode maps, the initial capturing mechanic was slightly changed. Instead of being forced to run to the closest flags and take control over them without any fight, all flags but the central one are automatically captured and reinforced by the teams, leading to instant big combat situations around the main objective.
First Win of the Day
To encourage everyone to do their best while fighting for territory control on the Conquest game mode, a feature called First Win of the Day was added. Every first win every day on any Conquest map will now give a thousand experience points more and two coins!
Combat changes
Health tweak
Previous balancing patch brought many changes to the character stats and the way combat feels. We've been gathering your feedback, and now start changing some numbers a little bit. The first change, brought up as an issue with naked players taking too many hits, is lowering the overall health stat. It won't make a big difference for those who prefer to invest into health, but better avoid being hit if you're focusing on speed instead of survivability!
Stun time
Increased attack speed led to more dynamic combat and made speed focused builds viable on the battlefield, but created some issues like the ability to constantly hit, making an opponent stunned indefinitely. Blocking stun time from all hits is now reduced to compensate for fast attacks, and will potentially be balanced further in the future.
Shield breaking
If you've ever noticed shielders being knocked back very far after you break their shield, allowing them to avoid further hits, we encourage you to try that now! The knock back distance was heavily reduced, but your feedback will be very helpful to tweak it later on.
Small improvements
Quick base return
Many of you mentioned that using the respawn feature to kill a character is very abusable, and is often used to reset health or teleport through the map. Respawn feature is valuable in case of being stuck somewhere, so removing it completely wasn't an option. Instead, it is now a quick return to your base without suiciding.
Bots' difficulty
Since all players have different combat experience, the same bots' difficulty could be either too hard or too easy. Now all bots are divided into three groups - Easy bots, Normal bots, and Hard bots. The higher the difficulty, the better techniques they use, so be careful not to underestimate them! Also, higher difficulty bots give more XP for killing them if you're under level 30, encouraging everyone to try their luck with strong opponents.
Bots' classes
To make sure everyone always has a desired training bot, whether it's a shielder, a spearman, or any other warrior, special bots' classes were introduced. From now on, there are always at least two bots of every class.
Team wounding
In response to suggestion to increase awareness about specific hits on the battlefield, a message about team wounding is now displayed for both players instead of just the one who's inflicting damage. Try to improve your aim and pay attention!
Vile bushes
Giant's Bowl and Pale Lake maps have been out for a week, and we've been gathering your feedback about their performance, gameplay aspect, and visuals. We'll be responding to your suggestions, and at first, we're making the central flag of the Pale Lake more accessible by allowing to go through all the bushes without being stuck in them.
Shooting improved
Being able to see where arrows and bolts go after being shot is extremely important for precise aiming, therefore a feature to hold your ranged weapon in first person view after shooting it was added. Simply hold Right Mouse Button to stay in first person view after shooting.
Camera settings
Continuing with small improvements for ranged players in order to make sure shooting experience is fun, a separate camera sensitivity slider was added to the settings menu that allows adjusting sensitivity while aiming a bow or a crossbow.
Bind them all
Customizability of key binding might be more important than you think. Setting keys close to movement keys would mean you can use those actions much quicker in a heat of a battle, and setting keys that are useless for you far from those keys would mean you won't accidentally use them. Archers and crossbowmen now can set any key for any projectile they want to use, and everyone is free to change Voice Commands keys and Emotes keys as well.
Bug fixes
1.6.2.459.39245 - Shoot and capture
While waiting for artists to finish their work on User Interface in order to continue with the progression system, the rest of the team has been working on multiple different features and improvements.
As mentioned earlier, the new conquest mode currently lacks some planned mechanics, and we will be implementing them shortly, thanks to all the feedback we received. Conquest improvement won’t be our only focus though, as there are many things we’d like to add in the next couple of updates.
Main changes
Projectiles switch mechanic
To further expand ranged combat and provide archers and crossbowmen with diverse experience, we’ve implemented a feature to switch between four arrows and four bolts. If your calling is ranged combat, you can choose which projectiles to shoot by pressing buttons 1, 2, 3, and 4 on your keyboard.
Keep in mind that it is a temporary solution, and will be changed as soon as the new UI is ready, allowing you to choose which type to equip.
Duel practice - bots
Instead of fighting bots alone in the Practice mode, you now have an option to train your skills on the Duel mode as well. Bots with different skill levels are patiently waiting for duel requests, so go ahead and pick your opponent.
If you haven’t reached level 30 yet, you will also be getting XP for every bot you kill on Duel server!
Map changes
Two new conquest maps with unique themes and lore were added. Made specifically for the new game mode, their size, flags placement, and paths were designed to make sure running is not tedious, but at the same time keeping some distance between flags.
All old maps but Push were removed for the time being, but might return in the future, once edited to work better with the new mechanics. We plan to add more maps in the future, and would love to hear your suggestions for settings!
New maps currently have two different versions, which have unique objectives' placement, making total of five maps in the rotation.
Combat changes
Jumping with encumbrance
As mentioned by many players, being able to jump and attack while fighting is not very believable. In order to make jumps more realistic, it was decided to make the encumbrance, introduced for attack speed in the previous update, affect jumping height of every character.
Don’t worry if you wear very light armor, but in case jumping high is something you need, prepare for equipment weight reduction!
Encumbrance effect
After analyzing all the feedback from the last week, it was decided to allow wearing slightly heavier equipment without encumbrance penalties for attack speed. It’s very possible we will be tweaking it in the future as well, so let us know what you think!
Stabs and overheads
While keeping the swing speed of one-handed and two-handed weapons the same, their stabs and overheads were slowed down in order to avoid abuse, made possible with overall attack speed overhaul in the previous update.
Small improvements
Skirmish mode
In response to many players asking for a possibility for more players to enjoy the Skirmish mode together, its maximum player count was increased. A community event has already been organized on Wednesday, and it is possible we will be adjusting our conquest maps in the future if current ones are found to be too small.
Fighting fully armored bots without equipment or peasant bots in plate might not be very fun, which is why a bots’ scaling feature was implemented. Only bots with levels close to your own are now available, but you’re still free to choose their combat skill of course.
Team autobalance
Instead of waiting for players to die in combat in order to switch teams after being chosen by the autobalance feature, players now switch automatically if currently not fighting. Players who survive for a long time were making it impossible to balance both teams quickly enough.
Party autobalance
With non-staged rounds of the new Conquest mode, it was rather hard to end up in the same team even while being in a party, but a new party autobalance feature is here to ensure that party members are playing together.
Spawn timer
Choosing the best place to spawn using a strategic approach, just to be late by a second before enemies weakened a flag might be annoying, which is why the spawn timer now starts counting right after the map view is opened.
Team damage
Less experienced players tend to accidentally hit their teammates more often, so instead of an automatic kick and ban, there is a public vote starting once someone does more than usual team damage.
Health on Duel
If you’ve ever wondered around one of the Duel maps and lost accidentally lost health or got injured with the last blow from an opponent you killed, all your health will be restored once you start another duel.
Patch notes
The old patch notes window wasn’t the easiest tool to use, so we’ve changed it a little, made bigger to fit all text, and put back to the main menu.
Bug fixes
1.6.2.447.39805 - Balancing progression
To address the biggest issue with the current progression system, which is a huge difference between low and high level players, making it impossible to play with any level but 50, it was decided to increase the base of all character stats and implement lower steps with every point investment.
Light and medium armor is used rather rarely at the moment, and to encourage wearing less heavy equipment, encumbrance effect was increased for movement speed as well as attack speed for both melee and ranged characters.
Archery has also been slightly changed with Damage stat affecting ranged weapons, but encumbrance implementation will also slow archers down if they wear heavier armor than light, naturally balancing the buff.
Free full respec is given to everyone.
Balanced character stats.
Added Damage stat affecting archery.
Increased encumbrance effects for movement speed.
Added encumbrance for melee speed and ranged reloading.
Stabbing damage decreased once character's arms are fully outstretched.
Added an autobalance feature.
Added a kill feed for practice.
Fixed double nocking when holding a bow for too long.
Fixed the camera not moving with TAB pressed.
Fixed not being able to start a vote.
Fixed reloading a crossbow when no bolts are left.
Fixed a top-down view appearing on Duel and Skirmish.
Fixed the menu breaking if flying too far away in spectator mode.
Fixed spectating while the spawning countdown is visible.