Noble Legacy - lordbasathunder
Newly constructed houses will automatically take some fuel from market storage

Visitors will no longer wander into Villagers' homes

Updated Recruits Tab with tooltip highlight class description and jobs

Fixed issues with visitors not spawning for some Campaigns/Kingdoms stuck in a 0/1 Visitor State.

Fixed issues with AI crafters (attempts to use research bench and issues finding ingredients)
Rise and Fall - davewhiffen

Hey everyone!

Visual upgrades for Meadow, Volcano and Desert are out on the Test branch for those who want to play early!

The update also includes a new Snow map!

Changes:

-Added proper environmental models, lighting, and set dressing to Meadow, Volcano and Desert maps.

-Maps should feel more alive and lived in, with things like trees and foliage, rivers, volcanos, sand dunes and ancient temples added to the backdrop.

//There are plans to make more use of these great spaces in a single player mode--but not just yet!

-Added Snow map, also with environmental models, lighting, and set dressing.

Known Issues:

There are a few visual glitches (mostly just textures and lighting) we'll be fixing in the next day or so.

-Build Size is bigger than we want it to be.

//We've gotten some of the big improvements in.. like reducing texture size on the new assets where they're not needed yet. We'll continue chipping away at decreasing the build size in future updates.

//Some further optimizations, like Unity's Addressables (which reduce load times) and smarter use of models and variants (less models in build = smaller build) are on the roadmap.

//Overall, we've got about 10 unique biomes we're slowly working into the build.

//We're slowly working them in, as build size optimizations are ready to roll out.

-Textures on player characters appear wrong in-game

//A few textures on players and a few objects need fixing. Those will roll out in the next day or so.

Thanks for playing!

-Dave

MoteMancer - CyanAvatar
Mostly perf and bugs this week, back to features and QoL next week!

Performance
  • Streamway calculations are now parallelized
  • Collision has been completely refactored for a variety of performance gains.

Quality of Life and Tuning
  • New trashing style implemented + sound FX - Items will only trash when the inventory window is closed, or when a new item is placed ontop of an existing item in the trash slot. Hotkeys unchanged.
  • Collector overlay will now grey out motes that dont match
  • Whipwind gripper tuned to 2s from 3s (matching Whirling Gripper)

Aesthetics
  • Simple Collector has a small visual indicator of what direction the output is without Alt mode.
  • Added environmental FX to the Library
  • Fire Track #4 and Shadow track #4 added to the OST

Bug Fixes
  • Fixed a variety of token and tooltip errors, rewrote the system to be more consistent
  • Fixed a variety of bugs around Info Overlay that broke while making the system more performant
  • Fixed a variety of bugs around Structure Partner order that could lead to rare inoperable structures.
  • Fix for Underground Slabs having an invalid destination reference
  • Fix for Grippers sometimes placing opposite the preview when in a flip doesn't unflip
  • Mana Pools will no longer attempt to store power while in entropy.
  • Lava Pedestal should no longer show shadows on other planes.
  • Fixed bug where lava generators would not put down a lava tile if it destroyed a pedestal.
  • Fixed a bug that could leave a dangling tooltip from Closing Runeshroom Window.
  • Plane portals will now destroy any structures overlapping with their footprint when they are created.
  • Load/save creating an object on top of a doodad is more aggressive about destroying it.
  • Doodads will never be placed if there is something in their footprint (they can't run harvest logic).
C4 Clicker: First Mint - Capital Caps
🪙 Testing Crypto Coin Inventory Drops
Our minting machines are fired up again!

Drop Rate Tweaks: We’ve turned up the faucet — coins should now appear more frequently during testing.

Rarity Unchanged: The thrill of finding those ultra-rare coins is still intact.

This update is all about making sure drops actually drop. Fingers crossed… let’s see if we start minting like never before! 🚀💰
5:45pm
我来自江湖 From Jianghu - GameElem
新增:
•医馆增加用药设置,可设置治疗时需要额外使用的药品。
•角色面板增加【优先进食】设置,可设置至多5种食物,弟子进食时会优先选择设置的食物。
•在角色装备界面查看物品信息时额外显示已装备物品的信息。
•弟子社交界面增加标记按钮,被标记的角色在关系列表中优先显示。

调整:
•地图现在会显示已追踪的官府悬赏任务的标记。
•云游商人现在会出售一些木板和石砖。

修复:
•修复装备随机属性【受到伤害】作为百炼属性时数值不正确的问题。
5:42pm
Dungeon Mori - FilthyDrawings
A small patch with some bugfixes and adjustments to things introduced in the latest patch, along with some changes to combat feedback and animations.

Changelog

New Features:
  • Added new attack animations for pets;
  • Added new attack animations for specific weapons;

Adjustments:
  • Improved critical hit feedback;
  • Added shortcuts to "Gem Melding", "Gem Alchemy" and "Gem Storage" menus between them;
  • Improved the Pet's hidden element information display on the "Pets" menu;
  • Pet's hidden element is now also shown as an icon on your Pet list while having the "Rune of the Beastmaster" equipped;
  • Improved Pet sorting on the Pets menu;

Balancing Adjustments:
  • Reduced the stats of the following Badges:
  • - Scholar;
  • - Know-It-All;
  • Increased the number of stacks of bleed applied by pets while using the "Rune of the Beastmaster";

Bugfixes:
  • Fixed bread not healing HP when Rune of Magic Absorption was equipped;
  • Fixed some attack particle effects not rendering correctly;
  • Beard type name no longer displays incorrectly if you're wearing a helmet during character creation;
  • "Panacea" spell no longer removes player buffs;
  • Fixed "Mini-Mushroom" Pet element and stats not working correctly;
Butterfly Dream - Eddie 大黄

Dear Gamers,

Our full version game will be release next week, the demo and playtest are taken down.

The demo save files will not carry to the full version.

Be ready for the real game!

Scourge of the Reptiles - kfrankiw

Hello again! Its August now! What the?

This is your monthly progress development report from Kyoti Games, for Scourge of the Reptiles.

Let me see, what can I tell you about this month. Well I can tell you that level 3 and 4 of Act 2 are built, and the last level of Act 2 is well under way. I had hoped to finish Act 2 by this report date but then I went and made loads of cool features (again, ha!). I definitely under-estimated how long Level 3 would take - but I won't tell you why because thats a spoiler! Level 4 was on schedule so I think there is a touch over 2 months of level building left. As much as I enjoy most of level building, there are some parts I find a little dull, like writing branching dialogues to cover all the personalty types players want to express, and how they want to solve problems (multiple skill or spell options). The writing is fun, its just that there is so darn much of it when it's branching.

I did a podcast recording a few days ago with Brodie for Tech Over Tea on Youtube - I will post again when that comes out so you can listen to me rattle on about just everything for over 2 hours! It was a lot of fun.

Some of the interesting features I coded up this month - units that fight on their own side in a battle (fighting both sides) - units that can leech health with their attacks - 2 new cleric Gods with their own sets of spells, to make six done out of the 8 - the ability to re-spec your Cleric PC to a new God/spell list - units that can be excluded from a fight with dialogue options before the fight (like calming enraged animals with Animal skllls) - units that relocate on the map when you rescue them so they can train you elsewhere - skill checks for certain options that are allowed to fail only once (without blocking other options) - quests that close when you learn a certain ability - NPC's gifting you an ally unit for a while - and many more. Oh yes, 3 more mount units (Hippo, Croc, Triceratops) to make 9, with 4-5 to go. the big mounts look amazing, I might post some short vids of those soon.

OK well I think that's it for now - lots to do! Bye!

RealFlight Evolution - Redbeard
RealFlight version 10.10.180 is now available as a free release for all Evolution users. It establishes parity with the RealFlight Trainer Edition version 1.50.179 just released.



Release Notes:
Features
  • Added HobbyZone Carbon Cub S 2 1.3m Cleetus McFarland Special Edition
  • Added support for the Spektrum DXS USB Simulator Adapter (SPMA5000), which is included in the Cleetus McFarland Special Edition RTF Basic package
    • Includes autodetection and a new "Spektrum DXS (wired USB)" controller profile
Improvements/Fixes
  • Minor fix to “Heli Training 02 - Intermediate" scenario description
Aircraft
  • HobbyZone Carbon Cub (all versions): Removed a couple unintentional inputs, one of which (Switch D) affected flight




How to Get It
Steam will detect the new version and automatically update RealFlight when it thinks your computer is not very busy. You can trigger the update manually if desired by completely restarting Steam. Right-click the Steam icon in your system tray and select Exit. Once everything closes, run Steam again, and the update should complete.
Star Explorers - MKSchmidt
Dropping Items

You can now set the amount of the items you are dropping. It's just to be consistent with the other item moving mechanics. Maybe you will find it useful.

Menu Sounds

The inventory menus and scanning functions now make nifty, computerized sound effects.

Alien Battles

Also, I thought I would just re-share this little movie of a battle between aliens, because it's awesome! It's not a new feature or anything, it's been around for a while, but it was not really working properly.

I managed to fix the shooting function for bipedal aliens, allowing these battles to take place in a more consistent manner. Sometimes you would land on a planet, and they would not react the right way, either not shooting or even not moving sometimes. Now they should behave correctly. They will also shoot at you if they are hostile :)

...

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