Next Run - armxeo

Today we’ll tell you about the Necromancer — a grim master of death who turns the fallen into his loyal servants.

If the Leader commands the living, the Necromancer commands the dead. He combines traits of the Leader, Mage, and Artisan, yet acts in a completely different way. His path is to gather the Remains of fallen enemies and turn them into an army of the undead. He makes no distinction between enemies and allies — all serve him after death.

The Necromancer welcomes every battle and every new friend — for sooner or later, they all join his ranks. He has no need for Leadership: Skeletons are mindless and utterly loyal, so they can be recruited without limits.

Class features

- Starting items: 20 Gold, a Basic Staff, and several Remains

- First talent - Control: increases the effectiveness of controlled undead by 10% per skill level

- Second talent - Dexterity: increases the speed of raising undead. The stronger the creature, the longer the raising process

- The Necromancer gains 30% more bonuses from improving tomes, making him a powerful spellcaster even without upgrading Meditation

- Gains bonuses from Cemeteries and Burial Grounds on the map and can collect Remains there

Weaknesses

- To expand his army, the Necromancer benefits from destroying everyone around him — the more fallen there are, the more soldiers he can raise. But that takes time!

- Unlocks after completing the game as the Mage.

The Necromancer is a choice for those who want to become a true villain and experience something completely different.

9:28am
99Managers Futsal Edition - SimonDalvai
Added
  • UI

    • Add clear filters button in player list

    • Colorize positions for better overview

    • Highlight active sorting button in player list

    • Show good bye message when exiting game

  • Logic

    • Add release player to free agents button

    • Add relegate player to youth team button

    • Introduce recommended minimum team size and mandatory maximum team size

  • Match UI

    • Show bench players

    • Show player change animation

    • Show spectators

    • Add confirm button for formation changes

    • Add camera settings

    • Introduce match simulation speed settings

Fixed
  • UI

    • Remove empty page from player list, if players fill exactly the page size

    • Player list: on filter update, make sure current page respects max page

    • Hide alternative positions from player profile, until improved

  • Match UI

    • Fix camera position issues, especially when changing window focus

    • Reduce transparency of view backgrounds

    • Prevent player changes, before match is started

  • Match Engine

    • Stop pass receiving player go towards ball, if the pass failed

  • Logic

    • Improve transfer logic and fix many transfer related bugs

  • Data

    • Make last saved save state always the active one

    • When Men League Type is selected when starting a new game, only male first names are used

    • Improve attribute distribution, some players had one value for too many attributes

Changed
  • UI

    • Use player list to set formation for better overview

    • Player list keeps sorting on view change of persistent columns, such as name and value

  • Match UI

    • Improve game finish checks to have correct time and result on finish

    • Reduce field size to default aspect ratio and size

    • Improve head look direction of players

    • Make player name always white text on black background

    • Keep players visible in last position, when match runs fast

  • Match Engine

    • Improve match buffer logic

    • Fix issues with player and formation changes during match

    • Improve checks if players reach destination

  • Data

    • Reduce max team size to 18

  • Logic

    • Start league in October

    • Start nation cup in October

    • Move all nation cup matches, including the final to Wednesday

Code Contributors
  • Simon Dalvai (dulvui)

Translation Contributors
LOCKED - Grumpy Pony
  • Added Simplified Chinese localization (credits to °Know Team)

  • Added French localization

  • Added optional nudity filter

9:26am
Whispering Kingdom Playtest - DrSpyros

fixed this thing

New Horizons Playtest - nonynonyx
Minor bug fixing.
REDSHIFT - Zer0Grav
REDSHIFT Patch Notes - 0.2.12

Man. Ladders are HARD to make.

The Ladder Rework

For a long, long time, ladders have been one of the biggest pain points in REDSHIFT. Unknown to many, they can actually be extremely hard to pull off well. Until now, REDSHIFT has had a floating interaction box that you just simply "fly" up and down. That all changes today!

The Technical Jargon

Ladders now are their own custom blueprint that implements the interaction system the rest of REDSHIFT uses. When you approach a ladder, you now enter a small animation to grab and climb it all the way to the top! There are two transform spots per ladder, and the game finds the closest one, which is a simple and easy way to determine if you are at the top or bottom and which way to "climb".

In the future, I might add the ability to let go early, as well as work on creating/connecting a better animation.

Known Issues

Sorry, no bug fixes this patch. Wanted to get this big pain point out first!

  • Player's camera can clip through exterior facility walls. This is more of a complex fix and will looked at for next patch.

  • Some settings do not persist correctly between intro, game, and ending.

  • High Contrast mode still does not yet function properly during the REDSHIFT sequence. I haven't had time to work on this while pushing out the lighting update, but it's now on my list!

  • Escape to menu does not work during credits. (Sorry, guess you'll have to look at all the cool people who've worked on REDSHIFT for now.)

  • Door sounds always play on Redshift activation, even when not intended.

  • Facility doors are too loud when stacked. Above bug should solve this but it's on the list anyways.

  • Faraday Cage Door doesn’t play the open/close sound more than once.

9:21am
Mogradiz - vyrnetic

Text corrections have been made.

9 new objects added.

The cliff area has been slightly modified.

The Left Eye - Sticky Edward

The Left Eye launches in Early Access on November 21st! This first release includes the first two episodes of our planned six-part story. We’ll be adding new episodes as content patches as soon as they’re completed. We can’t wait to hear what you think! Early Access is our chance to share our work with you and polish it with your feedback.

We'd like to say a massive thank you to everyone who's wishlisted the game so far, and a friendly hello to those of you who found our demo during the recent NextFest!

🎺 👻 Haunted Trumpet

Bulwark: Falconeer Chronicles - Falcopup

A new beta patch is available in game properties/betas/beta branch.

here's the changelist.

  • Old savefiles could break the game, new compatibility code added.

  • population income nerfed to match the higher build density from the previous patch

cheers

Tomas

Shadow Prisoner - あいーう
Fixed the opponent's coordinates to a fixed position at the end of the combo finish.
Added event mobs.
...

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