Jun 30, 2013
Kingdom Wars - Hi11Zone
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Kingdom Wars - LIVE STREAMING!
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Kingdom Wars - Hi11Zone
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Kingdom Wars - LIVE STREAMING!
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Community Announcements - danthat
Hello! We’ve been working 24/7 all weekend, and have patched Gun Monkeys to v1.2b.

Thank you for your patience, I’m aware there have been some weirdy-beardy connection issues and a few annoying bugs. The good news is we’ve (hopefully) addressed the sweeping majority of problems.

I’m not going to present you with a long boring list of each fix no one’ll read, so in short:

// Network connections should crap out less often. It’s possible you’ll still get a Black Screen of Death, it was sadly unfixable for this update but we’ll be back on it tomorrow_
// Loading times should be much smaller_
// Fixed a host of minor niggles, from ladder collision problems to menus_
// In terms of gameplay tweaks: perks are cheaper at lower levels, the stronger perks have been tweaked to be less dastardly, the amount of $ you lose if you lose the bout is less severe, and bombs should be less exploitable!

Thank you all for playing. Hope you’ll get a more stable game going now :)

Any problems, let me know, ideally through the Size Five forums at this link.

Enjoy :)

[nb if you helped us test v1.2 earlier on today, you will presumably have to opt out of the beta again to download this version to your library proper]
Jun 29, 2013
Blade Symphony - Flux
Hi guys, here's the patch notes for the newest version of Blade Symphony that just went live on Steam, revision #1491. You can also see the patch notes on our site at: https://www.blade-symphony.com/2013/06/blade-symphony-patch-1498-changelog/

Gameplay
  • Foil now has “guard” for it’s block tech, a mobile defense that you can walk around that absorbs the first hit of an enemy’s attack
  • Players can now vault over low walls when dashing into them
  • You can now wallrun diagonally and horizontally left and right
  • Added cvar bot_ffa_duel to make bots duel in ffa
  • Players now spawn near one another in ffa when engaged in a duel
  • +walk implemented for fun and profit
 
Balance
  • Ryoku fast string 1 t1 damage from 20->17 and lock duration from 0.55->0.58
  • Judgement fast left and right t1 lock duration 0.63->0.75
  • Phalanx balanced string 1 t1 damage 24->22
  • Replaced phalanx balanced string 1 t2 animation with identical t1 animation, and made locktime 0.5->0.6
Foil changes:
  • Made thrust damage use the dot product as a bonus additive multiplier that adds on top of normal scale
  • Foil's damagedotproductx is 1.3 meaning attacks closest to the perfect "thrust" will get up 30% damage bonus (scaling)
  • Foil forward attacks is now 0.5 power
  • Foil side attacks is now 0.6 power
scimitar damage scaling changed:
  • Scimitar now has block instead of kick (pending new block tech)
  • Scimitar multihit rate 0.0285->0.035 (slightly less multihits)
  • Scimitar has reduced min damage 3->1
  • Scimitar forward attack damage 0.4->0.1
  • Scimitar side attack damage 0.4->0.36
  • These are to compensate the changes from last revision where scimitar no longer has damage scaling (equal damage per hit)
  • Scimitar knockback from 1.0 to 1.05
Throwable weapon changes:
  • Removed stun from throwable hit and block interrupts
  • Made throwable weapon homing less effective
  • Made it possible to block stars while charging t1
  • Prevented stars from interrupting attacks, players just take damage
  • While charging, players need to face star to block with normal autoblock rules
  • Increased throwable damage to 15
 
Bug Fixes
  • Fixed being able to throw a weapon while sheathing
  • Fixed duplicate player names in ffa scoreboard
  • Fixed 2v2 spawning in floor on cloister arena
  • Made players in ffa duels not collide with players in other duels or free roaming ones
 
Sound
  • Switched away from miles sound system, now use sfml (audio is now in FLAC format)
  • Sword types now have their own sound effects
  • Added glass footstep sounds
  • District soundscape updated
 
Graphics/Mapping
  • Cleaned up district pipe work, converted to model
  • New animation for jian intercept
  • ffa_community updates including a new arena
  • Implemented capes
  • Adding continuous dust slide particle for when getting pushed back
    
Jun 29, 2013
Blade Symphony - Flux
Hi guys, here's the patch notes for the newest version of Blade Symphony that just went live on Steam, revision #1491. You can also see the patch notes on our site at: https://www.blade-symphony.com/2013/06/blade-symphony-patch-1498-changelog/

Gameplay
  • Foil now has “guard” for it’s block tech, a mobile defense that you can walk around that absorbs the first hit of an enemy’s attack
  • Players can now vault over low walls when dashing into them
  • You can now wallrun diagonally and horizontally left and right
  • Added cvar bot_ffa_duel to make bots duel in ffa
  • Players now spawn near one another in ffa when engaged in a duel
  • +walk implemented for fun and profit
 
Balance
  • Ryoku fast string 1 t1 damage from 20->17 and lock duration from 0.55->0.58
  • Judgement fast left and right t1 lock duration 0.63->0.75
  • Phalanx balanced string 1 t1 damage 24->22
  • Replaced phalanx balanced string 1 t2 animation with identical t1 animation, and made locktime 0.5->0.6
Foil changes:
  • Made thrust damage use the dot product as a bonus additive multiplier that adds on top of normal scale
  • Foil's damagedotproductx is 1.3 meaning attacks closest to the perfect "thrust" will get up 30% damage bonus (scaling)
  • Foil forward attacks is now 0.5 power
  • Foil side attacks is now 0.6 power
scimitar damage scaling changed:
  • Scimitar now has block instead of kick (pending new block tech)
  • Scimitar multihit rate 0.0285->0.035 (slightly less multihits)
  • Scimitar has reduced min damage 3->1
  • Scimitar forward attack damage 0.4->0.1
  • Scimitar side attack damage 0.4->0.36
  • These are to compensate the changes from last revision where scimitar no longer has damage scaling (equal damage per hit)
  • Scimitar knockback from 1.0 to 1.05
Throwable weapon changes:
  • Removed stun from throwable hit and block interrupts
  • Made throwable weapon homing less effective
  • Made it possible to block stars while charging t1
  • Prevented stars from interrupting attacks, players just take damage
  • While charging, players need to face star to block with normal autoblock rules
  • Increased throwable damage to 15
 
Bug Fixes
  • Fixed being able to throw a weapon while sheathing
  • Fixed duplicate player names in ffa scoreboard
  • Fixed 2v2 spawning in floor on cloister arena
  • Made players in ffa duels not collide with players in other duels or free roaming ones
 
Sound
  • Switched away from miles sound system, now use sfml (audio is now in FLAC format)
  • Sword types now have their own sound effects
  • Added glass footstep sounds
  • District soundscape updated
 
Graphics/Mapping
  • Cleaned up district pipe work, converted to model
  • New animation for jian intercept
  • ffa_community updates including a new arena
  • Implemented capes
  • Adding continuous dust slide particle for when getting pushed back
    
Jun 29, 2013
Blade Symphony - Flux
Watch as we wrap up the patch live:

http://youtu.be/OgWk0Vw4xtY

Join us on nightly server in about 20 minutes.
Jun 29, 2013
Blade Symphony - Flux
Watch as we wrap up the patch live:

http://youtu.be/OgWk0Vw4xtY

Join us on nightly server in about 20 minutes.
Skulls of the Shogun - Borut
Hey all, another update with the latest fixes. Thanks again for all the help finding issues and playtesting!

Borut

---
* Fix loading save games in Skulls Online matches (pick from map selection list when creating game).
* Skulls online: private slots work in player matches. Set these if you'd like to reserve spaces for invited players (other players won't join these slots for matchmaking purposes).
* Fix entering army select with background on top of armies and UI
* Fix for preventing joining a network session via invite with max players reached thru guest players
* Fix crash in chat window when clicking on chat log and then back on text input
* 4P Ashful Abyss map tuning
* 4P Lion's Gauntlet position tuning to balance archer positions amongst teams
* 3P Ashful Abyss tuning (protect one summon shrine from collision like others, skoot one slightly more in the middle between top 2 players).
* Skulls Online - handle notifying other players faster when someone manually disconnects (instead of waiting for timeout)
* Fix leaderboard scrolling/page up/down
* Fix for selecting diff unit while awakening general (leaving general still technically activated)
* Don't timeout chat button display with mouse timeout if there are unseen messages.
* Skulls Anywhere email notifications sent in language of receiving user.
* Fix for resolution options not getting saved first time always.
* Scale film grain for 25:9 (or other variable resolutions)
* Fix a couple swapped Steam achievements
* Up Speed of Shogun achievement time to 4 hours, clarify text for Tanuki taunt achievement
* Fix mouse highlight over target while unit is moving showing up over consumed skulls.
* Play game lose anim, not game win anim when exiting network game if already dead, and don't leave pause up so animation plays normally.
...

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