Steam: Rails to Riches - Rachet of Acram Digital
Old versus new, classic vs revamped - join us in the Concordia: Digital Edition group for the most important vote yet - and make your voice heard!

The group for Concordia: Digital Edition was made so that you, the players, had the opportunity to tell us, the developers, what you expect from the game. We’ve asked questions there, ran polls and taken many a sip from the proverbial well of knowledge that is the user feedback.



But now is the time for the most important vote yet. Above you can see two approaches to the visual style of the game. Our initial designs to the right and the new approach to the left.

We do have our favorite, but it’s not about us - it’s about you. So join the Concordia: Digital Edition group now, vote, and let us know which one YOU think is better (and why).

Share your tghoughts with us!
Eight-Minute Empire - Rachet of Acram Digital
Old versus new, classic vs revamped - join us in the Concordia: Digital Edition group for the most important vote yet - and make your voice heard!

The group for Concordia: Digital Edition was made so that you, the players, had the opportunity to tell us, the developers, what you expect from the game. We’ve asked questions there, ran polls and taken many a sip from the proverbial well of knowledge that is the user feedback.



But now is the time for the most important vote yet. Above you can see two approaches to the visual style of the game. Our initial designs to the right and the new approach to the left.

We do have our favorite, but it’s not about us - it’s about you. So join the Concordia: Digital Edition group now, vote, and let us know which one YOU think is better (and why).

Share your tghoughts with us!
Istanbul: Digital Edition - Rachet of Acram Digital
Old versus new, classic vs revamped - join us in the Concordia: Digital Edition group for the most important vote yet - and make your voice heard!

The group for Concordia: Digital Edition was made so that you, the players, had the opportunity to tell us, the developers, what you expect from the game. We’ve asked questions there, ran polls and taken many a sip from the proverbial well of knowledge that is the user feedback.



But now is the time for the most important vote yet. Above you can see two approaches to the visual style of the game. Our initial designs to the right and the new approach to the left.

We do have our favorite, but it’s not about us - it’s about you. So join the Concordia: Digital Edition group now, vote, and let us know which one YOU think is better (and why).

Share your tghoughts with us!
Charterstone: Digital Edition - Rachet of Acram Digital
Old versus new, classic vs revamped - join us in the Concordia: Digital Edition group for the most important vote yet - and make your voice heard!

The group for Concordia: Digital Edition was made so that you, the players, had the opportunity to tell us, the developers, what you expect from the game. We’ve asked questions there, ran polls and taken many a sip from the proverbial well of knowledge that is the user feedback.



But now is the time for the most important vote yet. Above you can see two approaches to the visual style of the game. Our initial designs to the right and the new approach to the left.

We do have our favorite, but it’s not about us - it’s about you. So join the Concordia: Digital Edition group now, vote, and let us know which one YOU think is better (and why).

Share your tghoughts with us!
May 13, 2021
Lords of the Shattered Kingdom - NeuralSoft
Player trading was limited, until now, to direct trading between two online players. With the introduction of trade orders, players can now place orders for buying or selling goods, which can be filled by others in time.

The market interface itself was changed a bit, with new buttons related to player to player trading being added.



Players can place (or fulfill) buy or sell orders from the new market order interface.



Trading of modified weapons is also possible, by using the special weapons trading interface.



Trading can happen remotely, for example items can be requested in a player castle and supplied by another player in another castle, making the trade completely safe for both parties, but severe taxes must be paid. Alternatively, the trade can happen on PVP open maps, for much lower taxes with higher risk.

This should give more advanced players a way to dispose of their items while at the same time allowing newer players access to better gear.

For more information, please read the marketplace wiki page.

Changes related to crystal (premium currency)

It is now possible to trade crystal with other players. Direct trades are not allowed (and not possible) since crystal cannot be moved to an inventory. However, players can place buy/sell orders for crystal and can also sell/buy to/from such orders.

The amount of bonus free crystal has been decreased and will be given in 3 steps.
900 crystal (9$ worth) will be given when the first account is created. This account will also receive an extra 2500 crystal when the Desert Storm castle is conquered and 4000 when the Proof of Valor : Knight quest is completed.
Players that have already created multiple accounts will retain their large crystal stores and will be able to sell to others (for gold). They will also be eligible to receive bonus crystal on the first new account they create (as if it would be their first).
Subsequent accounts will not receive bonuses.

Minor changes

Troops can now be visibly selected in the barracks, blacksmith, inventory and transfer windows. Using the right mouse button instead of the left one on a troop, while another one is selected, will have similar effects as if a drag and drop happened. This is useful for lords with large armies and many groups of soldiers.

Some graphics improvements were made for the fog of war, for lower graphic settings.

Minimap icon display order is now set to allow important things to be always visible (like lords and quest markers).

The battle report window has been rearranged to be easier to use and understand.
May 13, 2021
Distant Kingdoms - OrthrusStudios
Notes for Hotfix Patch 11463 - 13/05/21

  • - Fixed Intermittent Tutorial issue where players could not progress further than Exploration.
Ylands - nikki.severin
Hey there, fellow ylanders!


A lot of you have been asking about what will the updates beyond 1.7 bring and so today I would like to give you some information about 1.8, which will be mostly focused on polishing and adjusting.

As you know, we have been working really hard on making Exploration much better and some quite radical changes have been done. So far, you, the players, seem to like where we‘re headed, which is reassuring. However, the game can't be made better just by throwing in massive changes.

So far we have received literally thousands of pieces of feedback. Ideas on how to improve features. What you are missing. What you don‘t like.

You might have noticed (at least we hope you have :) ) that in every update we try to react to such feedback, but it‘s not enough. Because of the major features and big changes, there‘s usually not enough time to fix smaller things. Some may think that these things are not that important, that we would be better off adding feature X or Y. But the truth is that when there are many such things (and there are), the overall experience suffers. This may not be such a problem for a long time Ylands players who are already accustomed to some of our weird quirks, but this is something that needs to be taken care of before we try to attract more players back to our game.



And that‘s why 1.8 will be mainly about polishing. We are going through your feedback and deciding what are the things that you (and the game) need and which we haven‘t managed to fix. It can be a small annoying UI thing or something that a larger game system is missing (how can one have naval battles when ships can‘t be damaged...(sad) ). Just to give you some examples - an easier way to share games with other players, building improvements, being able to carry a torch while holding a weapon and much more.

So what would YOU like us to fix?

With 1.8 released we expect to feel good enough about the game so that we can start actively bringing new players into the game. We consider that a whole new chapter for Exploration.

So, that‘s it for today. I will see you next week and until then... stay healthy and classy, ylanders!
Rogue Legacy 2 - Cellar Door Games
Hi again!

We're keeping this announcement short and sweet. The third content patch for Rogue Legacy 2, the Drifting Worlds, will be launching on May 18, 2021.

For a quick cliff notes on what to expect, this content release includes two new classes, a new biome, the opening of the Drifthouse, big optimization fixes, and a massive expansion to the world lore. There's also a ton of smaller things like new skills and relics to discover, powerful fabled weapons, and unique enemy encounters. You can visit the roadmap for a more detailed look at some of the things coming up.

This is our biggest update yet, with an aim to truly extend replayability, and we hope you'll be here when it launches in less than a week's time!

- The CDG Team
Fantasy Grounds VTT - The Simple DM


LET THERE BE LIGHT!

Version 4.1 of Fantasy Grounds Unity is NOW AVAILABLE (2021-05-13)

This version includes dynamic light and vision support for the core application and presets set within many different rulesets. It also includes a redesigned Image Toolbar for previous functions.

Add Point Lights (with custom color, dim & bright ranges, flicker/pulse effects)

Add Ambient Lights (Dawn, Dusk, Sunlight, Moonlight presets) and mask to only cover some areas, adjust shadow length, direction, color, etc.

Add token lights or use new effects for Candle, Lantern, Torch, etc.)

Add token vision - Darkvision, Blindsight, Truesight, Devilsight with automatic application from character sheet in 5E

Version 4.1.0 (2021-05)

NOTE: Darkness lights are included as an experimental feature in this release; and may not always work as expected until a future release.

Adding Lights to Maps


Advanced Lighting and Vision


Player and NPC Vision Support


Release Notes
  • Image point light support added. (Lighting mode in image control panel)
  • Image ambient light support and masks added. (Lighting mode in image control panel)
  • Token vision and light support added. (Built-in to rulesets; or via lighting mode in image control panel)
  • GM image token movement behavior changed block token movement based on line-of-sight to mirror player behavior. Use the Shift key to override movement limits, and disable vision/lighting updates.
  • Changed occluder creation to use Alt key to create closed shapes (was Shift).
  • Shift key used during occluder creation to limit lines to 45 degree angles. (30 on hex grids)
  • Updated mask mode to show mask as blue outlines when masking/unmasking.
  • Changed extensions and rulesets to always highlight and show tooltip on launch screen when mousing over list.
  • Image layer visibility cycling order changed to: Visible -> Invisible -> GM Only
  • Disabled undo for all image actions. (future release will revisit undo/redo for image actions)
  • Launcher Join Campaign history delete button did not refresh history list. Fixed.
  • Image line-of-sight data on layers within folders not working. Fixed.
  • Module images would re-sort incorrectly when edited and reloaded. Fixed.
  • /mood command not working on GM client. Fixed.
  • Map grid memory leak when closing image windows or zooming in/out. Fixed.
  • Image line-of-sight blocker pit type blocked visibility when token was in pit area. Fixed.
  • Pits in separate layers sometimes do not block movement. Fixed.
  • Grid lines not blending to image correctly. Fixed.
  • Duplicate token created when dragging a map token, and clicking multiple mouse buttons. Fixed.
  • Grid snap toggle would sometimes not work the first time it was clicked. Fixed.
  • Player image view would black out when token selected by player was deleted by GM (or extension). Fixed.
  • Image tiles not able to be rotated counter-clockwise. Fixed.
  • Image token line-of-sight not updated correctly over network when door opened. Fixed.
  • Typing idle state timer not working correctly. Fixed.
  • Dragdata object warnings when returning to launch screen. Fixed.
  • [CoreRPG+] Added mask button to image toolbar when mask turned on.
  • [CoreRPG+] Background image panel scroller missing. Fixed.
  • [CoreRPG+] Combat tracker name link icon not updating when combat tracker width changed. Fixed.
  • [CoreRPG+] Die results incorrect for d2 and d3 when number of dice exceed physical roll limit (60). Fixed.
  • [CoreRPG+] Player client health bars for owned tokens not updating correctly. Fixed.
  • [SW] Trait fields not highlighting when dragging benny. Fixed.
  • [DEV] Changed database update events to fire in new order: control events, current node events, child node events, network events.
  • [DEV] Control widgets not updating position when control size and position changed. Fixed.
  • [DEV] Drop highlight frames not displaying when control nested in subwindow/windowlist controls. Fixed.
  • [DEV] Custom die scripts getting incorrect incoming value when using die model different than die name. Fixed.
  • [DEV] Button hover states not displaying correctly on hover state changes. Fixed.
  • [DEV] imagecontrol.snapToGrid API was returning incorrect Y value. Fixed.
  • [DEV] Adjusted load order to prevent windows from being added to child window list of windowlist objects until control initialization of child window complete. (to match FGC behavior)
  • [DEV] Token onMove script events added when token moved by remote client. (to match FGC behavior)
Derelict Void - Berndy
This patch mainly targets performance issues in lategame scenarios. The limit of hulls and buildings you can collect before there are significant performance hits should now be much higher due to a complete overhaul of the games assets and a bunch of software optimizations.

Changes
  • Dramatically improved render performance, especially in the late game
  • Optimized some GUI rendering
  • Added detailed tooltips on production to resource monitor
  • Changed all encounters so that all buildings should spawn with at least 1 part
  • Changed sprites for crew buttons in the active event area, to better indicate that you can manually reassign crews
  • Attached the notification area to the bottom of the resource monitor, so that it doesnt obstruct it in wider aspect ratios like 21:9
...