Rogues of Europa - greyhound

Before we begin, a life announcement! I got married two weeks ago! Yes, that has contributed to a little bit of neglect on my part for Rogues of Europa, but I don't regret it.

I started working a bit on some of the new oddjob quests, particularly "seek and destroy" quests. These are, as I have mentioned, the second step up the ladder of quests, adding a bit more functionality in terms of quest givers, different subordinate objectives (in this case, killing a particular monster). I have developed many new item panels to this end, and started with some implementation.

As I was implementing the quests I went on several tangents, but they were useful tangents indeed. For one, I noticed that the features (generally where quests will happen) were far too far apart. My initial solution was to generate more features, but I decided to just add a few more types of feature as well. I added a lava lake feature (called a cauldron because that just sounds way cooler and I needed a one-word name for the feature), as well as a petrified forest (called a petra for similar reasons). I also added a dome feature, which is just a blank space, but still interesting in its own right. None of these were too ground-breaking, and in fact were very quick to implement, but increase the variability of the game significantly.

The cauldron. I may add some animated patches in the future.

The petra.

These new features will fit into my long term plan of something I call the global reset system. Initially this system was to be designed to make sure NPCs are in the right place at the right time, but this system will also put certain low-level drops in different areas. For example, forests will be good places to find food, and a cauldron might be a great place to find throwing rocks. This will allow you to stock up while exploring, which will be great in a pinch if you have a small pack of rat-men in pursuit.

Which brings me to the next feature added: more mobs. Doing a quest shouldn't be a slog, but it shouldn't be a breeze either. A good amount of combat interruptions will keep you on your toes. The group behavior is still a bit primitive, but monsters can still easily surround you and start punching down your health quickly.

They do move in herds!

Getting the movement right was a challenge but I at least stopped it from hanging, crashing, or lagging, which is positive. Tell me if you notice any wild behavior, and I'll try to lock that down.

Mobs also have a few drops now: coins, ammo, and tonics. My initial idea for ammo is to have a "fair" ammo drop, where monsters only drop ammunition you can use. In theory, you can "farm" ammunition of a certain type by dropping your weapons in town and killing monsters, but I have my doubts about how practical this would be (as opposed to just doing things). I will have to play around with balance a bit. Perhaps the derringer, as pathetic as it is, is too overpowered with its two shots, and I'll replace it with the pipe pistol. 20 might be too much ammo now, and I also might need to raise ammo prices. But we will see about that.

Every penny counts.

Finally, I added a fullscreen feature that was requested in the forums. I want the ratios to stay very much the same to maintain the look of a 4:3 monitor/command terminal, so I letterboxed the fullscreen based on the size of the screen it's currently in and the UI scale. Tell me if you have any issues with it, I'm not a big company or anything so I can't test it on a UHD monitor, a tiny laptop, the weird extremely wide curved ones, or the like.

In the coming week, I will probably make a few minor fixes as they crop up and begin more earnest work on the oddjob quests and the global reset system. Remember to email any questions, comments, and prayer requests you have to https://roguesofeuropa@protonmail.com, or just leave them in the comments below.

Changes
  • New cave feature: Cauldron - a lake of lava

  • New cave feature: Petra - a forest of stone and stalactites

  • New cave feature: Dome - a broad, empty cavern

  • Features spawn far more frequently

  • Added XP rewards for exploration

  • Mobs spawn far more frequently

  • Added mob drops - coins, appropriate ammunition, and tonics

  • Added focused-fullscreen mode

  • Mobs now spawn in small packs and maintain group cohesion

  • Added alert when quest added

  • Balance improvements

  • Weapon condition reduction reduced significantly

  • Healing improved significantly

Bugfixes
  • General bugfixes regarding mob behavior

  • Fixed some crash conditions

  • Fixed some issues with crashes in lairs

Known Issues
  • Mouse travels outside hot area in fullscreen mode

  • Quest items are too visible when generating in lairs

IdleZomb Playtest - stalosir
🛠️ Bugfix
- Zombies' HP bar wouldn't disappear after a full regeneration. Now it does 💚
- Some forgotten bits in the hospital menu have been translated.
- Zombie hover jobs could sometimes block menus. An automatic check has been added to fix this.

✨ Additions
- Lab menu translation 🧪
- Mausoleum menu translation ⚰️
- Build menu translation
- Skill tree menu translation 🌳

📌 With this patch, the full translation of the game is hopefully complete.
机器塔2984 Playtest - Evc
Internal testing
Freestyle 2: Street Basketball - [GM] Remi


Freestyle 2 Grind Discord Event continues!

Big shoutout to all our awesome ballers who keep the FS2 community alive and
thriving!

Rack up points by jumping into our Discord minigames and challenges,
from Guess the FS2 Characters to Word Search and the ultimate Bingo
Challenge. The more you grind, the higher your score—and the sweeter
your rewards!

Top scorers will snag exclusive prizes, so bring your A-game and
don’t forget to drop your account details in the Google form below!

Event Period:
2025/09/01 00:00 ~ 09/30 23:59 (PDT)

Where:
Official FreeStyle2 Discord Server
*Click the invite link below or scan the QR code at the bottom part of the image.
https://discord.gg/Y6BhtHuz5c?event=1396701142708392017

Google Form Link:
https://forms.gle/XjTTEUtxjUwALa4LA

See the details below!



→ Every time you join our Discord minigames or challenges, you’ll rack up
points. The more you participate, the higher your total score will be!
And the better your chances of winning awesome rewards!

Join any of the featured events:

→ Guess the FS2 Characters!
→ FS2 Word Search
→ FS2 Bingo Challenge


~ Top scorers at the end of the event will receive exclusive prizes based on
their final rank.



→ Top 20 players will be ranked based on total points earned.

→ Rank 1 will receive a Character Coupon of their choice!
Please DM us via Discord your preferred SPC coupon once the event ends.
*See eligible SPC list below.

→ Participation Reward: Everyone who joins at least one challenge will
receive 500 GKash + x5 Premium Sub-Attributes — just for taking part!

*If there’s a tie in the final ranking (Rank 1), we’ll have one more word to unscramble.
First to get it right wins!






→ All challenges will take place on our official Freestyle2 Discord Server,
so make sure you’re there, active, and ready to rise above the rest!
→ Rewards will be sent once the verification of entries are completed.
→ Don't forget to provide your account details in the Google form for reward
distribution.

=================================================

Let’s grind, laugh, compete, and most of all — celebrate the amazing players
who make FS2 more than just a game!

Thank you for your continued support.

Be free to create your own style, Freestyle!

~ Freestyle 2 Team
UNION SURVIVORS - MUC GAMES
Additions
  • Added “Difficulty 3” to each stage.

  • Added a “Lock” feature to the shop.

    • Locked items will continue to appear in future shop visits.

Improvements
  • Overall adjustments to weapon evolution effects.

  • Overall adjustments to artifact effects.

  • Added possession limits for each artifact.

    • Artifacts that have reached their limit will no longer appear as options.

  • Adjusted so that normal enemies also spawn when elite enemies appear.

  • Adjusted so that after a boss enemy appears, a large number of enemies spawn alongside enemy enhancements.

  • Added display of remaining ammo and reload status above the character’s head.

  • Adjusted status ailment descriptions to provide more detailed information.

  • Adjusted the maximum armor value for characters to “70.”

  • Adjusted the maximum dodge rate for characters to “70%.”

  • Adjusted the UI.

  • Other minor improvements.

Bug Fixes
  • Adjusted localization for various texts.

  • Fixed garbled text issues.

  • Fixed a bug where “Reroll” would not appear when evolving a weapon in the shop.

  • Improved the visibility of damage number texts.

  • Other minor bug fixes.

tModLoader - javidpack
Hello everyone! It is time for the September 2025 Stable Update.

But first, here is a collage of new mods released this past month. There were 390 new mods this month! Have you tried any of these mods yet? Find any hidden gems? Be sure to regularly check the workshop for newly released mods, we're positive you'll always find something fun and interesting to try out. Click here to see the most popular new mods from this month.



As always we are grateful for the massive amount of community participation in developing and testing new features each month.

This month's release contains new interaction options for NPC and projectiles, as well as a full rework of our code analyzer now called tModCodeAssist. The full listing of changes is detailed below.

Modders: We'd like to encourage modders to experiment with the new ModAchievement feature that is currently available on the preview branch. We know modded achievements have been a highly requested feature for some time, so we are excited to see mods use them. We encourage mod makers to experiment with this and other new features on the preview branch and provide feedback this month so that they are ready for the stable release next month.

As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.

Changelog
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.

Major Changes
New Features
BasicallyIAmFox: tModCodeAssist (formerly tModLoader.CodeAssist) has been reworked and is now directly included in tModLoader releases. It will now be able to receive frequent updates. This is the code analyzer that fixes various code issues, most notably it fixes "magic numbers" to their correct ID values.
BasicallyIAmFox: (Mod|GlobalNPC).PreHoverInteract hooks. Lets modders override or piggyback off of right clicking on or hovering over an NPC.
JavidPack: Add ExampleInteractableProjectile and ProjectileID.Sets.IsInteractable. Projectiles can now be targeted by smart select and draw a smart select highlight.

API Changes
Ebonfly: An icon_small.png will now generate by default when creating mods. The icon_small will now show up in the config listing
Destructor_Ben: Add opt-out of mod building in tModLoader.targets

Bug Fixes
API Fixes and Changes
JavidPack: Fix wrong item issue with Player.QuickMana_GetItemToUse, Void Bag, and CanUseItem
JavidPack: Fix support for manually setting bestiary stars
Mirsario: Additional updates for uncapping sound effect pitch
JavidPack: Update HookGen

Other
ExampleMod and API Documentation
JavidPack: Add ExampleVine

Localization
Fish: Chinese
Fabricio-CL: French
RazzSG: Russian

We would also like to mention that we have volunteers translating our monthly release announcements into several other languages. If you would like to help translate these announcements into a supported language, please reach out on Discord.
Book of Yog:Season Edition - 许多金

Hello everyone! This is Dee from the Book of Yog: Season Edition~

First of all, a huge heartfelt “thank you” to all the old friends who have been with us from the very beginning. Some of you have followed us since our earlier idle/relaxing game, and we're truly grateful for that support. And of course—welcome to the new players who just discovered our little project that dares to combine dark fantasy vibes with anime girls.

This dev log marks the first time we're openly and honestly sharing what we've been building.

To be honest, the journey here hasn't been smooth. The project faced setbacks, and even a few complete restarts. At one point we experimented with a "town management + idle gameplay" version. The art team poured their heart into it, even composing original music.

But in actual playtests, we realized some big flaws: the idle system lacked meaningful interaction, and the town management felt a bit forced. After long discussions, we decided to do the scary thing—wipe the slate clean and start over.

And we really mean it: a complete restart.

From that reset, the Book of Yog: Season Edition finally began taking clear shape: a playable, grindable world where your characters can truly grow.

As for the core gameplay, our vision is now pretty clear: it's all about raising Anime Girl, farming loot in true Diablo-like fashion, and building crazy skill loadouts. We want players to feel that addictive loop of endless grinding and experimenting with all sorts of fun combos.

Wrapping Up

This is just the start! We'll continue sharing development updates and behind-the-scenes stories in this series.

And if you like what you see, we humbly ask: please hit that Wishlist button. 💖 For a small team like ours, every wishlist matters—it tells us we're not walking this road alone.

Thank you so much for being here.

Freestyle 2: Street Basketball - 3on3 Freestyle


Dear, Ballers.

We want to emphasize once again that using illegal third-party programs,
sharing information about these tools, or participating in any suspicious
activities in the game is strictly against the rules.

Moreover, idling during a match (AFK) will not be tolerated. Any violation will
result in temporary or permanent suspension of your account without
exceptions.

Reminder!
1. Illegal Use of Third Party Programs
2. Notice Regarding AFK
3. Unathorized Program Usage Warning

Below is the list of user/s who have been suspended.

Permanent Suspension:



Our Team will not let this pass nor tolerate this kind of illegal activity in-game.

- FreeStyle 2 Team
Hide ! lil' foxes - The Lonesome Wolf

Been working on a day/night cycle.

Beatblock - CV35W
SEPTEMBER 26TH. CRANKY WILL BE REAL ON SEPTEMBER 26TH.

okay. now for the actual deets.

Beatblock's Early Access launch will happen September 26th!

27 songs upon initial release. More to be added. Costumes, a new note type, a completely new unlock system, and so many secrets. We're excited to show you what's been cooking!

You can also check out more info in the Q&A video below!

Thank you for supporting us, whether you've stuck around since the demo launch last year or just found us! Keep your eyes peeled for more news, and beat those blocks.

( ^^ )=)

...