Community Announcements - 阿阮
各位仙家弟子:  

《古剑奇谭网络版 海外版》将于2023年9月28日5:30进行例行停机维护。

“长携手”大区全服预计10:00开启。

在维护期间,您将无法登录游戏。如果在预定时间内无法完成维护内容,开服时间也将继续顺延。

本次例行维护,更新内容如下:



☆中秋活动开启

清秋玉轮送团圆

临近中秋,步云洲也多了几分团圆喜庆的味道,伴随月饼的香甜气息,一个名叫【常绒绒】的小贩来到步云洲,她声称自己是玉兔下凡,更为大家带来不少新奇玩意儿,各位仙家弟子快去看看吧!



常绒绒



>>星河月宴

明月星河之下,何不与亲友或是心仪的前辈们吃上一桌团圆中秋宴,共享星河鉴洲的明月与风光~



星河鉴洲

仙家弟子们前往步云洲承露台处即可找到【常绒绒】,接取【星河月宴】任务!

月宴主人对好友使用道具【月宴请帖·携友】即可向对方发送宴会邀请,受邀的仙家弟子会收到一封来自月宴主人的邀请邮件~

加入月宴主人的队伍后,就可以通过步云洲传送门前往星河鉴洲,参加星河月宴啦!



星河月宴

仙家弟子们若有心仪的前辈,也可邀请来参加你的宴会哦!对指定的前辈使用道具【月宴请帖·邀君】,即可将前辈邀请至星河鉴洲参加星河月宴。

此次中秋活动中,可受邀前来星河鉴洲赏月的前辈名单如下:鹿蜀紫都,乐天星,白浅,乐天晴,明月尘,祸烨莲,祁连琮,步微月,弓指玉,商遥青,李令双,风清洛,乌芒,伊琅相思,阿绵,清都,逸虚,姜宁,明炎光,穆于锡,罗洛儿,崔远之、辰溪、黎觞羽、司空瓒。



>>寻路月宫&摘星星

听说最近有只蛤蟆人闯入了星河鉴洲,不知它打算在那做些什么,仙家弟子还是找个时间过去看看它吧!



寻路月宫



>>全新中秋活动奖励-挂饰【林梢顽月】

完成中秋限定活动任务,都可获得中秋活动代币【祭月香】,用于在常绒绒处兑换超级丰富的中秋活动奖励。全新挂饰【林梢顽月】上线啦!



▲挂饰·林梢顽月

每到八月,人间关于月亮的东西便会堆满大街小巷,人族依明月之貌制成各色糕点与各式灯笼,表达自己对于那一轮遥远而皎洁的明月的喜爱。栖居山野的猴族,喜爱明月皎洁又向往人间烟火,在尝试了千百次、却还是捞不起水中圆月的时候,终于福至心灵,计上心头——那就先用山间的甘蕉来替代好了,那尖尖的甘蕉,也很像天边的月亮嘛,虽然不是十五的圆月就是了。



☆数值调整

修复遗珠宝鉴可使用的装备等级不正确的问题。



维护期间给您带来的不便,敬请谅解。

祝大家游戏愉快!



 《古剑奇谭网络版 海外版》项目组

2023年9月27日
MotorCubs RC - jdraisey
Same notes as the Windows build today.
Sep 27, 2023
Tanks, But No Tanks - ThomasWStewart
Hey there guys and gals - here's an update coming at ya by popular demand.
Apparently y'all like to click stuff - so now you can click stuff!

What's New?
  • All in-game menus are clickable
  • Lobby has been overhauled to allow for better readability and mouse clicks
  • You can add bots before marking your own player as "Ready"
  • Mouse cursor SHOULD scale with monitor resolution now
  • Fixed a few errors around turning camera zoom off & enemy bots shooting through walls



That's all for now, folks!
Please let me know if you run into any issues 😘
Twilight Town: A Cyberpunk FPS - Checkmaid
Hello everyone, thank you all for playing this game! Currently we stand at a 92% review rate, woo hoo!! I'm very happy that almost everyone seems to enjoy this game.

Of course, I've been LISTENING TO YOUR FEEDBACK and I'm happy to say that a major update will be rolling around sometime mid-october!

This update includes:

  • Unlockable difficulties! Including a hard mode that will make the game more challenging!
  • A nice little hub world to chill in
  • A secret ending!
  • Various bug and balances changes
  • More gore
  • Steam workshop support




That's it for now! Thank you and have a wonderful day!
A Frail Qubit - Battlefrog
Hello Alpha testers! After 3 or so months, a new version has been uploaded! Here are some of the highlights.

New Opening Cutscene

There's a new opening cutscene, which introduces the Sage as a 'master of the Infinite'.

Revamped Main Menu

The Main Menu has been simplified to one screen! It's a lot easier to navigate.

Computer Glossary

The Computer has been given some definitions! Hover over a highlighted word in a Computer and get more details on the Lore and other tidbits!

Revamped Movement
The Player movement has been tweaked tremendously to add exponential acceleration and friction! A couple of Alpha testers complained that the acceleration was too fast and the deceleration was too slow. I agreed - the movement code was always my biggest pain for the longest time. Luckily, I enlisted GPT-4 to help and I got it working within the hour. Let me know how you feel!

Gravity for Black Holes!
The Black Holes were simply just another wall, but bigger. I have added a 'Suck' feature to the Black Holes, where if you get too close the Black Hole drags you in.

Here is the full changelog:
  • Added new Opening Cutscene (with Input key selection).
  • Added 'gravity' to Black Holes.
  • Added Glossary support for Computers.
  • Added one in-Trial cutscene (Trial 7).
  • Added Launchpad SFX.
  • Added DecreaseSize to Waypoint.
  • Changed look of Waypoints.
  • Changed Player Movement to have exponential acceleration, friction.
  • Changed Splash Screen.
  • Changed Computer entries.
  • Changed ExitCloud to be clearer on open status.
  • Changed version to Alpha 11.
  • Fixed Sage dialogues having awkward Player positioning.
  • Fixed Character names not being centered in Dialogue.
  • Fixed Player tints not showing.
  • Rewrote Distortion 2, 3, some Computer Entries, both Roam dialogues.
  • Renamed Darsa to Wright, Motoo to Winfried.
  • Finished the first Roam level.
  • Unified all Menus into the Main Menu.
  • Moved 'Delete Save' button to Options Menu.
  • Disabled Cheats on Debug builds.
  • Improved Computer Visuals.
  • Bullets vanish when hitting a Black Hole.
  • Smoothed out Shrink zoom-in.

Alpha 12 is now in the works!

Here is a preliminary list of features I plan to add:
  • Add the Second Roam Level.
  • Update the Ice Floor logic; Make it more predictable and more like Ice.
  • Update the Powerup acquisition process! I changed the particle in this version but it's still terrible. I'll add an explainer cutscene for each of them.
  • Add basic Steam achievements!

- Broc
Expedition Agartha - carbonphry
  • Area names now display on the in game map when the player gets near
  • Animations will now be canceled if inventory is opened during the action
  • Matchmaking timer now hidden when chat is visible
  • Fixed Cyclone Counter not parrying or dealing damage properly
  • Fixed party members not being able to ready for Cursed Catacombs quick launch
  • Fixed localization text bugs for Death and Extract screens
  • Fixed UI error when the Lost island button were displaying the “Purchase the Mercenary Edition” message when they shouldn’t
  • Fixed Cursed Catacombs not consistently spawning corrupted zombies, mini asuras, and malformed nagas correctly
  • Fixed zombies spawning inside each other in the prologue
Age of Empires II: Definitive Edition - Lady Eridani


The latest update to Age of Empires II: Definitive Edition has brought new campaigns to Return of Rome! Learn the necessary skills to lead your civilization to victory across 12 Scenarios in the Ascent of Egypt campaign!






https://store.steampowered.com/app/2141580/Age_of_Empires_II_Definitive_Edition__Return_of_Rome/
Sep 27, 2023
Counter-Strike 2 - Piggles ULTRAPRO

Counter-Strike 2 is here.

Come take a look around. Counter-Strike 2 is the largest technical leap forward in Counter-Strike's history, supporting new features today and updates for years to come.

If you're a returning player you'll find your favorite maps and matchmaking modes right where you left them, along with a revamped Premier mode where you can establish your all-new CS Rating. Rise through the ranks and see where you stand on global and regional leaderboards.

For new players, learn the basics with some offline training and jump into Casual and Deathmatch to hone your skills. Once you've unlocked Competitive matchmaking you'll be off to the races.

Grab your friends, and come join millions of players around the world. Welcome to Counter-Strike 2.
Counter-Strike 2 - Piggles ULTRAPRO
[ COUNTER-STRIKE 2 ]
  • Counter-Strike 2 is now available and free to play
  • Season One of Premier has begun
[ GAMEPLAY ]
  • Enabled Competitive matchmaking
  • Enabled Wingman matchmaking
  • Enabled Private Matchmaking
  • Added Training Day, a brief introductory experience for brand new players
  • Improved player-against-player movement collision
  • Improved consistency of bullet penetration
  • Player reflections in water are now occluded by smoke
  • Molotov fire now floats above the water
  • Fixed character ambient occlusion being visible through walls
  • C4 bomb lights don't reflect through walls
  • Fixed some rare cases of viewmodel lighting corruption
  • Adjusted smoke behavior to cover cases where smoke would stop less than a player's height above the ground
  • Fix various bugs with switching teams in the middle of offline Deathmatch
  • Fixed Famas reloading too early
  • Chickens can finally fall off Vertigo
[ SOUND ]
  • Added the new CS2 default music kit
  • Added new audio customization settings
  • Various mix tweaks and adjustments
  • Various bug fixes related to music kits
  • Updated the game startup sound
  • Added background ambience to main menu scenes
  • Restored the clutch_mode_toggle function
  • Fixed a bug where sometimes c4 defuse and planting sounds could not be heard in certain locations
  • Fixed some surfaces being incorrectly tagged causing incorrect footstep sounds in certain locations
  • Fixed a bug where attackers could not hear headshot feedback through wallbangs or smokes
  • Body damage feedback for attackers will now play within the same distance as it does for onlookers through smokes and wallbangs
  • Fixed a bug where scoping in affected directional sound
  • First person damage sounds are now more impactful
  • Removed several legacy audio convars that existed in CS:GO but never had an effect in CS2
[ ANIMATION ]
  • Adjusted character additive lean animation
  • Adjusted jump animation, particularly when repeatedly jumping
  • Adjusted jiggle-peeking animation
  • Adjusted animated character head position relative to camera position
  • Added bullet belt to negev
  • Reduced foot sliding when carrying slower weapons
  • Fixed character momentarily standing during crouch-planting animation
  • Fixed incorrect viewmodel deploy speeds
  • Fixed pops in some weapon inspect animations
  • Inspecting weapons may now interrupt deploy animation
[ MATCHMAKING ]
  • When one or more party members get convicted of cheating and permanently banned, all their associates will be penalized with loss of Profile Rank and CS Rating
  • In Premier, players with a very high established CS Rating are not allowed to party with accounts that do not have an established CS Rating
[ MAPS ]
  • Various bug fixes and tweaks for all shipped maps
  • Adjusted vertical audio occlusion boundaries in Nuke and Vertigo
  • Added an extra bell in Inferno
  • Casual and Deathmatch maps are now separated into multiple map groups
[ MISC ]
  • CS:GO Players who started playing more than a week ago will receive a commemorative CS:GO coin and CS:GO Music Kit
  • Added Store tab to main menu
  • Enabled all interactions with inventory items
  • Replaced weekly drops with a weekly Care Package. Choose from weapon cases, weapon finishes, and graffiti
  • Added demo playback support
  • Added the ability to favorite and shuffle loadout items
  • Added new item icons
  • Office and Vertigo are available as main menu scenery
  • Various updates for weapon finishes, including fixing overly strong wear on several Custom Paint Job finishes
  • Reworked Phoenix Street Soldier balaclava texture to resolve visibility issues
  • Enabled animated eyes on agent character models
[ WORKSHOP TOOLS ]
  • Game clients running in workshop tools mode are not allowed to connect to VAC secure game servers
  • Added an all-new help system featuring contextually relevant guides and information. Guides include gray scale value ranges for alpha channel masking, paint-by-number mask color assignments based on current finish type, and much more!
  • Removed dynamic props from solid color inspect backgrounds
Ex-Zodiac - Pixeljam Games
Hey everyone, sorry for the radio silence! I’ve been hard at work the past few months attempting to port Ex-Zodiac over to the latest version of the game engine I use. I’ve wanted to move to the latest version for a while now, but I was waiting for it to become stable before doing so. Upgrading was important for a number of reasons, but the main ones were: future-proofing console support, editor stability and new features that enhance or speed up my work flow. Lots of little improvements have been made all across the engine and the editor, and this stuff all adds up, especially when it comes to time saving.

Most of you (probably) know the game is being built in Godot, and it originally started all the way back in version 2.1. Not long after, version 3.0 became available, and I decided to port the game over to that. At that time the game only had one level, so porting it over took about a week as I had to rebuild everything from scratch as there was no automatic conversion tool available. Thankfully there is one this time around and so that's handled a lot of the work for me, but there are still plenty of things that need manually fixing. Things like broken materials, animations not playing correctly and events not triggering etc. The good news is that the porting process is almost complete. There are still some rough edges to smooth out, but the bulk of the work is done, and that means I can finally get back to working on new content.

I want to thank you all for your patience and support so far, I’m really grateful for that. I’m looking forward to getting back to being creative again soon!

- Ben Hickling / MNKY
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