Conqueror's Blade - Booming_dingyi.shu
1) Hero Balance Changes

Glaive
• Statistics
○ Win Rate: Second to last of the 12 weapons.

• Ideas on Adjustments
The glaive is fairly weak in terms of its ability to sustain damage among the weapons that come with heavy armor, leading to a high average death rate. In the current meta, it is difficult for the glaive to truly tap into its AoE damage potential and slay groups of units. So, we're planning on buffing it in several different aspects to better represent its role in battles.

What's more, we're also planning on making adjustments to the Nodachi which has a similar performance. Stay tuned for future notices to learn more!

• Changes to Mechanics
1. The Combat Dismount skill no longer costs stamina.
2. Glaive skills no longer share cooldowns.
3. It will now be more coherent to weave in dash attacks.
4. Minimum damage increased to 40% (was 25%) when attacking multiple targets.

• Skill Changes

[Charge]
1. Increases piercing defense by 20%.
2. Attacks now knock enemies down or knock them off their horses.
3. Dash attacks can now be used during [Charge].
4. [Charge I] can now be followed up with an attack, and we've adjusted its damage:
○ First Attack:
a. [Charge I] 44% + 1,018 slashing damage
b. [Charge II] 44% + 1,165 slashing damage (was 64% + 1,165)
c. [Charge III] 44% + 1,312 slashing damage (was 64% + 1,312)
○ Second Attack:
[Charge III] 52% + 1,415 slashing damage (was 35% + 715)

[God of Battles]
1. Increases your slashing armor penetration by 8%/12%/16% during its duration.
2. [God of Battles I] affects multiple units.

[Heat of Battle]
1. Knocks back nearby enemies when used.
2. After which it grants 30% damage reduction. This effect is reduced to 10% after 3 seconds and lasts for the skill's duration.

[Hail of Blades]
1. Improved the skill description and it now also knocks enemies off their horses.
2. [Hail of Blades] now knocks enemies back.
Adjusted the[Breaker of Shields] skill's damage numbers:
○ First Attack:
a. [Breaker of Shields I] Now deals 130% + 1,507 blunt damage (was 244% + 1,861)
b. [Breaker of Shields II] Now deals 130% + 1,988 blunt damage (was 244% + 2,224)
c. [Breaker of Shields III] Now deals 130% + 2,262 blunt damage (was 244% + 2,587)
○ Second Attack:
a. [Breaker of Shields II] Now deals 155% + 941 slashing damage (was 69% + 1,175)
b. [Breaker of Shields III] Now deals 155% + 1,067 slashing damage (was 69% + 1,367)

2) Unit Balance Changes

Sigrun's Shieldmaidens
• Statistics
○ Avg. Damage Taken (Rank: No.10)

• Ideas on Adjustments
As the only 5-star sword & shield unit, Sigrun's Shieldmaidens' ability to sustain damage isn't that great when compared to other 5-star units. This means that they aren't used very often and have a fairly low win rate.

Their [Shatter Bash] while in sword skill isn't all that great, and is most potent when enemies are incredibly close. What's more, it's a high-risk skill that is difficult to use to great effect.

We are planning on buffing Sigrun's Shieldmaidens' survivability when they're in spear skill and improving the experience when using their shield skills. This should boost their ability by a fair bit.

• Spear Skill Changes
Activating [Odin's Bulwark] will make them take 10% reduced damage and render their attacks able to knock back enemies.

• Sword Skill Changes: Revamp the [Shatter Bash] skill.
[Shatter Bash]: Sigrun's Shieldmaidens rush forward and knock enemies back, then they defend at the spot. Their next sword skill attack will strike three times for fairly high damage.

Northern Lance Cavalry

• Ideas on Adjustments
The Northern Lance Cavalry's performance is in line with their position as a 5-star unit when looking at statistics. However, we've continued to follow the effects and player feedback from our last changes. We've realized that they're lacking in enemies spotting, hitbox detecting and overall feel. So we've decided to make some big changes to their AI and how they feel to use.

• Changes to Mechanics
We're adjusting the hitbox of their basic attacks to lower the chance of them hitting nothing.

• Skill Changes
1. We're improving the algorithm for how [Landslide] and [Valor] choose targets, enabling these skills to focus a specific area.
2. Following the special attacks of [Landslide] and [Valor], they will automatically return to the hero and await further command.
3. We're reducing [Landslide]'s duration to 3.7 seconds (was 4.8) and its cooldown to 19 seconds (was 25). We're also reducing [Valor]'s duration to 12 seconds (was 15) and cooldown to 42 seconds (was 50).

Imperial Spear Guards

• Ideas on Adjustments
We boosted the Imperial Spear Guards across the board in the January balance changes, raising their usage rate. However, player feedback points out that heavy shield infantry, a unit not for dealing high damage, needs to be able to sustain damage even better than it does right now to make them useful.

• Number Changes
We're upping their initial health to 8,730 (was 8,203).

Units on the Unit Tree

• Statistics
○ Win Rate: 43%-46%

• Ideas on Adjustments

Most mid to low-star units in the Unit Tree have the relatively low win rates. Generally speaking, lacking active and passive skills, these units don't really have a chance to affect battles comprising high-star units. This means that those who have unlocked them seldom use them anyway, leading to less variety overall. Our plan is to add simple-to-use mechanics to these low-star units so that players can use these in situations where they excel. That will enable low-star units to be able to counter high-star units under the right circumstances.

We will continue to keep an eye on low-star units and grant new abilities to those who lack much use.

Ironcap Spearmen

• Number Changes
1. We're improving their initial health to 7,777 (was 7,275).
2. We're improving their initial piercing defense to 490 (was 433).
3. We're improving their initial slashing defense to 533 (was 487).
4. We're improving their initial blunt defense to 282 (was 194).

• Skill Changes
1. Improved positioning during [Turtle Formation] to raise the area protected by their shields.
2. Added the new passive label [Steel Resolve]: The Ironcap Spearmen will quickly recover from dazed, knockdown and thrown effects while in Turtle or Schiltron formation. After which they gain a boost to their attack and defense and cannot be crowd-controlled again for 5 seconds (can trigger once every 10 seconds).

Demesne Spearmen

• Number Changes
We're improving their initial health to 6,616 (was 5,742).

• Skill Changes
1. Removed their ability to switch weapons.
2. Added the new skill [Sacrifice]: They shoulder their shields and abandon blocking only to charge at the enemy at high speed. Charging up a lunging strike to deal massive damage. Having finished their attack, they raise their shields once more.

Javelin Militia

• Skill Changes
1. They start with the skill [Charge] at level 1. We're reducing Charge's cooldown to 35 seconds (was 50) and increasing the damage of throwing javelin and charging. Enemies that are hit by the javelin will take high extra damage when hit again by charge attacks.
2. Now, chaining their basic throw javelin attack with Charge enables you to throw plenty of javelins in quick succession.
3. We're changing the effect of the [Charge]'s veterancy point to "Reduces [Charge]'s cooldown by 5 seconds." Before it simply gave them the Charge skill.
Conqueror's Blade - Booming_dingyi.shu
Hello, Warlords!

We will update the game during our maintenance on March 31st, which will last for 3 hours and run between 12:30-15:30 (UTC+8). After the maintenance we will give all players 8,000 Bronze Coins, 300 Honor, and 15 Unit Medals as compensation for any inconvenience caused. Be sure to arrange your time accordingly.

The update will contain the following:

I. EVENT NOTICE

War has raged on since time immemorial, yet never so fiercely as during the past two years. Two years of ceaseless battles! Thank you, Warlords, for staying with us! The [Tribute Fest] anniversary event is starting and the [Treasure Hunt] and [Arbor Phantom] events make their return! Take part in these to get a seasonal 4-star unit and 90% attire voucher for free! May these bountiful rewards and exciting events serve as a light on your journey, Warlord. Check out the [Tribute Fest] event notice for more info!

[Unit Trial Event] will be closed after the maintenance.

II. WORLD MAP CHANGES & IMPROVEMENTS
  • We are making the following changes and improvements with this update:
  • If your house occupies or claims a fief during Territory War, this fief will now be displayed in the Battles list to the right on the [Map (M)].
  • We're adding the “March & Matchmake” feature to the World Map with this update. Keep an eye out for the coming notice for more info!
  • We've adjusted the location of NPCs within Conqueror's City, reducing the clustering of NPCs on the [City Map (Tab)].


III. BUG FIXES & IMPROVEMENTS
  • We've improved the visual effects of the results menu, and added action animations to Personal Stats. There'll now be special poses playing after you win a battle.

  • We've changed up the icons in the Seasonal Runes menu, making them crisper and clearer.
  • We've added gameplay videos for the season's 4-star unit [Banner Guards]. You'll find these under the [Banner Guards] menu in Season Challenges.



  • We've reduced the cooldown on Reset Location to 30 minutes (was 60).
  • We've upgraded the [Disguise Kit] which is available once more. You can purchase these in the Store, or from within Account Service.

  • Using [Disguise Kit] or [Gender & Appearance Reset] will enable you to also switch between hair colors and facial features that you've unlocked.

  • By navigating to [Settings], you can now choose whether to show your season level and house emblem in matchmaking battles.

  • Fixed an issue with attack animations for some [mounted archer] units.
  • Fixed an issue where the location was somewhat skewed for some limited-time doctrines in the equip menu.
  • Fixed an issue where scroll speed was overly slow on the [World Map] while using windowed mode.
  • Fixed a few display errors for the results menu.
  • Fixed an issue where checking a fief's Access info would under some circumstances lead to it failing to load.
  • Fixed an issue with a missing completion prompt for completing house quests.
  • Fixed an issue where the [Clan Chieftain] hero attire's hands were somewhat elongated.
  • Fixed an issue with a crack in the ground of the defender's base on [Augolia].
  • Improved the skill description of the [Kheshigs]' [Frenzied Onslaught] skill.
Mar 30, 2022
Arcane Waters - burlin_gauna
fixed bug causing kicked user to have their icon shown while kicker no longer has guild icon / added context menu panel logs when attempting to invite user to guild

updated window prefabs to switch sprites based on biome

fixed my network manager scene reference for long window cover net object

reference update for unity scene

updated next and previous page for visit panel friend list if friend count exceeds page count

Myth of Empires - El Rafa
Dear players:

Myth of Empires will undergo an update and maintenance on March 30 from 23:00 to 1:00 the following morning GMT (two hours). Make sure to log off before then to avoid any losses. Maintenance time may be extended as needed. Thank you for your understanding.

We are fixing issues based on player feedback and will continue to do so. Here are the changes included in this update:

Optimizations and Adjustments:
1.Cloaks will no longer drop when a player dies.
2.Adjusted the start times of Pass Battles on some North American servers.

If you encounter any problems while downloading, installing, or entering the game, please contact customer service: {LINK REMOVED}


Thank you again for your support!
Old School RuneScape - Mod Whymsy
This week we’ve got the promised changes to Guardians of the Rift and some exciting news from the team!



Guardians of the Rift

You might remember that last week we made a number of changes to Guardians of the Rift; increasing the total player cap, allowing latecomers to enter during Phase 1 and handing out 15% more Abyssal Pearls.

This week, we have a bunch more changes – let’s take a look!

First up, the fancy timers we showed off last time are now live. The first tells you when the open entrances to Runecraft Altars will change, and the second shows you how long it will be until the shortcut portal closes.

You can also use the altar timer to determine how much time is left in Phase 1.



The dedicated Guardians of the Rift Worlds are now 445 (US West) and 522 (UK). Happy Runecrafting!

Next, we’ve reduced the amount of Abyssal Pearls required to purchase pieces of the Raiments of the Eye from the Guardians of the Rift Rewards Shop:
  • Hat of the Eye (500 -> 400)
  • Robe Top of the Eye (400 -> 350)
  • Robe Bottom of the Eye (400 -> 350)
  • Boots of the Eye (300 -> 250)
If you’ve already purchased pieces of the outfit at the higher price, you’ll be refunded the difference in Abyssal Pearls upon logging in. These will be sent to your Bank. If it can't go to your Bank, it will go to your inventory. Failing this, it will drop to the ground. A chat message will display what you've got refunded and where it's gone.

We’ve also added a visual to the barrier in the Lobby that indicates when you're able to enter the minigame. The eye design on the barrier will be open when players can enter and closed when the room is at capacity, or after Phase 1 of the minigame.

Speaking of visual changes, we're aware that the light effects when entering and exiting altars are unpleasant for some players. When you next enter the minigame, you'll be prompted with a message asking whether you'd like to turn these features off.

We’ve begun to review the AI behaviour of Elemental Guardians and Abyssal Creatures, as they get a bit confused when there are too many entities blocking their path in the minigame. One change has been made to them, but there is more to come.

Lastly, we are aware that lit Abyssal Lanterns were previously being destroyed on death, so we've implemented a fix to ensure they now follow standard untradeable item behaviour. Abyssal Lanterns will no longer be lost on death unless you have lost it above Level 20 Wilderness.

Now, without further ado, here are the changes we’ve made this week:
  • Items in the Guardians of the Rift minigame can now be dropped and destroyed instantly, instead of requiring a ‘Destroy’ option.
  • Players may now uncharge the Ring of Elements by right-clicking it. This action will restore any used Runes.
  • A ‘Quick-pass’ option has been added to the barrier in the Lobby.
  • When two players are trying to create a Rift Guardian with different tier batteries, the higher tier battery will be prioritised.
  • Corrected some colours on a table in the Temple of the Eye.
  • Corrected spelling errors that appeared when checking and inspecting Pouches.
  • The ‘Inspect’ option on the Abyssal Needle now gives more accurate instructions for its usage.
  • Fixed a visual bug that appeared while wearing the Abyssal Bracelet and teleporting to The Abyss.
  • Corrected the 'Climb down' text on a pile of rubble.



Guardians of the Rift Future Feedback Changes

We'd also like to mention a bug we've discovered on the Raiments of the Eye - its bonus is intended to increase the number of Runes crafted, but it's also giving additional Guardian Stones when crafting combination Runes, allowing for higher XP rates and reward points during Guardians of the Rift. We kind of like the concept, because it means that greater effort equals greater reward - but we feel like such mechanics should be tied to the minigame itself rather than the outfit you're wearing while playing it.

We're leaving the bug alone for now, but we are working on a better implementation already. Our proposal is to make crafting combination Runes more rewarding for a little bit more effort - perhaps they could provide different Guardian Stones which offer more Elemental Points, without making the minigame faster. More on this soon!

Expect even more changes in the coming weeks, including a way to trade in your duplicate Abyssal Lanterns for Abyssal Pearls.

Our Game Jam is next week (more on this below), which will delay some of our planned improvements to Guardians of the Rift.

We'd like to provide a quick overview of some of the outstanding issues that we're reviewing, which we can potentially address in the weeks following the Game Jam:
  • Incentivising players to be making Rift Guardians and Shield Barriers at the start of the game. Players have told us that playing defensively doesn't currently feel rewarding enough.
  • Reviewing the display of Shield Barrier healthbars as they might be too large. We're also reviewing the 'Inspect' option on Shield Barriers, which some players have told us can be frustrating to use.
  • We're monitoring the difficulty of the minigame in group sizes smaller than 10 players. We're also to review solo gameplay and determine how difficult we want this to be.
  • Making the HUD visible in the lobby to allow players to see the Great Guardian's Power without constantly inspecting the barrier.
  • Extending the 'winning phase' to allow players to use any Guardian Stones they received without missing out on points.
  • Adding Guardians of the Rift to the HiScores.

As always, we'll keep reviewing the minigame and making adjustments where necessary, so keep sending us your feedback!



Other Changes

We’ve been closely following how players have been engaging with Nex since her initial release. As many of you know, we increased the drop rate for her uniques in anticipation of much faster kill times than we had balanced around in testing.

Now that the dust has settled and meta's have been established, we'd like to revert her unique drop rates back to their original rate of 1/43 instead of the current 1/53 to better reflects the kills/hr we had intended during our internal testing.

In retrospect, Nex has created an unreasonably long grind for the items that exist within her drop table for many players. Whilst the ideal solution would have been to have less uniques, we can't go back and remove them now! So to compensate we hope that the adjusted drop rates are a welcome change.

Let us know what you think!

There are several other changes this week:
  • Ensouled Heads can now drop in instanced areas.
  • Extended Loot Keys' despawn time to two minutes, for consistency with other drops.
  • Corrected a visual issue with the Stale Baguette's positioning when held by male characters. Ooh la la!



Game Jam

As you know, our ideation process allows us J-Mods to focus on new and exciting ideas outside the remit of our usual work. In the past it’s lead to awesome content like Leagues, The Hallowed Sepulchre, Guardians of the Rift and the upcoming Tombs of Amascut Raid!

We've had problems finding time for everyone to participate in ideation – and that’s an issue we hope to fix with the new Game Jam process! Now, the whole team has a full week to get together and ideate, test, or even prototype an idea. That process has already begun, and we’ve got some great projects in the works.

However, this means that there will be no game update between April 4th and April 8th, to allow the team to focus on the Game Jam. But don’t worry! We’ll be looking to share some of the ideas in a special livestream the following week, and if you manage to miss that, we’ll also be talking about our ideas in the April Gielinor Gazette. Do stay tuned for a few surprises, though…



Merch Update: Steamforged Games



Get ready to master skills, meet your favourite NPCs and explore the world of Gielinor as we bring RuneScape to the tabletop for the first time EVER!

We’re working with Steamforged Games to bring you a boardgame and Tabletop RPG inspired by the rich fantasy world of RuneScape. Both games will draw on adventures, characters and locations from our shared 21-year history.

In the RuneScape board game, you’ll join a party of one to five players on quest-based campaigns through Gielinor. Craft and upgrade equipment, cook special recipes, and test your skills! Adventure (and many an enticing side quest) awaits!

Steamforged will launch the RuneScape board game on Kickstarter this year. Sign up and be among the first to hear news about the campaign! You can find the page here.

The lead-up to the campaign will be packed full of behind-the-scenes content. You’ll get a tour of the game, interviews with the developers and even a sneak peek or two… miniatures, anyone?

You can sign up for these updates on the Steamforged Games website.



PvP Rota

The PvP rota has moved to Period A:

  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive

World 390 (AUS) for LMS Competitive has been activated with this rota.



Discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team
Forgotten Fables: Wolves on the Westwind - parzival
From publisher Ulisses Spiele and developer Owned by Gravity comes an epic tale for fantasy fans everywhere. Forgotten Fables - Wolves on the Westwind, releasing on Steam and iOS in May 2022, is a story-driven adventure set in Aventuria, the expansive setting of award-winning German tabletop RPG The Dark Eye. Inspired by nearly 40 years of lore and storytelling, Wolves on the Westwind is the perfect entry point for players to discover the rich, enchanting world The Dark Eye has to offer.

In Wolves on the Westwind, an old threat is reawakening that seeks to devastate Thorwal, the windswept Northern region of the medieval-inspired Aventuria. As an unwitting hero you are thrown into the midst of this conflict and forced to forge into the frigid unknown, vanquish evil, and restore peace across the countryside. Play as the grizzled veteran warrior Alrik or the young wizard Nedime, each with their own unique skills and backstories, that feature a dark truth you will need to face. Travel across the realm on board the Keenwolf, a Thorwalian raiders’ ship, forge alliances or make enemies of the unusual crew, and meet unique characters along the way. Every choice brings you that much closer to victory…or a devastating defeat.


Choices are at the heart of Wolves on the Westwind. Each decision can lead our heroes down a different path, unlocking new characters, branching storylines, and multiple endings. With over 15 hours of content, Wolves on the Westwind offers players a well of thrilling options to explore again and again. Players can feel like part of the action with the game’s RPG elements, which include stats like health and mana, as well as the ability to cast spells and perform maneuvers. Choose your time to strike carefully, as you may need your strength for a greater foe down the line.

Ready to set off into the lands of Aventuria? Wolves on the Westwind will be available on Steam and iOS. You can find updates on Steam or the game’s official website.

Features
  • Choose Your Own Adventure tale featuring 2 main characters to pick from and over 30 characters and scenes
  • Set in Aventuria, the award-winning world of The Dark Eye RPG with 40 years of development history
  • Replayable, branching storyline with several alternate endings and side quests depending on the player's decisions
  • 15 hours of content divided into several different narrative chapters
  • An RPG-light layer with spells and maneuvers, mana and stamina
  • Beautiful soundtrack and artwork evoking an epic medieval fantasy world
The Ascent - Kentish
The following summary covers the key areas we have addressed in this new major Patch update for The Ascent on Steam. This Patch #9 is now live for all players on Steam.

GENERAL FIXES

  • Fixed an issue where purchased items from the various Vendors would not show for Client Players.
  • Fixed an issue where the title takes a noticeably long time to recognize that the Player has left the lobby, which could prevent a Client Player problems trying to rejoin.
  • Fixed a potential crash after triggering the "Photomode" button and disconnecting the controller at the same time.
  • We fixed a number of stability issues around controller disconnections that could happen at various points.
  • Fixed a potential issue where Players could get trapped inside a small area next to the elevator in corpZone.
  • Resolved an issue in Local Co-op where a soft-lock could potentially happen if multiple interactions were triggered at the same time.
  • Fixed an issue where a Client Player NPC dialogue is progressed by the Host Player clicking next in a dialogue with an entirely different character.
  • Fixed some general stability issues in NG+.
  • Resolved an issue in NG+ Online Co-op where currently equipped weapons are not shown in the Player's HUD for Clients after the cutscene.
  • Fixed the issue where the animation of hammer hitting the ground of Hammerhand Larkians was missing.
  • Fixed some NG+ Tutorial display issues.
  • Minor camera fix in the Silo 86 area where the Player view could be cut off at the bottom of the screen.
  • Fixed a number of minor collision issues that could happen when using certain Augmentations.
  • Fixed a number of minor general collision issues.
Our team is still continuing to work hard on improving the game and we continue to be very grateful for all the support and feedback from our players.
The Ascent team
Mar 30, 2022
Renryuu: Ascension - naughty-netherpunch
Changes in the update to version 22.03.30:

- When you have all party members, and their relationship with Ryen at 100 or higher, Trey will have a new dialog at the sleeping chambers. His quest "Marriage" will guide you through the process of marrying one of your girls. However, at the moment only Tsubaki and Mirel are available.
- After advancing the events for Mirel's wedding, you unlock a CG scene with Liana, which also unlocks a new CG scene with Ryen and Mirel.
- A new category was added for the CG room options for Tsubaki and Mirel, to replay major events like the proposal and wedding.
Other characters will also get such a category later, and I consider to add some old events to this as well, to allow the players to re-play funny or important story events.
- Little detail: Each wedding will add or change something in your bedroom, as you receive wedding gifts that remind you of the character.
- Tsubaki's CG when you start the game was updated.
- I fixed a bug with Kayelinth's "Veggy Lover" skill in her skill tree. It healed/damaged 500 HP instead of increasing/decreasing the max HP when you learned/unlearned the skill. Please reset and re-learn the skill if you want the proper effect from it.

The Heroes Around Me - OKJOY


Hey guys, it’s Ling here sharing an exciting news with you!

The Heroes around Me won two awards in GDC 2022, a game conference held in San Francisco during March 23 to 25. These two awards are The Play Audience Award & Best in Play.



It tells the story of a family of three: The hard-working and quiet father named Nan, his daughter Lili, and their pet dog Sesame. Players will experience the harshness and warmth in the simpler time of the 1990s, where lots of stories are untold.



The scenes and items in the game are all based on the real lift of 1990s. We hope all players can find their lovely memory of this passing period.



Recently, the development goes very well. And in the future days, we put much more efforts and show you a much more amazing 1990s’ world! And please follow our Twitter and Discord to support us!
Espresso Tycoon - joanna_dreamwaygames
Join us during the Simfest 2022 and prepare to open your own coffee business!

Watch Katie Peters playing our game!

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