Life is Feudal: Arden - Aori Goldenhanded

Feudals,

since the announcement of the new "seasonal" mechanics coming to Life is Feudal:Arden, the team has been working tirelessly to deliver new and exciting content to our players. Today, we are happy to show you the progress made on this path!

The “seasonal” transition will be preceded by a "pre-season" period aimed to test the functionality of the “seasonal” adjustments. The pre-season world opened its doors on October 23th and remains accessible till early December. The team will use this time to fix the potential bugs and monitor players’ feedback on the experience.

Seasonal 

During the “pre-season”, the current “red zone” will remain unchanged. With the launch of the “Season”, it will be wiped and transformed into the “Green guild Arden” (aka the “orange zone”) with the adjustments to the PvP rules and a smaller map size. More on that will be revealed in our season release article.

Neither the territory nor the buildings in the “green zone” will be affected by the upcoming reorganization. 

When choosing a world, apart from “Newbie world” and “Arden” players will see a new option – “Seasonal Arden”. Players can teleport to “Seasonal Arden” by using the travel idols at the trade posts in the “green zone”, or via a guild monument in the “red zone” (new ability “Sail to another world”).

“Sail to another world” can also be used to teleport from the "red zone" to the “green zone”!

When teleporting to the “seasonal” world, a character will suffer the following skill reduction:

  • Attributes (stats) capped at 20 (e.g., Intelligence 35 → 20)

  • All general skills capped at 30

  • Tier 1 combat skills capped at 45 (each personality)

  • All Tier 2–3 combat skills reset to 0 (each personality)

  • Tier 1 crafting skills capped at 45

  • All Tier 2–4 crafting skills reset to 0

  • All experience pools reset to 0

This rule will not apply to teleporting to either “green” or “orange” zones. Once the "Season" commences, characters will suffer skill reduction when teleporting to “Green guild Arden” for the first time – this way, “green zone” players will keep their progress, while players coming to the “orange zone” will start on equal ground.

It is important to mention that guild leaders won’t be able to travel freely between Seasonal Arden and “orange”/”green” Arden due to code limitations. To do that, they would need to hand over the leadership or disband the guild.

Each Age will have a unique modifier:

  • Starting from Age 2, players will receive a seasonal modifier called Harvester’s Season, which will increase yields for both domestic and wild crops by 25%.

  • Starting from Age 2, players will receive a seasonal modifier called Lumberjack’s Season, which will increase the amount of wood by 25%.

  • Starting from Age 3, players will receive a seasonal modifier called Blacksmith’s bonus, which will speed up all blacksmith actions (10% by default)

  • Starting from Age 3, players will receive a mining-focused seasonal bonus called Miner’s Bonus, which boosts ore logistics and encourages active mining during mid-to-late season. It also reduces carried weight of all mined ore types by 25%.

  • Starting from Age 4. players will receive a breeder-focused seasonal bonus called Breeder’s Bonus, which will increase successful breeding rate by 50% during Season and off-season.

  • Starting from Age 4. players will receive a hunters-focused seasonal bonus called Hunter’s Bonus, which will add custom loot to wild-spawned aggressive animals.

  • Starting from Age 5, players will receive a +25% bonus to damage for all types of weapons (melee and ranged) including siege (trebuchet, sapper charge).

We have introduced a special seasonal UI which will tell which recipes unlock each age and which age bonuses are active. 

Character development
  • Currently if a character has a full exp.pool, active levelling will stop – a character’s skill won’t increase despite performing the corresponding actions. Now active levelling will continue to work even with the full exp.pool.

Crafting
  • Stamina usage for ability “To lower ground level” is reduced from 40 to 30.

This adjustment makes terraforming more manageable and less punishing, especially when performed while wearing crafting outfits.

  • Action time for ability “Break Reinforce” was reduced to 1s.

    This change is part of the ongoing balance adjustments related to tunneling mechanics. The ability is frequently used not for resource extraction but for fortification and structural manipulation during combat scenarios. Reducing the action time improves responsiveness while keeping its tactical use in line with intended gameplay balance.

  • During the calendar season, the max quality of wild-found crop seeds (wheat, peas, cabbage, onion, carrot, flax, grape, potato, rye, barley, oat) can be as high as 50.

  • In the “seasonal” world, we have streamlined tree growth by removing existing bugs (trees matured too fast), and we have also finetuned tree growth by adding 2 growth ticks per in-game day (for all trees).

  • In order to accelerate breeding progression, we will be increasing the min-max quality of wild animals by 10.

  • "Prayer for Homecoming" ability will not teleport to houses with loose materials(soil, ore) in inventory.

    After extensive discussions with the community, we decided to address what had effectively become a “feature-bug.” While convenient, the mechanic allowed unintended use of the teleport ability for quick material transport. This change ensures that “Prayer for Homecoming” functions as originally intended - a travel and recall ability, not a logistics shortcut.

  • Now “Stone stockpile” can also hold “Rocksalt”, “Brimstone”, “Limestone”, “Gypsum”.

  • A long-awaited and highly requested feature from the community – players can now give their horses custom names! 🦘

    This small but meaningful addition enhances personalization and connection with your mounts, making each horse feel truly unique.

Map
  • We have added the icons of travelling idols to the map layer with trade posts. This way, it will be easier to find a totem in the “green zone” among the player-built trade posts. This change is aimed at helping new players navigate the world easier.

  • With the general number of knoll camps for “seasonal” Arden is lower, the spawn amount of roaming knolls in the open-world was increased. Players will now come across more roaming Knolls, creating a livelier environment and offering additional opportunities for combat, hunting, and resource gathering.

Guild
  • Max number of unique accounts in a guild can’t exceed 50 (100 characters).

  • Fine Monument blueprint no longer requires “Shaped Rock”.

Following a detailed review of how outpost count affects defensive capabilities during sieges, these adjustments aim to balance the strategic advantage gained from higher monument tiers.

The new scaling ensures that each monument level meaningfully improves a guild’s defensive potential without creating disproportionate power gaps between different tiers.

  • T1 - All bordering fiefs + 0 extra outposts

  • T2 - All bordering fiefs + 1 extra outposts (including 1 military outpost)

  • T3 - All bordering fiefs + 3 extra outposts (including 3 military outpost)

  • T4 - All bordering fiefs + 5 extra outposts (including 5 military outpost)

  • Recipe for “trade post” will be disabled for the players on “Seasonal Arden”.

In our view, trade posts on guild claims were too reliable of a source for feudals to make money for guild upkeep. Frequently trade posts are not used for their primary purpose. That is why we made a decision to remove a trade post from blueprints available for players on “seasonal” Arden. Now, similarly to knoll camps, trade posts will be scattered across the map, and they will serve as a point of potential conflict. In order to sell items and obtain coins, feudals will need to make a (potentially deadly) trip to a nearest trade post.

The location of trading posts can be altered in the future. We understand that it is a major change for the game, so we will closely monitor how this new mechanic affects the overall gameplay.

  • We analyzed the data on the new mechanic when a guild receives a shorter JH time if it has control of the province which hosts the guild monument. General feedback was that 30 minutes is too short for a JH. Therefore we made a decision to increase it to 60 minutes.

  • The dashboard was updated to show the guild ratings according to the new formula approach. It is these rankings that will determine the season winners among the guilds in each of 3 categories: points, wealth, provinces.

  • We disabled “Ally” standing and reworked permissions to be only set inside guild ranks and members.

As previously announced with the launch of the seasonal ranking system and its rewards for top guilds, this change is designed to encourage active territorial play and competition rather than the formation of large alliances.

By removing the “Ally” standing and consolidating permissions under guild management, we aim to strengthen individual guild identity, promote direct conflict, and ensure fairer progression in seasonal rankings.

It is no longer possible to assign custom permissions on:

  • non guild character

  • guilds

  • standing type

  • character from foreign guild

  • With this update, we introduce a new mechanic - “Protective Judgement Hour”.

Protective Judgement Hour can be launched from a non-military level 3 outposts. During PJH, the launching outpost and all bordering MOP become vulnerable. PHJ has a 24-hour cooldown. PHJ duration is 1 hour 30 minutes.

This addition expands the siege system by giving defending factions a way to respond proactively to attacks without having to wait for an HJH launch from the attackers’ Military Outpost or construct one themselves. The new PJH mechanic allows defenders to initiate localized defensive sieges, improving strategic flexibility and encouraging more dynamic territorial warfare.

  • During HJH and PJH a counter-capture will downgrade outpost level from level 3 to level 1 instead of transferring ownership.

We’ve received consistent feedback that launching an HJH and losing a counter-attack was overly punishing for the initiating guild. This change reduces the severity of the penalty - failed attempts will still have consequences but won’t result in a complete loss of control, encouraging more guilds to participate in siege without excessive risk.

Combat
  • “Simple siege ladder” and “Simple siege platform” will now behave as siege objects (possible to damage with siege damage type). We have also added an owner cooldown of 5min.

Previously, some deployable structures couldn’t be destroyed after placement and could even be picked up by defenders, leading to unintended defensive advantages. By making them destructible and adding an ownership timeout, siege equipment now functions more consistently with the rest of the siege mechanics, promoting fairer and more strategic battles during assaults.

N.B. Our recent "Combat rebalance" patch fully applies to "pre-seasonal" world. It contains substantial changes to the feudal art of war. Check it out before rushing into the battle head on (or maybe after, reading is for peasants anyway)!

Technical
  • We have made several fixes to the dashboard to increase stability and improve functionality.

  • Some players encountered a problem when they could not use certain items in the account inventory due to the “Consume” button being unresponsive. This issue has been fixed.

  • Newbie land quests received several fixes to make the experience smoother.

  • Often players found themselves in a situation when they were forcibly dismounted on admin lands without an option to “Hide” their horses or moose. Eventually an animal expired and disappeared. We addressed this issue by enabling the use of “Hide” ability on admin lands. Players will be able to collect their mounts and use them again once they left the blue zone. 

UX/UI
  • Some players have complained about nights being too dark. The maximum brightness limit has been increased in the settings.

Please be informed that the first "Age" will continue on "pre-seasonal" Arden till November 4th. Subsequent "Ages" will last about a week each.

N.B. Teleportation between the "red zone" and "pre-seasonal" Arden is currently not fully operational. You can use the ability "Sail to another world" and teleport to the "green zone" and travel to the "pre-season" world via a travelling idol. You can check the whereabouts of the closest totem by opening the "trade" layer of the map!

With this expansion, Life is Feudal turns a page and ventures into a new direction! We are really happy to have you on board with us!

Darkbound - Balatro Balatrez

It's been a while since our last patch, but there were very good reasons why it took so long. The game has had a general facelift, we've fixed a few bugs (some that made the game unplayable for some users), we've added quality-of-life improvements, and some of the art has been changed. We've also been testing a lot, and we really hope (crossing our fingers) that you don't find any major bugs.

First of all: we've realized that if your graphics card doesn't support Vulkan (usually graphics cards over 10 years old), you won't be able to play the game (you launch the game on Steam and it immediately crashes). We're currently unable to support this group of players, as it's almost like a different version of the game, and we only have one developer.

What's new:

- Game performance has been improved, especially for those with larger monitors and resolutions. The game now scales from a 640x360 resolution instead of rendering at those resolutions.

- Character portraits, the matches guide, dialog boxes, and interfaces have been reworked to fit the new resolution.

- The yellow border that helps players see which objects are interactable is now clearer and more consistent.

- Posters are slightly easier to read without interacting with them.

- The start menu has been reworked to accommodate a new button that links to the Discord server. (Join us, there's a lot of cute and beautiful fan art.)

- In the "running tutorial" the run button effect is now more appropriate :)

Quality of Life Changes:

- Navigating the options menu is now easier, especially if you have a controller, using the shoulder buttons (RB and LB on an Xbox controller).

- The volume level (from 0 to 100) that you currently have selected is now visible.

- You can now exit a document at any time by pressing the cancel button.

- Quitting a poster inspection no longer requires holding the quit button; a single tap is enough.

- If you switched tabs and returned to the game, dialogue would skip. That's not the case anymore. If someone texts you while you're getting Meowsés out of the bathroom, you'll be given permission to reply.

- If you change the action input, skipping dialogue will now require that same button. The skip dialogue button wasn't remapped.

Bugs:

- After a cutscene, Miauguel would abruptly turn around. Perhaps he was searching for coins. This no longer happens.

- Using the plaster machine could cause you to see the models for two items simultaneously in your inventory (specifically the mold and the plaster key). This has been fixed.

- Previously, if you had a very high-resolution monitor, the game could appear to freeze completely when holding a button down, as in the matches guide. Not anymore.

- There were some visual bugs with the lights in some areas, such as near the entrance to Miauguel's room, which we've fixed.

- There was an area in the cast machine room that could damage you. That shouldn't be an issue anymore.

- Fixed being able to select buttons that were covered by the credits menu, and the menu now looks a bit better.

- Fixed the issue where switching scenes would cause the game to go fullscreen if you were playing the game in windowed mode.

Many of these bugs and quality of life improvements have been on the game since we launched the demo. Thank you so much for your patience! Making games takes a lot of time ^^

If you find another bug, please let us know in a review, Discord, or Steam discussion. Thanks!

Enviar comentarios

Master of Piece - official.imgame

Hello Commanders,

In this Developer Diary, we’d like to introduce the Battle Log system — a feature that lets you track what happens during combat.

Battle Log

Understanding everything that happens in a battle can be harder than it looks.
Who triggered a Trait and when? How was the damage dealt? Which buffs and debuffs affected the outcome?
There’s a lot going on in every encounter.

We’ve received feedback such as “I can’t tell how my mercenary died,” or “I wish I could review how the last battle unfolded.”
To address this, we’ve added the Battle Log system so players can keep track of all the key moments in combat.

With this feature, you can trace every event that occurred during a battle,
helping you analyze what led to the result and plan your next strategy more effectively.

Key Features

Death Marker – When a character dies, a skull icon appears under their portrait in the log.

This makes it easier to distinguish between living and fallen units and to understand the flow of battle at a glance.

Damage Source Icons – Damage can come from various sources, such as a mercenary’s basic attack, an item effect, or a commander ability.

Different icons indicate the attack source, letting you instantly see how the damage was caused.

Attack Type Display – Attacks can be either basic physical strikes or special Trait-based abilities.
Each attack now displays an attribute icon — for example, a sword for normal attacks, or a unique Trait icon for special ones — so you can easily recognize what kind of action was performed that round.

Log Pinning – Sometimes the short log entries alone don’t provide enough detail.
You can now click on a log entry to pin it and inspect the involved mercenaries’ details directly.

Conclusion

The Battle Log is more than a record — it’s a tool that helps players understand why a battle was won or lost.

We hope it empowers players who want to reflect on past fights or analyze the course of combat in depth.

We’ll continue polishing and expanding Master of Piece while keeping its unique charm intact.

We’d love to hear your feedback through our Discord or the Steam discussion page.

Stay tuned for more updates, and connect with us in our Discord and social media below!

War Thunder - Blitzkrieg Wulf

Today we’ll be taking a look at a long awaited British strike aircraft, joining the game in the next major update. Meet the Hawk 200!

Hawk 200: A Strike Aircraft for Great Britain at Rank VII

At a glance:

  • Sea Eagle Missiles!

  • AGM-65 Mavericks for CAS

  • Maneuverable lightweight multirole aircraft

  • RWR and countermeasures!

  • Wide range of ordinance options

 

Vehicle History

The BAE Hawk was the end result of a requirement to replace the Gnat jet trainer with a suitable training platform, as the Jaguar was too complex for student pilots. With the first flight taking place in 1974, the Hawk quickly proved itself a reliable platform. Entering RAF service just two years later in 1976 as the Hawk T.1. It wasn’t long before the export potential of the Hawk, not just as a trainer, but as a multirole fighter became clear. Further developments of the series resulted in many specific variants for different nations including India, Canada, Finland, Switzerland and even the USA. Over 18 nations have operated the Hawk and over 1000+ of all variants combined have been built. 

First taking to the skies in 1986, the Hawk 200 series focused on providing a lightweight multirole strike fighter to the export markets. Unlike the training variants, this version was a single seat aircraft with a much larger nose area. This reworked nose could optionally accommodate an AN/APG-66H radar or “Night Attack” configuration on other 200 series variants as desired by potential customers. As well as the British demonstration and development aircraft, the Hawk 200 has been operated by Indonesia, Malaysia and Oman.

Introducing the Hawk 200!

Today we welcome a much anticipated aircraft to the ranks of the British tree! The Hawk 200 series jet will be joining the game in the Spearhead major update. This multirole strike aircraft will provide a reliable and deadly strike aircraft, while also having the dual use of a light fighter design. Let’s take a closer look at what this bird of prey offers!

 

The Hawk 200 is the modernised single seat variant of the family. Primarily intended for export to nations needing a lightweight multirole aircraft, this variant includes a pair of internal 25 mm ADEN cannons that are also mounted in the nose which can be supplemented by a 30 mm ADEN gunpod underslung in the centerline rack. Internally you will also find a non-afterburning Rolls-Royce Adour engine, from the same family as those found on the Jaguar, just without the re-heat. The aircraft features a decent HUD in the cockpit, making life easier for any pilot taking to the skies. Subsonic, but highly agile and maneuverable, the Hawk can be a dangerous little aircraft in the right hands!

 

In terms of air-to-air, as well as your internal cannon and pod options, you also have four AIM-9L Sidewiders to bring to bear in the fighter configuration! The aircraft also features an RWR suite and countermeasures in a single pod behind the tail. Only a small number however, so take care with how you use them!

 

Did you know? The Hawk in its T.1A variant has been operated by the Royal Air Force Red Arrows display team for 46 years! You may have seen them at many international airshows.

Ground attack is where the Hawk 200 really shines. As a support aircraft, the Hawk can carry a wide range of dumb and high drag bombs in 250, 500 and 1000 lb varieties, as well as rocket pod options. However the Hawk also features a quartet of AGM-65 Mavericks for anti-tank work, making this a very reliable CAS platform in ground battles too!

 

The Hawk 200 will be the first jet to introduce the new Sea Eagle missile to the game! Sea Eagle replaced the AJ 168 Martel missile, which you may already be familiar with in game on the Buccaneer S.2B. The Hawk 200 can carry three of these missiles, primarily for anti-ship functionality like the ASM-1 / 2 already in the game. 

That’s all for now, though we should note, other variants of the Hawk jet series may appear in the future! The Hawk 200 joins the British tree as an agile little menace to both ground and air targets in the Spearhead major update. Stay tuned for what else to look forward to soon!

 

Please note that this vehicle’s characteristics may be changed before it is added to the game.

2:33am
By Grit Alone - Crooks Peak

It feels amazing to launch BGA on Steam, I sincerely hope you all enjoy.

The game was originally built for Quest 2, so this should be able to run extremely smoothly on even a potato PC, plus on Steam you've got all of the lovely achievements I've added!

I've tried to track down and fix every bug I can (special thanks to demo bug reporters!) but am sure there will still be one or two minor ones; so if you find any please get in touch https://(https://crookspeak.com/#contact) and I'll get it fixed ASAP.

Thanks again, it's been my pleasure working on By Grit Alone and I hope it can bring a fright and a smile to you all.

Cheers,
Charlie

无尽的冒险 - 水月
1.修复了部分bug
Forest Heroes - hcgs_seoha
🔥 Additions

The most requested feature — extended run length — has arrived!

Your journey now runs Day 3 → Evening 3 → Night 3 → Dawn (Hidden) 1, for a total of 10 stages.

No more runs ending just before your deck comes together—if you can survive the longer Night.

■ Chili Stage

A battlefield engulfed in flame and spice. The tempo surges; hesitation is defeat.

Everything burns here. Only those who can withstand the heat

■ Bean Stage

In the night forest, countless beans advance as one.

An evolved take on Stage 3’s swarm tactics—stronger, smarter, more coordinated.

They turn numbers into strategy

⚙️ Changes
  • Total run length extended to 10 stages.

  • Higher chance for Rare cards and skills later in the day.

  • The Oak difficulty increased.

  • Cobra reworked into a utility-focused debuffer.

    • artifact “Wooden Staff”: Bleed → Resilience Reduction; Common → Rare

  • Luciper attack power increased.

  • Wild Boar’s knockback power reduced.

  • Card adjustments: Someone’s fingerprint, Rage, Valuable Wound.

  • Green Ribbon / White Ribbon duration increased (5s → 7s).

  • Cradle rarity changed (Common → Uncommon).

  • Boss/rarity reclassification:

    • Excreted Lepiota, Bottled Inocybe: Boss → Rare

    • Chopsticks, Giverstone: Rare → Boss

  • Sharpingeroot is now immune to knockback.

🧩 Bug Fixes
  • Fixed an issue where artifact “Kettle” triggered on zero-cost cards.

  • Fixed Skull Archer not charging when using Desperate Charge.

The Great Wastes - jack

1. Add the "plot" mode and change the original mode to "standard".

2. If NPC can take on branch tasks, there will be a task icon mark next to the name.

3. There is a guide for the first opening of Talent and Mastery.

4. Use multiple strokes to optimize the display effect of small fonts.

5. UI animation of the Victory Settlement interface

6. Rare materials are now displaying special effects.

7. Fix the calculation error of the quantity of purchased items in the store.

2:28am
修仙实操手册 - tangxiaoxi666
1.自动攻击不触发连击
2.接受百璃荒山任务后进去其他战斗地图导致游戏卡住
Reincarnation Insurance Program - MISCHIEF
To all players who participated in the demo:

Hello everyone!

First and foremost, we would like to extend our heartfelt gratitude to every player who took the time to experience Reincarnation Insurance Company. Your enthusiasm and honest feedback have been the driving force behind our continued progress.

During the demo period, we received an overwhelming number of valuable suggestions and detailed bug reports from players. Your input has greatly helped us refine the gameplay experience and chart a clearer path for the next stage of development. Moving forward, our main focus will shift toward developing the Early Access (EA) version, aiming to bring you a richer and more challenging experience as soon as possible. We’re also happy to share that controller support is scheduled to be added in an upcoming update.

The EA version will include a host of exciting new features, such as:

-New stages and powerful new monsters

-Playable characters with unique playstyles

-Endless Challenge Mode | Arcade Mode

-Talent system | Achievement system | Leaderboards

-More legendary (“dark gold”) gear and skill combinations for deeper build variety

-Story dialogues and much more...

In the meantime, the demo version will remain open and continue to receive updates and optimizations. It will serve as a key platform for testing, troubleshooting, and ongoing improvements.
If you encounter any issues during gameplay or have new ideas you’d like to share, we warmly welcome you to join our official community channels — your feedback keeps us motivated and helps us develop faster! ☺

Official QQ Group
https://qm.qq.com/q/WxW7pNHjS6

Discord Channel
https://discord.com/channels/539635951513632768/1420977831437144084

Once again, thank you all for your incredible support and companionship. As we continue down this road together, we hope to grow alongside you and create a game truly worth the wait.
Stay tuned for the upcoming Early Access release — and until then, have a great day and happy gaming!

With heartfelt thanks,

WarmCore Studio
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