Thanks for reaching out through support, your reports help us tighten things up fast. Keep the feedback coming—we appreciate it!
We would love this game to be community driven, if you want something added to the game you think would improve it or be cool - let us know :)
\[Multiplayer] Fixed a bug where repeated start/stop lobby events caused Network Manager to crash
\[Multiplayer] Fixed a bug where some regions would not display under the lobby search panels for certain scenarios
In the first update for Ta-Miu, we’ve introduced several enhancements to improve the overall comfort and smoothness of gameplay.
🔹 Interface & Controls
Menu functions now behave as toggles — for example, pressing I opens the inventory, and pressing I again closes it.
Added subtle highlighting to interactive objects to make them easier to spot in the game world.
🔹 Clarity & Player Guidance
Short contextual info widgets now appear, perfect for players who don’t want to check the quest journal constantly.
🔹 Physics & Animation
Updated and improved world physics to make interactions feel more natural.
🔹 Cutscenes & Character Movement
After skipping the first cutscene, Ta-Miu’s movement is now correctly restored, allowing players to continue gameplay immediately.
May Bastet watch over you! 🐈⬛
Best wishes,
Maronika

Added V Sync support.
Fixed animal feeding functionality where sometimes the first item is not selected.
Fixed crash after leaving the chicken coop.
Fixed animal not saving correctly after arriving on the first day.
Hello everyone, Gronkins here with patch 0.0.7 for the demo of Legends of Azamar! This patch includes some new weapons, weapon implicits, some attack speed nerfs and general fixes and improvements. With that said, let’s get into the patch notes!
Items
Axes, a new type of one-handed melee weapon, can now be found. Axes roll all the same modifiers as one-handed swords, but also implicitly have a chance to inflict bleeding with Hits
New tiers of Warhammers can now be found, so they now match Greatswords
Weapon Attack Speed
I felt like the base attack speed of all weapons was too fast. The issue was that it was limiting the design space for attack speed modifiers and faster weapons in the future (such as Daggers with the upcoming Rogue class), so the base attack speed of all weapons has been reduced by roughly 10-12%. To compensate, the minimum damage of all weapons has been slightly increased, so on average, damage should be more consistent. Additionally, all weapons can now spawn with implicit modifiers. Lastly, the commitment time of attacks has been slightly reduced (this is a buff)
Existing weapons are not affected by the numerical changes
Weapon Implicits
Weapons can now spawn with implicit modifiers, separate from the randomly generated modifiers on items. Swords grant increased Accuracy Rating, Maces grant a chance to double Stun Build Up with Hits, and Axes grant a chance to inflict Bleeding
Stun
I wanted stuns to feel more impactful for players and make stuns easier to inflict on non-boss enemies, so a new stat has been added that provides a chance to double Stun Build Up with a damaging Hit. This modifier can be found on The Anvil tree and as an implicit on Maces
Passive Skill Tree
Heavy Hitter (Second Row on The Anvil tree)
No longer grants increased Stun Build Up per rank
Heavy Hitter now grants 3% chance to Double Stun Build Up per rank
Player
Players now deal 1-3 Physical Damage while Unarmed
Dungeons
A new room can spawn in Act 1
Working on a new decoration system that can spawn objects within dungeons for added variety
Art and Visuals
Two-handed weapons have an additional attack animation
Animation blending for players has been improved
Continued to incrementally improve the UI of the game
Bug Fixes
Fixed an issue that caused enemies to sometimes spawn inside objects
Fixed an issue that caused enemies to sometimes try and walk to blocked areas while not chasing the player
Fixed a bug with one of the dungeon rooms that caused clipping
Closing Words
We hit 400 wishlists recently, so thank you to everyone who has wishlisted the game so far and thank you to everyone who has played the demo! Feel free to give feedback on the new attack speed changes and the new weapons!
Hope you have fun!
3.92更新内容
1.优化周瑜、赵忠、貂蝉立绘
2.新增神将荀彧,可抽卡获得(未添加,不要抽,等3.92全平台上线后才会加入到卡池里)
3.修复其他人触发反击,或者是敌人触发反击都视为马超触发反击,造成多动的BUG
4.增强马超,怒气技能释放完毕后可立刻发动一次攻击(原专武效果直接送)
5.降低无幻城难度,无幻城中可以使用道具
6.专武列表下面新增一个所有专武,点击后可进所有专武列表,并且熔炼掉其他专武
7.加强武将:提高个别光环技能效果(以前100点物攻 法攻的全部改为50点要求,赵云、黄月英,华雄、孙坚、典韦)
8.加强技能效果:同类型的伤害加成效果由加法改为乘法(例如黄月英木系法术伤害提高30%,诸葛亮所有法术伤害提高50%,原来释放木法伤害提高30+50=80%,现改为1.3*1.5=95%)
9.法术伤害被克制时,伤害数字变为灰色,克制时是金黄色
10.修复云存档模式下,人物形象无法改变问题
11.修复张梁进化马匹失效BUG
12.张宁草药学删除恢复体力效果,添加被动技能救死扶伤:
・每回合开始后,若我方武将生命小于90%,则消耗20法力,为生命百分比最低的武将恢复生命,威力倍率50%
13.巾帼连携效果攻击力提高效果改为暴击伤害+20%
14.张宝尸兵改为主动释放的法术技能
15.袁术被动受命于天固定10%概率改为袁术攻击力/50的概率,释放时消耗50法力
16.整理所有自动释放技能的先后顺序:每回合开始后技能触发效果:永久被动效果- 队伍光环效果(敏捷先后顺序,优先释放的效果会影响后释放的)-每回合触发的被动效果(敏捷先后顺序,优先释放的效果会影响后释放的)
17.吃完神级经验丹自动保存
18.修复剧情时候,装备的副将会消失的问题
19.主线剧情10分钟
This is the first major release of the 3rd year. We have a lot of cool features planned for the year as we want to close in on a full release. This release, 0.4.7, sets a solid course for the future of Spaceport Trading Company. We have delivered enhancements across all game modes and 0.4.7 is going to be focused on Market Enchancement. For this first part we have unlocked taxes and the subsystems that support the growth of locations base on both items traded (sold & purchased) and the tax income made on sales. Additionally, we have expanded the supporting system for abilities to ensure the next few releases are full of fun new paths for ships and captains to explore. Thank you for all of the feedback, testing, and bug reports.
As always, thank you for your incredible support and passion for Spaceport Trading Company. We'll see you among the stars, Captains!
https://steamcommunity.com/sharedfiles/filedetails/?id=3511009750
Location Information Panel (seen when selecting a location) Updated:
Travel button now present and working for all game modes
Travel details are now present and displayed (required fuel to reach)
Locations have been updated:
On mouse over of a location, captains can see the controlling faction Flag and economy type icon (this design is still being improved)
A large upgrade to the methods that the location backgrounds are drawn and can be moddded
Market Panel has been updated:
Market Item prices now have tooltips
Market options have different colors to better understand level of importance
Locations and Markets can now have adjustable tax rates
Shipyards have had their graphic system upgraded to allow for more flexibility in mods
Captain's Stats Panel:
Fuel and Hull bars are now better colored to be easier to determine values
More information is present in Ship Panels
Experience Bar has been updated to be easier to read
Moddability:
Replace action now is more exact and ensures that it comes before addTo or other changes
Abilities got an overhaul and are now more easy to mod
More Localization within the Mod feature
More Tooltips to help inform captains
Improved the File Loader to allow for better error feedback and fewer crashes when mods do not work exactly the way the game wants them to.
Addressed an issue with resource graphics inside of the Galaxy Map Panel
Addressed a few issues within the UI Filter settings, and ensure the correct values are loaded on first open
Addressed an issue with showing Star System Data inside of the Moddable Options Data Panel
Addressed an issue that could happen within selecting a mod for more information
Addressed an issue where save file could lose the warp points for the current system a captains was in
Address a few issues related to starting outside of Luma