Jul 2, 2024
Collapse: A Political Simulator - Nostalgames
The current update includes:

0. Added icons for neighbour regimes
1. Urbanisation now depends on both investment and upper class wealth
2. Fixed auto-falsification of elections without taking game into account
3. Fixed minor bugs

Enjoy the game!
Crossout - Faley016


Hello! The second half of July will bring a new update that will have a number of certain necessary balance changes. Today, we would like to share some details on those changes with you.

We would like to remind you that: all the balance changes described in this news are not final and may be changed before they are introduced into the game or may not be implemented into the game at all. Some additional changes could be made after the publishing of this announcement if needed.

Rotation speed is planned to be increased for a number of weapons:
  • “MG13 Equalizer” and “MG14 Arbiter”: by 44%.
  • “Miller”, “Reaper”, “Spike-1” and “Toadfish”: by 58%.
  • “AC43 Rapier”, “AC50 Storm”, “AC72 Whirlwind”, “AC80 Stillwind” and “Yokai”: by 42%.
  • “AC62 Therm” and “AC64 Joule”: by 17%.
  • “Tempest”, “Whirl” and “Astraeus”: by 60%.
  • “Cyclone”: by 36%.
  • “Little Boy 6LB”, “ZS-33 Hulk” and “ZS-34 Fat Man”: by 71%.
  • “Elephant”: by 50%.
  • “ZS-46 Mammoth”, “ZS-52 Mastodon”, “Phoenix”, “Synthesis”, “Prometheus V” and “Helios”: by 100%.
  • “Median” and “Varun”: by 40%.
  • “Waltz” and “RL-9 Helicon”: by 47%.
  • “Narwhal”: by 114%.
  • “Jotun” and “Aurora”: by 25%.
  • “Quasar” and “Pulsar”: by 75%.
  • “Trigger”: by 18%.
  • “Destructor”: by 12%.
  • “Blockchain”: by 8%.
  • “Assembler”: by 22%.
Comment: low rotation speed is an outdated weapon balancing mechanic that affects only the vehicles with wheels or tracks. Therefore, many of the weapons that use this mechanic are only used in combination with the “Oppressor”. The increase to the rotation speed of most of the weapons will allow players to utilize them efficiently in combination with other engines and movement parts that don’t strafe. And using the “Oppressor” will now make the rotation of the weapons as comfortable as possible.

We understand that those changes may make the “Oppressor” less popular. We will rework its perk if it becomes too unpopular.


“Buggy wheel”, “Bigfoot” and “Sabbath”
  • The perks of these wheels will now have reduced efficiency in combination with other movement parts.
Comment: the perks of these wheels are quite efficient as is, but combining them with other movement parts strengthens vehicles quite significantly. The change doesn’t affect builds made with only one type of wheel, but it weakens vehicles with a lot of different movement parts and the play style aimed at “using all possible perks”.

For example, if half of the movement parts on a vehicle are “Buggy wheels”, their perk currently works at 50% of its maximum, meaning it reduces speed requirements by 20%. After the change, the perk in this situation will work at 35% of its maximum, i.e. reduce speed requirements by 14%.


“Bigfoot”, “Sleipnir”, “Tank track” and “Meat Grinder”
  • Changed the group of those wheels in the tonnage calculation mechanic. Now, installing those parts will cause other lower movement parts to increase the tonnage and use their perks only if they make contact with the ground.
Comment: when this mechanic was first introduced, we did not separate these movement parts into a group separate from most low movement parts to avoid inconvenience to “tilted” vehicles; and designs with wheels suspended in the air were not popular at the time.

Now, with the increasing popularity of “Bigfoot”, there are cars with lower wheels that act as a source of tonnage and perks without touching the ground, which is unfair to builds with mechanical legs and hovers that don’t have the ability to do so.


“Yongwang”, “Fortune” and “Porcupine”
  • The projectile trajectory no longer depends on the movement speed of the vehicle.
Comment: the change makes shooting at longer distances while moving easier.

Cabins maximum speed upgrade
  • Bonus changed from +3 km/h to +3%.
Comment: the change is similar to the recent change of the “Phobos” passive skill. The upgrade will not lose its relevance in comparison to other upgrades in the “Power” category, but will give a slightly lower bonus to slow cabins.

ZS-33 Hulk
  • The perk now speeds up reloading by 10% instead of 0.3 seconds.
ZS-34 Fat Man
  • The perk now speeds up reloading by 15% instead of 0.5 seconds.
Comment: the changes are due to the fact that the time bonus could make these weapons reload too fast in some combinations with other reload time bonuses (percentage bonuses). The changed perks will be slightly more efficient (or at the same level) at reducing reload time on most vehicles, but will lose effectiveness in combinations with other bonuses that are too great.

Spike-1
  • Added perk: “Increases the impulse of other installed “Spike-1” parts by 35%”.
Comment: the unique feature of the “Spike-1” (the high impulse) is almost unnoticeable in its current form. Adding the perk will make the impulse noticeable on medium PS vehicles with three “Spikes”, but will not increase it at low PS levels, where the mass of enemy vehicles is much lower.

Yongwang
  • Previously, the perk increased damage for each energy point spent on modules by 6%. Now the bonus also depends on the rarity of modules: legendary — 6%, epic — 5%, special — 4%, rare — 3%, common — 2%.
Comment: the efficiency of the weapon was too high at a wide range of PS (7000–16000). The change aims to weaken the weapon at low PS and in “Clan confrontation”, but keep it relevant in battles at high PS.

Quantum
  • Bonus to the energy weapons damage is now 25% instead of 20%.
Comment: compared to other epic cabins, “Quantum” has a rather weak and narrowly focused perk that needs strengthening.

Caucasus
  • Dependence of spread on flight speed increased by 2 times.
Comment: high efficiency when used on armoured aircraft. The change only affects the spread in flight (with the rotor on) and does not affect ground gameplay in any way.

Bigfoot ST
  • Tonnage increased from 1250 kg to 1500 kg.
Comment: the change is due to changing the group of “Bigfoot” in the tonnage calculation mechanic. The change is necessary because the “Bigfoot’s” tonnage is often insufficient for heavy vehicles, and lower wheels will no longer increase it.

Gravastar
  • Radiators now work with the “Gravastar” like with the other shotguns, meaning they give it a reduced bonus to time before overheat.
Comment: high efficiency at 8000–11000 PS and in “Clan confrontation”.

ST-M26 Tackler
  • Energy consumption reduced from 6 to 5 pts.
  • PS reduced from 810 to 675.
  • Damage reduced by 19%.
Comment: low popularity of this machine gun. The changes will create more options for building a vehicle with the “Tackler”, from installing more “Tacklers” to installing additional modules. The reduce in damage is due to the fact that reduced power consumption alone would make it overpowered.

Snowfall
  • Energy consumption reduced from 10 to 9 pts.
  • PS reduced from 1350 to 1215.
Comment: the logic is similar to the “Tackler” changes.

Nagual
  • The increase in spread after a shot reduced from 2 degrees to 1.
Comment: weapon lacks efficiency. The change allows to quickly fire the entire clip with higher accuracy.

Omnibox
  • Perk now increases speed by 15% instead of 10% in the first mode, and power by 25% instead of 20%. In the second mode, it speeds up cooldown and reloading by 20% instead of 15%.
Comment: cabin lacks efficiency. The change improves each of the modes, increasing their impact on gameplay.

Steppe spider
  • The perk no longer reduces rocket damage.
Comment: the change is due to the low efficiency of the cabin.

Arothron
  • Projectile damage increased by 10%.
  • Projectile impulse increased by 20%.
  • Pellet damage increased by 10%.
  • Pellet spread reduced by 10%.
Comment: lack of efficiency given the complex mechanics of using the weapon.

Fin whale
  • Speed bonus reduced from 25% to 23%
Comment: we expect that after the weapon rotation speed changes, a significant number of vehicles that use wheels will replace the “Oppressor” with the “Fin whale”, which will make the average speed of armoured vehicles in the game higher. To reduce this effect, we are bringing the speed bonus of the “Fin whale” closer to that of the “Oppressor”.

Omamori
  • The module now absorbs 300 damage instead of 400.
  • Durability reduced from 303 to 252 pts.
Comment: even with the increased energy consumption, the module remains too strong and, therefore, highly popular.

Yeti
  • Recharge time increased from 16 sec. to 25 sec. (like that of “Chameleons”).
  • Manually disabling the module now reduces recharge time by 68% (i.e. to 8 sec., as before).
  • The manual disabling delay is now 2 sec. instead of 1 sec.
Comment: the change will reduce the frequency of vehicles entering the invisibility state and increase the value of disabling it. If used carefully, manual disabling of the module will keep the recharge duration the same.

Mandrake
  • Energy consumption reduced from 14 to 13 pts.
  • PS reduced from 2800 to 2600.
Comment: the logic is similar to the “Tackler” and “Snowfall” changes.

Narwhal
  • Energy consumption increased from 12 to 13 pts.
  • PS increased from 2400 to 2600.
Comment: an extremely efficient weapon in various modes. The change aims to weaken vehicles that use “Narwhal” by reducing their number of installed modules and increasing their PS.

Pulsar
  • Damage upon hit reduced by 9%.
  • Damage bonus for hitting modules reduced from 30% to 20%.
Comment: after adding damage upon hit, the efficiency of “Pulsar” increased significantly, and the perk began to be utilized more often.

Yokozuna
  • The perk now increases the cabin’s power by 200% instead of 30% and speed by 10% instead of 20%. The bonus to allies’ power is now 50% and speed bonus for allies is now 10% (for any cabins, not just heavy cabins as before).
Comment: the change affects the gameplay when using the “Yokozuna” perk: due to the huge increase in power, it will be more suited for manoeuvring and accelerating and less for catching up with someone. The cabin will also be more useful for any allies, not just the ones with heavy cabins.

Hammerfall
  • Energy consumption increased from 10 to 11 pts.
  • PS increased from 2000 to 2200.
Comment: the logic is similar to the “Narwhal” changes.

Nidhogg
  • Damage reduced by 15%.
Comment: the shotgun stands out as having one of the highest damage to energy consumption ratios and has too high efficiency at a wide range of PS levels: from 6000 (2 “Nidhoggs” + “Growl” cabin) to 18000 (2 “Nidhoggs” + 1 “Jormungandr”).

Spark III
  • “Spark” now reduces the armoured vehicle’s power and speed by 5% instead of 4% when dealing damage, but the effect stacks up to 12 times instead of 15.
Comment: this is partially a reversal of the recent changes that were supposed to make the “Spark” a more independent weapon. Unfortunately, it did not work as intended; moreover, it became noticeably weaker as an auxiliary weapon.

“BC-17 Tsunami” and “CC-18 Typhoon”
  • Recoil reduced by 23%.
Comment: high efficiency in combination with the “Whaler”, the perk of which charges too quickly when using these guns. The change will also slightly increase the comfort of playing vehicles with other cabins.

Breaker
  • Energy consumption increased from 10 to 11 pts.
  • PS increased from 3000 to 3300.
Comment: the logic is similar to the “Narwhal” and “Hammerfall” changes.

Jormungandr
  • Damage increased by 33%.
  • Heating from a pellet reduced from 12.5% to 5%.
Comment: the shotgun was weak as a standalone weapon and was exclusively used in combination with two “Nidhoggs”. The problem was due to the fact that a shot from a single “Jormungandr” heated enemy parts by 100%, and its own damage was lower than that of the “Nidhogg”. The changes should help “Jormungandr” become a weapon in its own right.

Flash I
  • “Flash” now reduces power and speed of the armoured vehicle upon dealing damage, and slows the reload speed and cooldown rate of weapons by 5% instead of 3.5%, but the effect stacks up to 12 times instead of 17.
Comment: the logic is similar to the “Spark III” changes.

These are all the balance changes that are planned for the next update at the moment, but we would like to remind you that the list may still change as a result of internal tests and additional study of statistics. Share your thoughts and ideas in the comments. See you soon!


For more information on Crossout, follow these channels:
Predecessor - Steggs
Introduction

Greetings Champions!

V0.19 is here and with it comes our latest defensive powerhouse of a Hero, Terra!

Terra excels at sticking around, shrugging off damage and crowd control effects like it's nothing, before hitting back seriously hard.

It's not just Terra in the spotlight this week though, as our stores are jam-packed full of savings thanks to our Summer Skin Sale (which handily coincides with Steam's own Summer Sale). On top of this our gameplay team have been ridiculously busy addressing a number of balance changes and tweaks following on from our previous major balance updates.

There's no major new features in this update, but Ranked Mode continues as ever each week with the current opening times being Thursday, Saturday and Sunday. This availability is being expanded each week, but keep an eye out for a separate blog discussing this topic and more later next week.

Right, let's bring it back to the here and now and Highland Hurl ourselves into this week's patch notes!

New Hero: Terra - The Steadfast Bulwark

Cursebreaker Terra charges into battle!

Built like a bastion and hitting like a freight train, Terra finally makes her highly anticipated Predecessor debut!



An indomitable force of pure power, Terra effortlessly charges through hordes of enemies while delivering powerful blows with her ancestral axe. Her impeccable defences allow her to brush off even the most devastating of enemy attacks before hitting back with enough force to make you think twice about crossing her lane!

Abilities:

Hersir [Passive]:
Effect: Terra gains stacks of Hersir when damaging Enemies with her Basic Attacks and Abilities, up to a maximum of 5.

At maximum stacks, Terra's next Basic Ability is empowered and gains additional effects.

Entering the Base grants Terra maximum Hersir stacks instantly.

Carve [Basic Attack]:
BAT: 1.15
Effect: Terra’s basic Melee attack, dealing 61 (+80% Bonus Physical Power) physical damage.

Ruthless Assault [Primary]:
CD: 11/10.25/9.5/8.75/8
Cost: 55/50/45/40/35
Effect: Terra spins her axe, striking all enemies around her before slashing forwards a second time. Each strike deals 45/65/85/105/125 (+80% Bonus Physical Power) physical damage.

Hitting an Enemy Hero refunds 10% of the Cooldown per strike.

Empowered: Terra strikes an additional time (for a total of three strikes), with the third strike dealing 55/85/115/145/175 (+120% Bonus Physical Power) true damage to all enemies in front of her.

Highland Hurl [Secondary]:
CD: 11/10.5/10/9.5/9
Cost: 50/55/60/65/70
Effect: Terra throws a spectral axe, dealing 100/135/170/205/240 (+90% Bonus Physical Power) magical damage and slowing targets hit by 20/28/36/44/52% for 1.25s.

Pierces Minions and Monsters.

Empowered: Roots Enemies hit instead for 1.25s.

Wild Rush [Alternate]:
CD: 14/13/12/11/10
Cost: 70
Effect: Terra raises her shield, channeling for up to 4s before dashing forward and dealing 40/60/80/100/120 (+70% Bonus Physical Power) physical damage to all enemies in her path, knocking back and stunning them for 0.25s.

While channeling, for the first 1.25s her dash range and damage increases, dealing up to 120/180/240/300/360 (+210% Bonus Physical Power) physical damage.

If the Channel times out or is interrupted, this ability’s cooldown is refunded by 50%.

Empowered: On enemy hit, gain a 20/100/180/260/340 (+15% maximum health) shield for 4s.

Unstoppable Force [Ultimate]:
CD: 130/100/70
Cost: 100
Effect: Terra’s helmet slams down, cleansing all debuffs affecting her and granting her maximum Hersir stacks instantly.

For the next 6/7/8s, Terra becomes Unstoppable (Immune to Crowd Control) and doubles the passive bonus armors gained from this ability (see below).

Passive: Gain 10/18/26 Physical Armor and Magical Armor.

Store News

New Skins

Gryphon Knight Terra
Don the mighty armor of the Gryphon Knights and charge into battle with near-mythical ferocity, with Terra’s ornate Gryphon Knight skin [Rare]!



Mecha Terror Iggy & Scorch
There’s more than one terra/or on the battlefield and Iggy and Scorch are here to prove it with their latest Mecha Terror skin [Epic], hot out the blast furnace!



Ruby Scarab Serath
A fiery redhead with a temper? It can only be Serath, in her striking new Ruby Scarab skin [Common]!



New Bundles

Gryphon Knight Terra Bundle


Bundle Contents:
◆ Terra [Hero]
◆ Terra [Hero Premium Affinity]
◆ Gryphon Knight Terra [Skin]
◆ Gryphon Knight Terra [Spray] (Exclusive)
◆ Gryphon Knight Terra [Banner] (Exclusive)
◆ Gryphon Knight Terra [Profile Icon] (Exclusive)

Mecha Terror Iggy & Scorch Bundle


Bundle Contents:
◆ Iggy & Scorch [Hero]
◆ Mecha Terror Iggy & Scorch [Skin]
◆ Mecha Terror Iggy & Scorch [Spray] (Exclusive)
◆ Mecha Terror Iggy & Scorch [Banner] (Exclusive)
◆ Mecha Terror Iggy & Scorch [Profile Icon] (Exclusive)

Occult Kira Variant Bundle


Bundle Contents:
◆ Kira [Hero]
◆ Occult Kira [Skin]
◆ Ice Occult Kira [Skin Variant]
◆ Sakura Occult Kira [Skin Variant]

Ruby Scarab Serath Bundle


Bundle Contents:
◆ Serath [Hero]
◆ Ruby Scarab Serath [Skin]
◆ Ruby Scarab Serath [Spray]

Ruby Scarab Grux Variant Bundle


Bundle Contents:
◆ Grux [Hero]
◆ Ruby Scarab Grux [Skin]
◆ Hypernova Ruby Scarab Grux [Skin Variant]
◆ Onyx Ruby Scarab Grux [Skin Variant]

Ruby Scarab Bundle


Bundle Contents:
◆ Serath [Hero]
◆ Grux [Hero]
◆ Ruby Scarab Serath [Skin]
◆ Ruby Scarab Grux [Skin]
◆ Ruby Scarab Serath [Spray]

Summer Sales

The sun is out and the drinks are on ice, so what better way to celebrate Summer than with some hot discounts!

Skin Sales
Over the next couple weeks we’re slashing prices on skins across the in-game store, with up to 50% off some fan favorites!

Sales are on a weekly rotation, so don’t miss your chance to pick up popular skins like Obsidian Rampage and Royal Gideon and ensure you win your next match in style!

Week 1 (June 27th - July 4th)


Week 2 (July 4th - July 11th)


Steam Summer Sale
For those of you on PC, we’re excited to share that Predecessor is once again on offer as part of the Steam Summer Sale!

While we are completely free to play, this is a great chance to pick up the Rare, Epic and Legendary game bundles which are 50% off, 10% off and 10% off respectively, letting you top up on Heroes, skins and Platinum this Summer!

Head to the store page to grab your discount!

Gameplay Balance Changes

Overview:
◆ Jungle XP increased in the Mid-game.
◆ Jungle Objectives gain additional Physical Armor.
◆ Critical Strike Damage increased from 150% to 155%.
◆ All Heroes gain additional Physical Armor Growth.
◆ Outlier Hero Adjustments, including Grim.exe, Muriel, Gideon, and more.
◆ Further On-Hit Item adjustments.
◆ A general reduction in damage for various Item effects.
◆ Frontline Support Item stat increases.
◆ And more…!

General
Critical Strike Damage is seeing an increase due to its relatively low efficiency and efficacy.

◆ Critical Strike Damage increased from 150% to 155%.

Minions:
Minion AI improvements are planned for the future which will help resolve many of the frustrating interactions that can occur when interacting with them. In the meantime, balance tuning of Minion vs. Minion damage is ongoing with the goal of further improving a wave’s ability to bounce back and forth as naturally and intuitively as possible.

Melee
◆ Minion Damage Modifier increased from 90% to 100%.

Ranged:
◆ Minion Damage Modifier decreased from 115% to 110%.

Jungle:

Objectives
Objectives such as Fangtooth and Orb Prime can be slain too quickly, resulting in a reduction of the amount of fights that can naturally occur around these objectives, often rewarding the team with initial positioning too heavily as they melt through the objective. As a result, they are seeing increases to their Physical Armor, ensuring they stay alive for a few extra seconds, giving more time for the opposing team to counter-engage and attempt a steal.

Fangtooth:
◆ Physical Armor increased from 25 (+2 per level to 25 (+3 per Level)

Primal Fangtooth:
◆ Physical Armor increased from 60(+1 per Level) to 70 (+2 per Level)

Orb Prime:
◆ Orb Armor increased from 90 (+3 per Level) to 100 (+3 per Level)
◆ Blight Debuff increased from 40% to 50%.

Buffs

Red Buff
Both Red and Blue Buff’s Health Pool has proven too high since the v18 changes, with the time investment required to kill them being too high and feeling like a bit of a chore for some Heroes. As a result we’re reducing their Health Growths further, better allowing Jungler’s uptime on the map, while also fixing a nasty bug that was affecting Red Buff’s XP, with it now scaling correctly throughout a match.

◆ Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)
◆ [Bugfix] Now correctly scales its XP across the game instead of being stuck at Level 1.

Blue Buff
◆ Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)

Gold Buff
Both Gold Buff and Cyan buff tend to be slain too quickly after their first few capture. Some additional Health Growth is being granted to them to increase the window of interaction available when either team attempts to kill them.

◆ Health increased from 1100 (+80 per Level) to 1100 (+100 per Level)

Cyan Buff
Alongside the Health increases mentioned in the previous section, Cyan Buff is also receiving a decrease in XP offered, further reducing the ability for a one-sided snowball to occur when an Offlaner captures the majority of them uncontested.

◆ Health increased from 1150 (+80 per Level) to 1150 (+100 per Level)
◆ XP decreased from 70 (+12 per Level) to 65 (+10 per Level).

Camps
All Common Camps have received XP increases, starting from approximately 7m onwards. This is to better allow Junglers to keep up in experience during the mid-game when farming their Camps efficiently as Junglers have a tendency to fall too far behind in experience and be overly reliant on successful ganks to not fall behind.

Black Camp (2)
◆ Large XP increased from 150/152/160/174/174/220/252/290 to 150/152/165/190/210/235/260/290.
◆ Medium XP increased from 80/81/85/92/100/110/121/133 to 80/82/87/97/107/117/127/137

Grey Camp (3)
◆ Large XP changed from 75/77/84/96/113/135/162/194 to 75/77/85/105/125/145/165/185.
◆ Small XP changed from 45/46/50/57/68/83/120/125 to 45/46/51/65/79/79/93/107/107/120.

White Camp (4)
◆ Large XP increased from 92/94/102/116/136/162/194/232 to 92/95/105/128/151/179/207/235
◆ Medium XP changed from 54/55/60/68/79/93/110/130 to 54/55/65/77/89/101/113/125.
◆ Small XP changed from 30/31/33/37/43/51/61/73 to 30/31/35/43/49/57/65/73.

Brown Camp (5)
◆ Medium XP increased from 65/67/72/80/91/105/124/147 to 65/67/75/90/105/120/135/150.
◆ Small XP increased from 25/26/28/32/37/43/50/50/58 to 25/26/29/35/41/47/53/59.

Plus lots of Hero & Item balance adjustments and bug fixes! Check out the full patch notes for all the details.



That's everything for now Champions, what do you think?

Until next time!
Kari
Lead Community Manager @ Omeda Studios
Magic Academy Playtest - david.kube
The moment you step through the enchanted gates of our illustrious Magic Academy, you will find yourself amidst a realm bursting with newfound wonders and challenges. Prepare your wands and your spellbooks, for this term introduces several thrilling advancements that will elevate your magical journey.

Exploring Diversity in Combat



To begin, our enchanted forest has seen an influx of diverse and formidable enemies. Be cautious, as the essence of unpredictability now flows within these woods! In addition to these new foes, our majestic academy grounds now house intimidating enemy bosses. These colossal beings demand strategy and perseverance; defeating them will prove a true test of your magical prowess!

Merchants and Their Wares



Throughout the realm, new NPC shops have opened their doors. These shops offer a variety of items, including rare weapons, shields, and customizable avatars. Equipping yourself wisely from these vendors can spell the difference between triumph and defeat in your adventures!

Enhanced Tutorial and Guided Quests

The tutorial quests have been significantly enhanced to ensure that even the greenest apprentice can master movement and spellcasting through clearly instructed, interactive tutorials. The quest system UI has also been improved, featuring an intuitive custom interface for dialogues, journals, and alerts.

Polishing the Path of Learning

Harness the new enchantments that enrich your skill stack and recommend paths for your magical studies, optimizing your learning journey and ensuring a robust academic path.

Combat Ready

To improve your confrontations with enemies, we've balanced their statistics better by managing damage, health, and rewards. This ensures that every battle is both challenging and rewarding. Keep your eyes peeled for mysterious quests, and prepare to face the newly introduced windmills and a myriad of environmental animations that bring the academy grounds to life.

Resolving Mischief

On the technical front, we've ironed out various issues that might have hindered your journey. From fixing login screen crashes on mobile devices to ensuring smooth character movement post-login, every aspect has been meticulously polished.

Step bravely, dear students, into this ever-evolving magical realm. May your wand strokes be swift, your spells precise, and your hearts steadfast as you explore the endless adventures that now await in the Magic Academy.
Wingspan - mateusz.pokrzywniak
Dear Birders!

On Thursday, July 4 from 9:00AM until 10:00AM CET, we will conduct maintenance works on the Wingspan online server. During this time, entering online mode will be impossible.

‼️ IMPORTANT ‼️
Please end all your matches before the maintenance and do not start any new ones close to the maintenance hours. Otherwise, there's a risk of losing ongoing games and karma points.

Let your fellow birders know about online maintenance, so the process can go smoothly.

We apologize for the inconvenience.
Jul 2, 2024
Pretty Dreadful: Heritage - RomaFutagoza
Demo UPDATE!


Please, enjoy an improved Demo which includes:

  • New pretty cutscenes,
  • A charming detective and several new NPCs,
  • New little quests,
  • Autosave system,
  • Re:do can run! ^^
  • A couple of Easter eggs, and many minor adjustments.

P.S. Unfortunately, I had to give up on the Japanese localization.ːsteamsadː Yet, I hope I'll be able to implement it to the final game.
Ladder it Up! - Voxel
The first update is coming out today and includes the following fixes:

  • Improved ladder spawn system
    The ladder will no longer perform tricks like a skateboard when spawned too close to player. Player now blocks ladder spawns. Ladder should no longer spawn inside or behind walls (there were a few such spots. Thanks Plami).

  • Added a highlight for the ladder when it is far from the player.
    This will help locate it in dark areas like the Crystal Cave.

  • Added a "Restart" label next to the game reset button.

  • Improved lighting in the Lava Cave.

  • Fixed a bug that caused the ladder to spawn after clicking on the menu screen.

And that's all for today. Report any bugs, and they will be fixed next week due to the trip I mentioned in my previous post. Additionally, I want to thank everyone who purchased Ladder It Up! You are awesome and keep climbing!
Jul 2, 2024
Banana & Cucumber - omercemkarayigit
Hello Everyone
🇺🇸New drops are now active. ! (Anime Set)
  • 5 Normal
  • 3 Middle
  • 3 Rare
  • 2 Epic
  • 1 Epic +

Every item has a drop rate. Drop is checked every 1 hour.

All old drops have been closed.
Have fun ! ! !
🍌🥒🍌 Thank you for playing Banana & Cucumber. 🍌🥒🍌
The Braves - Mary
Whispered rustling of grass, Brave Ones!

A disturbed pack of wolves got up from their lair and raced in a low-lying run along barely visible field paths, away from an invisible enemy in the tall grass. The birds feeding on the grains of field plants took to the sky with many-voiced angry cries.

The Old Man traveling far from the scene along the edge of the forest thoughtfully looked at the horizon of mixed grasses. Who could be hiding in the sea of green? As he approaches, the hum of something flying in the air becomes louder, and the tops of the stalks fall under the influence of an invisible force, more and more noticeable.

A few more dozen meters - and a beautiful maiden in fur clothes with a tight braid comes into view, throwing out discs that emanate icy cold. Without a doubt, a Brave has been encountered on the path!

The girl speaks little: her fearsome weapon, knowing no barriers and capable of destroying opponents by the dozens and hundreds, speaks for her. The Old Man is inspired and once again declares a popular call in search of the wisdom of a new path.

A contest is announced!

Condition: Write a guide about the heroine Zina. Highlight the strengths and weaknesses of the gameplay, share your opinion on equipment, best abilities. Share the path to victory.

Publish your work in a special section for manuals.
Attention: Don't forget to specify your in-game ID.
Deadline for submissions: July 6, 19:00 UTC.

The winners will be announced on July 7 at the zenith.

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Tropico 6 - Freeky
Tropico 6 Update 22 - Hotfix

Fellow Tropicans,

We have just released a Hotfix for some issues reported to us after Update 22 and the release of the “Tropican Shores” DLC.
For more details, please check out the full changelog below.

Viva Tropico!

Bug Fixes
Tropican Shores
  • Fixed an issue which caused a yacht to move sideways after loading a save.
  • Fixed an issue which caused a yacht to drive through land when launching a yacht and immediately relocating its Yacht Shipyard.
  • Fixed an issue which showed the construction icon over a launchable yacht.
  • Fixed an issue which caused yacht visitors to walk out of the yacht during relocation.
  • Fixed an issue with the Dolphin Therapy which prevented dolphins and sharks from appearing after loading a save.
  • Fixed an issue which caused faded map icons in the sandbox menu and load menu.
  • Fixed an issue with scenario map description being out of bounds.
  • Added a map selection icon to the Tropican Shores scenario selection screen to show the "difficulty completion" stamp.
Going Viral DLC
  • Fixed an issue which caused the “Visit Status” display to be removed from the Mobile Doctor Squad building.
General
  • Fixed an issue which prevented displaying the tool tip of the “Tourist only” checkbox of tourist buildings.
  • Fixed a common crash.
  • Fixed an issue which caused the Trading Post to get coloured by non-related overlays.
Localization
  • Minor Japanese language adjustments.
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