Just a Cleric - Del_Duio
"Some say that's Progress, I say that's cruel" - Peter Garrett / Midnight Oil

Hello!

I've been working a ton on the JAC expansion pack over the past week or so and the hard work's starting to pay off. Tonight I've finally finished 6 new pieces of gear which fall under the new loot class. I'm not exactly sure what to call it, but the bags are dark red. I was thinking "Cursed" since they are all powerful but all have something.. "wrong" with them.

"Hee.. Hee.." - Golden Knight / Resident jerk to our cleric


What's better is that most of these new items incorporate brand new equipment properties not found in the core game right now that you have. It should be very fun to see what players can do with them and how they mix and match their gear to fit their playstyles later.

So the hard part's done. Now for the OTHER hard part, which is to take these 6 new items and their properties and their subscreen icons and text strings and variables and all the other junk and get all of that in the right place and the right order over 40 or so other screens and areas. (To which there is a lot that goes into making even just a single stinking item for this game).

And once all that's done, which will take a while there's no doubt about it, then comes the slightly-less hard part of making that grinding area that so many want to see in the game (including me!)

ːJAC_Clericː VIVA LA CLERIC! ːJAC_Clericː
Just a Cleric - Del_Duio
"Some say that's Progress, I say that's cruel" - Peter Garrett / Midnight Oil

Hello!

I've been working a ton on the JAC expansion pack over the past week or so and the hard work's starting to pay off. Tonight I've finally finished 6 new pieces of gear which fall under the new loot class. I'm not exactly sure what to call it, but the bags are dark red. I was thinking "Cursed" since they are all powerful but all have something.. "wrong" with them.

"Hee.. Hee.." - Golden Knight / Resident jerk to our cleric


What's better is that most of these new items incorporate brand new equipment properties not found in the core game right now that you have. It should be very fun to see what players can do with them and how they mix and match their gear to fit their playstyles later.

So the hard part's done. Now for the OTHER hard part, which is to take these 6 new items and their properties and their subscreen icons and text strings and variables and all the other junk and get all of that in the right place and the right order over 40 or so other screens and areas. (To which there is a lot that goes into making even just a single stinking item for this game).

And once all that's done, which will take a while there's no doubt about it, then comes the slightly-less hard part of making that grinding area that so many want to see in the game (including me!)

:JAC_Cleric: VIVA LA CLERIC! :JAC_Cleric:
May 31, 2016
Dual Core - daniel78
I just uploaded small update that should fix a number of issues.

Bug fix: elevator levels sometimes won't finish, forcing you to restart them
Bug fix: inventory would sometimes display wrong icon
Bug fix: prevent issue where player 2 could finish the level without player 1, causing problems with Corby in the next level if you switch to single player mode.
Balancing: Arcade level 4 is now easier!
Balancing tweaks to some bosses, enemy damage, health etc.
May 31, 2016
Dual Core - daniel78
I just uploaded small update that should fix a number of issues.

Bug fix: elevator levels sometimes won't finish, forcing you to restart them
Bug fix: inventory would sometimes display wrong icon
Bug fix: prevent issue where player 2 could finish the level without player 1, causing problems with Corby in the next level if you switch to single player mode.
Balancing: Arcade level 4 is now easier!
Balancing tweaks to some bosses, enemy damage, health etc.
War Thunder - TheShaolinMonk


Recently, we introduced a new line of open-cabin German SPGs to the game. Most players liked this new addition: the powerful rank 3 vehicles – the Dicker Max and Nashorn – may be lightly armoured, but on the other hand they can shred any opponent that gets in their sights with a single shot. However, the line is unfinished, so we’re here to present to you an essential new hero of the upcoming update. Meet the Sturer Emil!​

Work on the Sturer Emil began in as early as 1939, when the German army had need of an effective weapon against the reinforced Maginot Line. But by 1942, the situation had changed fundamentally: France had already fallen, and Germany was waging an entirely different war against the USSR. At the start of the Great Patriotic War, when the Germans first clashed with the newest Soviet KV and T-34 tanks, the question of creating an effective weapon against them became critical: no German tank cannon at that time could effectively penetrate their armour. Only high-calibre anti-aircraft weapons showed good efficiency in penetrating Soviet heavy armour, such as the 12.8 cm FlaK 40.





To see more info, images, and even video of this vehicle, be sure to check out the full Dev Blog article on the Official War Thunder Forums!
War Thunder - TheShaolinMonk


Recently, we introduced a new line of open-cabin German SPGs to the game. Most players liked this new addition: the powerful rank 3 vehicles – the Dicker Max and Nashorn – may be lightly armoured, but on the other hand they can shred any opponent that gets in their sights with a single shot. However, the line is unfinished, so we’re here to present to you an essential new hero of the upcoming update. Meet the Sturer Emil!​

Work on the Sturer Emil began in as early as 1939, when the German army had need of an effective weapon against the reinforced Maginot Line. But by 1942, the situation had changed fundamentally: France had already fallen, and Germany was waging an entirely different war against the USSR. At the start of the Great Patriotic War, when the Germans first clashed with the newest Soviet KV and T-34 tanks, the question of creating an effective weapon against them became critical: no German tank cannon at that time could effectively penetrate their armour. Only high-calibre anti-aircraft weapons showed good efficiency in penetrating Soviet heavy armour, such as the 12.8 cm FlaK 40.





To see more info, images, and even video of this vehicle, be sure to check out the full Dev Blog article on the Official War Thunder Forums!
Siralim 2 - Thylacine Studios
Hey everyone,

I want to start by thanking you all for your help and patience the last few days as we worked to iron out the bugs and crashes that came with Siralim 2's launch. While the game still might not be 100% bug-free, it's definitely in a much better place than it was on Friday, and we'll continue to provide frequent patches to address any issues we come across.

Now that there aren't quite as many technical issues, we'll also have time to tackle some of the most common suggestions we've been receiving. More specifically, most of you seem to want battles to be faster, and that's exactly what we're going to work on very soon. There will definitely be an option to make the battle text scroll more quickly. In addition, I'd like to add an option to make the confirm key (E) skip spell animations and floating text, but I'm not 100% sure if that's possible based on how the battle system is coded. I'll try, though!

Aside from that, I'm going to be working on revamping two major game systems: Sigils and Nether Realms. I'm also keeping an eye on game balance, so expect to see some adjustments to traits, spells, perks, and runes very soon.

That's all for now. I hope you're enjoying Siralim 2!

-Zack
Siralim 2 - Thylacine Studios
Hey everyone,

I want to start by thanking you all for your help and patience the last few days as we worked to iron out the bugs and crashes that came with Siralim 2's launch. While the game still might not be 100% bug-free, it's definitely in a much better place than it was on Friday, and we'll continue to provide frequent patches to address any issues we come across.

Now that there aren't quite as many technical issues, we'll also have time to tackle some of the most common suggestions we've been receiving. More specifically, most of you seem to want battles to be faster, and that's exactly what we're going to work on very soon. There will definitely be an option to make the battle text scroll more quickly. In addition, I'd like to add an option to make the confirm key (E) skip spell animations and floating text, but I'm not 100% sure if that's possible based on how the battle system is coded. I'll try, though!

Aside from that, I'm going to be working on revamping two major game systems: Sigils and Nether Realms. I'm also keeping an eye on game balance, so expect to see some adjustments to traits, spells, perks, and runes very soon.

That's all for now. I hope you're enjoying Siralim 2!

-Zack
Defender's Quest: Valley of the Forgotten (DX edition) - lars.doucet
You've been patient, and it's finally here! Defender's Quest DX (formerly "Defender's Quest HD") will be launching in just a few weeks. You can see our first trailer -- "What's New?" below. We'll have a second trailer (aimed at new players) ready on our launch day.

https://www.youtube.com/watch?v=QEarmXpMag8

Our public build server has the latest version of the demo if you want to check it out now. (And If you find any bugs, please post them here and I will do my best to fix them ASAP!)

Review copies
If you are a journalist, youtuber, twitch streamer, or anyone in the position to let people know about the game, please get in touch and we will get you a review key and presskit with updated media materials ASAP. We'll also be contacting various media figures individually, but this list is pretty big and I don't always know who is and isn't on it, so I don't want to miss anyone :)

Here's the scoop:

Free to all existing owners
All new HD sprite and character graphics
Ability to use the old art if you like
No more Adobe AIR
Azra's Journal available right from the start
New Game+ expanded with extra story content
"Hero Mode" is now an explicit game mode
Overhauled resolution-agnostic user interface
Battles go up to x16 speed now
Can import saves from the original game
New "behind the scenes" developer's journal in New Game+
Gamepad + Steam Controller support (nearly finished - will try to have this on launch day)
And a lot of other things I probably forgot :)

Touching on a few of these points:

Free to all existing owners
If you already own Defender's Quest on any of our current stores, then you'll get a free update to the the Deluxe (DX) edition. You don't need to do anything to get the new version of the game. When launch day comes there'll just be an update, and you will be able to select Defender's Quest DX, or the old version (labeled "legacy") at any time.

No more Adobe AIR
Thanks to the magic of Haxe, OpenFL, and HaxeFlixel, Defender's Quest DX is no longer tied to Flash or Adobe AIR. The desktop builds are exported as native C++ apps powered by SDL2. This is particularly relevant for Linux users, who always had trouble installing the game because of the Adobe AIR dependency.

One of the cool things about Haxe is that it's multi-target. From one code base, we can target C++, HTML5, and even rusty ol' Flash if we still want to. So we'll be working hard to get a web-compatible demo build out, too.

Defender's Quest II?
And yes, we're still working on Defender's Quest II! Defender's Quest DX is built with the Defender's Quest II engine. Rather than make everyone wait until Defender's Quest II is totally finished before they can play something new, Defender's Quest DX gives you all a taste of what our hard work has made possible, as we continue to push forward towards DQII. After we recover from launch we'll have more to say about DQII, stay tuned!

Languages
We will do our best to port over the existing translations. That said, we've added a bunch of new text and we probably won't have every bit of the new stuff translated on day one. But most of that new text is in the expanded journal content, so unless you're playing New Game+ you really won't be missing out on much, if anything. German will have a full translation on day one, and Spanish and French will have mostly full translations on day one. The rest we'll have to see about, but we'll do our best. We'll get everything complete eventually with post release patches.

Mod support/Workshop
Mod support is already functional in DQDX, but the game files have changed a bit so unfortunately "legacy" mods for the original game won't work as-is with DQDX. That said, after launch I will post some documentation describing what's different in case anyone wants to port their mods over. I may or not be able to have Steam Workshop supported for DQDX on day one -- I want to make sure that the interface doesn't get confused between the legacy and DX mod formats, so I'd rather take my time to make sure I do things right rather than muddy the waters. Making mods for the original DQ was not always easy so I have some ideas for how I can greatly improve the process this time around.

If you want to know more, you can discuss these topics on this forum thread.
Defender's Quest: Valley of the Forgotten (DX edition) - lars.doucet
You've been patient, and it's finally here! Defender's Quest DX (formerly "Defender's Quest HD") will be launching in just a few weeks. You can see our first trailer -- "What's New?" below. We'll have a second trailer (aimed at new players) ready on our launch day.

https://www.youtube.com/watch?v=QEarmXpMag8

Our public build server has the latest version of the demo if you want to check it out now. (And If you find any bugs, please post them here and I will do my best to fix them ASAP!)

Review copies
If you are a journalist, youtuber, twitch streamer, or anyone in the position to let people know about the game, please get in touch and we will get you a review key and presskit with updated media materials ASAP. We'll also be contacting various media figures individually, but this list is pretty big and I don't always know who is and isn't on it, so I don't want to miss anyone :)

Here's the scoop:

Free to all existing owners
All new HD sprite and character graphics
Ability to use the old art if you like
No more Adobe AIR
Azra's Journal available right from the start
New Game+ expanded with extra story content
"Hero Mode" is now an explicit game mode
Overhauled resolution-agnostic user interface
Battles go up to x16 speed now
Can import saves from the original game
New "behind the scenes" developer's journal in New Game+
Gamepad + Steam Controller support (nearly finished - will try to have this on launch day)
And a lot of other things I probably forgot :)

Touching on a few of these points:

Free to all existing owners
If you already own Defender's Quest on any of our current stores, then you'll get a free update to the the Deluxe (DX) edition. You don't need to do anything to get the new version of the game. When launch day comes there'll just be an update, and you will be able to select Defender's Quest DX, or the old version (labeled "legacy") at any time.

No more Adobe AIR
Thanks to the magic of Haxe, OpenFL, and HaxeFlixel, Defender's Quest DX is no longer tied to Flash or Adobe AIR. The desktop builds are exported as native C++ apps powered by SDL2. This is particularly relevant for Linux users, who always had trouble installing the game because of the Adobe AIR dependency.

One of the cool things about Haxe is that it's multi-target. From one code base, we can target C++, HTML5, and even rusty ol' Flash if we still want to. So we'll be working hard to get a web-compatible demo build out, too.

Defender's Quest II?
And yes, we're still working on Defender's Quest II! Defender's Quest DX is built with the Defender's Quest II engine. Rather than make everyone wait until Defender's Quest II is totally finished before they can play something new, Defender's Quest DX gives you all a taste of what our hard work has made possible, as we continue to push forward towards DQII. After we recover from launch we'll have more to say about DQII, stay tuned!

Languages
We will do our best to port over the existing translations. That said, we've added a bunch of new text and we probably won't have every bit of the new stuff translated on day one. But most of that new text is in the expanded journal content, so unless you're playing New Game+ you really won't be missing out on much, if anything. German will have a full translation on day one, and Spanish and French will have mostly full translations on day one. The rest we'll have to see about, but we'll do our best. We'll get everything complete eventually with post release patches.

Mod support/Workshop
Mod support is already functional in DQDX, but the game files have changed a bit so unfortunately "legacy" mods for the original game won't work as-is with DQDX. That said, after launch I will post some documentation describing what's different in case anyone wants to port their mods over. I may or not be able to have Steam Workshop supported for DQDX on day one -- I want to make sure that the interface doesn't get confused between the legacy and DX mod formats, so I'd rather take my time to make sure I do things right rather than muddy the waters. Making mods for the original DQ was not always easy so I have some ideas for how I can greatly improve the process this time around.

If you want to know more, you can discuss these topics on this forum thread.
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