Star Sonata 2 - StarryShibe

Max_Whynd
Max_Whynd worked with DarkSteel to re-work Capital Light of Peace to better reflect the cost of creating the weapon. (Mini, lower-tech Ball-Lightning comes to mind.) Added tech 6 Capital-ship only splashing energy weapon which will drop from a boss in Arctia, tech 10 splashing capital-ship only weapon which will drop from random DG bosses, tech 14 multi-chaining mining weapon built from a new boss-drop bp in The Jungle.

Hober Mallow
I’ll be working on Anatolia with Auxilium and yclepticon to try to get it ready for testing and fine tuning. I’ve also asked one of our programmers to prototype a “Gunner Analyzer”, the purpose of which is to give Gunner’s resistances for shooting lots of targets. If things work out as planned, and I don’t see why they wouldn’t, Gunner’s would be a viable way to hold the attention of AI while simultaneously becoming tanky enough to survive the onslaught. I should have more information for you all in the upcoming week or so.

JeffL
Jeff's been finishing up some details about the new class system.

SunDog60
I've added Star Sonata 2 to Twitch, if you plan on streaming the game it will finally be available.

DarkSteel
I’ve been busy making a list of content that’s eligible for rebalancing due to the Prawn change and the removal of MF2 (it's a pretty long list) that is planned for next universe. I’ve also made an estimate of how much the content in question should be nerfed. From my testing we’re looking at values varying from 20% to 40% depending on the current difficulty of the content.
I’ve also increased the times you can use the blueprints for Kalthi Depths commods such as Admixium and Perilium to 5 up from 3.

Bobbo
A couple of weeks ago we discussed changing how bot slots work, and these changes have now been done!From next patch, bots will take their tech in slots and the skills will give double what they did before. Players with Wild Man will get twice the number of wild bot slots instead of their slot cost being halved. Also the quantity of bots you could have is changes, slightly.
  • Slots:
    • Trade slots: (Remote Control + Bot Research) * 2
    • Combat slots: Trade + 8 (if you have Bot Ph.D.)
    • Wild slots: Trade * 2 (if you have Wild Man)
  • Reworked (slightly) the maximum number of bots you can have.
    • Trade bots: Remote Control + Bot Research - Minimum of two.
    • Combat bots: Half trade (rounded up) + 2 (if you have Bot Ph.D.)
    • Wild bots will name be named "WB" instead of "CB"

Pixel
Mainly been tweaking Twisted content, ensuring everything is working and fixing any related problems players give Pixel feedback on.

Ryan
Working to get the new class stuff ready for test server, it took a little longer than expected but should be available for testing very soon.

Jey
Trying to track the client freeze some players have reported and begun work on the next full patch.

Discuss in the Forum
Star Sonata 2 - SunDog60

Max_Whynd
Max_Whynd worked with DarkSteel to re-work Capital Light of Peace to better reflect the cost of creating the weapon. (Mini, lower-tech Ball-Lightning comes to mind.) Added tech 6 Capital-ship only splashing energy weapon which will drop from a boss in Arctia, tech 10 splashing capital-ship only weapon which will drop from random DG bosses, tech 14 multi-chaining mining weapon built from a new boss-drop bp in The Jungle.

Hober Mallow
I’ll be working on Anatolia with Auxilium and yclepticon to try to get it ready for testing and fine tuning. I’ve also asked one of our programmers to prototype a “Gunner Analyzer”, the purpose of which is to give Gunner’s resistances for shooting lots of targets. If things work out as planned, and I don’t see why they wouldn’t, Gunner’s would be a viable way to hold the attention of AI while simultaneously becoming tanky enough to survive the onslaught. I should have more information for you all in the upcoming week or so.

JeffL
Jeff's been finishing up some details about the new class system.

SunDog60
I've added Star Sonata 2 to Twitch, if you plan on streaming the game it will finally be available.

DarkSteel
I’ve been busy making a list of content that’s eligible for rebalancing due to the Prawn change and the removal of MF2 (it's a pretty long list) that is planned for next universe. I’ve also made an estimate of how much the content in question should be nerfed. From my testing we’re looking at values varying from 20% to 40% depending on the current difficulty of the content.
I’ve also increased the times you can use the blueprints for Kalthi Depths commods such as Admixium and Perilium to 5 up from 3.

Bobbo
A couple of weeks ago we discussed changing how bot slots work, and these changes have now been done!From next patch, bots will take their tech in slots and the skills will give double what they did before. Players with Wild Man will get twice the number of wild bot slots instead of their slot cost being halved. Also the quantity of bots you could have is changes, slightly.
  • Slots:
    • Trade slots: (Remote Control + Bot Research) * 2
    • Combat slots: Trade + 8 (if you have Bot Ph.D.)
    • Wild slots: Trade * 2 (if you have Wild Man)
  • Reworked (slightly) the maximum number of bots you can have.
    • Trade bots: Remote Control + Bot Research - Minimum of two.
    • Combat bots: Half trade (rounded up) + 2 (if you have Bot Ph.D.)
    • Wild bots will name be named "WB" instead of "CB"

Pixel
Mainly been tweaking Twisted content, ensuring everything is working and fixing any related problems players give Pixel feedback on.

Ryan
Working to get the new class stuff ready for test server, it took a little longer than expected but should be available for testing very soon.

Jey
Trying to track the client freeze some players have reported and begun work on the next full patch.

Discuss in the Forum
Sep 28, 2016
ZombVR - DonkeyKwon
Hello all.

We were hoping to have a video out today showing some controls and some updates that are coming. Unfortunately we're having an Internet outage in the area here and can't get online at the moment(other than mobile).

Before the larger update of build 11 we decided we'll release another patch for build 10_4 with some smaller but significant updates. We're just finishing up fixes and testing on those. We'll list those and publish the update as soon as we can get back online.

Thanks!
-DKG
Sep 28, 2016
ZombVR - cDn-DogRocket
Hello all.

We were hoping to have a video out today showing some controls and some updates that are coming. Unfortunately we're having an Internet outage in the area here and can't get online at the moment(other than mobile).

Before the larger update of build 11 we decided we'll release another patch for build 10_4 with some smaller but significant updates. We're just finishing up fixes and testing on those. We'll list those and publish the update as soon as we can get back online.

Thanks!
-DKG
Rogue Wizards - Spellbind Studios
Features & Changes
  • Dungeons now appear in multiple difficulties, more difficult dungeons yield more magical items at a rate of 15%, 35%, and 50% at each bonus difficulty level
  • Drastically reduced delay between actor actions, this speeds up watching enemies go through combat one after another
  • Added new "Gameplay" settings off the "Home" menu, within it you can further adjust the game speed (movement and combat) from 100% to 150% speed
  • Speed up the animations for singularity and shield other

http://steamcommunity.com/sharedfiles/filedetails/?id=771588881

http://steamcommunity.com/sharedfiles/filedetails/?id=771590195
Rogue Wizards - Spellbind Studios
Features & Changes
  • Dungeons now appear in multiple difficulties, more difficult dungeons yield more magical items at a rate of 15%, 35%, and 50% at each bonus difficulty level
  • Drastically reduced delay between actor actions, this speeds up watching enemies go through combat one after another
  • Added new "Gameplay" settings off the "Home" menu, within it you can further adjust the game speed (movement and combat) from 100% to 150% speed
  • Speed up the animations for singularity and shield other

http://steamcommunity.com/sharedfiles/filedetails/?id=771588881

http://steamcommunity.com/sharedfiles/filedetails/?id=771590195
Hive Jump - Spekkio
Ambush Encounters and Multiplayer Stability Improvements!(0.048.2308)

Jumpers! The bugs are getting smarter, and they're creating ambush rooms in their hives to trap your fireteam in! If you get ambushed, you'll have to hold out for a few minutes and defeat the incoming swarms. After two minutes, find the escape door, and continue on your mission. Good luck!

In other news, the online multiplayer aspect of the game is getting more stable everyday! We've eliminated issues with the game desyncing immediately on level loading! There may still be causes of desyncs within the game, so stay vigilant and let us know when you find one! Every bit of info helps us work towards perfection!

Thanks for your support! Full build notes below:

Version 0.048.2308 - Full Change List

  • Fixed issues that would cause immediate desync on loading a Hive.
  • Ambush Encounters Added as substitutions for boss fights 40% of the time.
  • New Relic Rooms
  • Level doors now animate and collapse and explode open contextually.
  • Fixed bug where players could "cheese" the Caretaker fight from below with rockets.
  • Gamma Ray damage buffed.
  • UI Alert improvements
  • Lurkers even more responsive now. Wha-snap!
  • Fixed bug where Stalker could hold you indefinitely in his sweet embrace.
  • Fix for music dissonance in Store/Relic rooms in Mushroom Environment
  • Fixed bad armor hit sound for poisoned soldier bugs
  • Added Fat Bard npc to the game. Can you hear his song?

Help grow the Hive Jump Community!

Thanks for jumping with us! A positive review on Steam will help bring more Jumpers to our growing community, and result in you having more comrades to jump into hives with!

You can join our Discord community by following this link. This is the best way to make new friends and get in touch with the developers directly! Hive Jump Discord

Weekly Hive Jump Stream with Devs!

We will be playing Hive Jump with the community every Wednesday from 7PM - 9PM CST on Twitch! Go give our channel a follow here and you'll be notified when we next go live! See you then!
Hive Jump - Spekkio
Ambush Encounters and Multiplayer Stability Improvements!(0.048.2308)

Jumpers! The bugs are getting smarter, and they're creating ambush rooms in their hives to trap your fireteam in! If you get ambushed, you'll have to hold out for a few minutes and defeat the incoming swarms. After two minutes, find the escape door, and continue on your mission. Good luck!

In other news, the online multiplayer aspect of the game is getting more stable everyday! We've eliminated issues with the game desyncing immediately on level loading! There may still be causes of desyncs within the game, so stay vigilant and let us know when you find one! Every bit of info helps us work towards perfection!

Thanks for your support! Full build notes below:

Version 0.048.2308 - Full Change List

  • Fixed issues that would cause immediate desync on loading a Hive.
  • Ambush Encounters Added as substitutions for boss fights 40% of the time.
  • New Relic Rooms
  • Level doors now animate and collapse and explode open contextually.
  • Fixed bug where players could "cheese" the Caretaker fight from below with rockets.
  • Gamma Ray damage buffed.
  • UI Alert improvements
  • Lurkers even more responsive now. Wha-snap!
  • Fixed bug where Stalker could hold you indefinitely in his sweet embrace.
  • Fix for music dissonance in Store/Relic rooms in Mushroom Environment
  • Fixed bad armor hit sound for poisoned soldier bugs
  • Added Fat Bard npc to the game. Can you hear his song?

Help grow the Hive Jump Community!

Thanks for jumping with us! A positive review on Steam will help bring more Jumpers to our growing community, and result in you having more comrades to jump into hives with!

You can join our Discord community by following this link. This is the best way to make new friends and get in touch with the developers directly! Hive Jump Discord

Weekly Hive Jump Stream with Devs!

We will be playing Hive Jump with the community every Wednesday from 7PM - 9PM CST on Twitch! Go give our channel a follow here and you'll be notified when we next go live! See you then!
Dynamite Alex - Ryan Silberman
Hello, everybody that is reading this! While I am not usually fond of having to provide updates for a game I've finished, I decided it was for the best to give Dynamite Alex a bit of a touch-up in areas people have often addressed.

First the important thing!
-Controller support is now a thing!-
Those of you wanting to use a controller now can! The input for Dynamite Alex is Direct Input. Now, if I weren't an honest person, I would say that controller support is completely implemented as intended and has had no problems during testing. The only problem is I am honest, and I actually don't have a PC controller of my own since I typically just use the keyboard to play stuff on my laptop. Evidently, that may sound crazy to you guys since I've been asked to provide said controller support.

With that said, I am going to need vocal players' feedback to see if the controller controls are accurate.

The Dinput controller mappings are:

-Moving left and right should be self-explanatory
-Button 1 is to jump
-Button 2 is to shoot
-Button 3 is to pause

This update for Dynamite Alex also has a few smaller, subtle features in the levels. The following changes were made:

-The Simulator world's (aka the first two levels) background decorations have been darkened a tad so it's clearer they cannot be interacted with. The weirder parts of it have been removed, so the decorations are either plain or with a tree (except for the castle at the end of level 2 - that is still there)
-That cramped purple area in the first level is completely gone and replaced with a couple rows of coins. In hindsight, I have no clue why I originally made it that way.
-The flame in the middle of a string of platforms across the big red building in the City of Costansin (levels 3 & 4 - This case being level 3) has been moved to a widened platform so it's easier to avoid.
-A timer block in the Mountain world (levels 7 & 8) has been removed so Alex cannot get stuck in it when all of the blocks get triggered simultaneously.

Thank you, everybody!

-Ryan Silberman
Dynamite Alex - Ryan Silberman
Hello, everybody that is reading this! While I am not usually fond of having to provide updates for a game I've finished, I decided it was for the best to give Dynamite Alex a bit of a touch-up in areas people have often addressed.

First the important thing!
-Controller support is now a thing!-
Those of you wanting to use a controller now can! The input for Dynamite Alex is Direct Input. Now, if I weren't an honest person, I would say that controller support is completely implemented as intended and has had no problems during testing. The only problem is I am honest, and I actually don't have a PC controller of my own since I typically just use the keyboard to play stuff on my laptop. Evidently, that may sound crazy to you guys since I've been asked to provide said controller support.

With that said, I am going to need vocal players' feedback to see if the controller controls are accurate.

The Dinput controller mappings are:

-Moving left and right should be self-explanatory
-Button 1 is to jump
-Button 2 is to shoot
-Button 3 is to pause

This update for Dynamite Alex also has a few smaller, subtle features in the levels. The following changes were made:

-The Simulator world's (aka the first two levels) background decorations have been darkened a tad so it's clearer they cannot be interacted with. The weirder parts of it have been removed, so the decorations are either plain or with a tree (except for the castle at the end of level 2 - that is still there)
-That cramped purple area in the first level is completely gone and replaced with a couple rows of coins. In hindsight, I have no clue why I originally made it that way.
-The flame in the middle of a string of platforms across the big red building in the City of Costansin (levels 3 & 4 - This case being level 3) has been moved to a widened platform so it's easier to avoid.
-A timer block in the Mountain world (levels 7 & 8) has been removed so Alex cannot get stuck in it when all of the blocks get triggered simultaneously.

Thank you, everybody!

-Ryan Silberman
...