Warframe - Wintermaker


Customize your favorite Warframes with the new Avia Armor Set and Centuria Syandana. Boost your powers with new Augment Mods!



NEW CUSTOMIZATIONS
AVIA ARMOR SET – Streamlined decorative Armor in the style of the Furis and Sybaris. Equip this set with the visually updated Furis!
CENTURIA SYANDANA - Take command with this imposing cloak.

Get them in the Market today!



NEW AUGMENT MODS
Inaros: NEGATION SWARM
Scarab Swarm Augment: Scarab armor protects Inaros from status effects, consuming 4% bonus armor for each effect resisted.

Ivara: PIERCING NAVIGATOR
Navigator Augment: Each hit increases the projectile's crit chance by 10% up to a max of 50%.

Nezha: PYROCLASTIC FLOW
Fire Walker Augment: Accumulate 150% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10 seconds.

Titania: BEGUILING LANTERN
Lantern Augment: Attracted enemies take 100% more melee damage.

*Stats shown are for Augment Mods at Max Rank.

Earn them now through Syndicate Offerings!
Warframe - Wintermaker


Customize your favorite Warframes with the new Avia Armor Set and Centuria Syandana. Boost your powers with new Augment Mods!



NEW CUSTOMIZATIONS
AVIA ARMOR SET – Streamlined decorative Armor in the style of the Furis and Sybaris. Equip this set with the visually updated Furis!
CENTURIA SYANDANA - Take command with this imposing cloak.

Get them in the Market today!



NEW AUGMENT MODS
Inaros: NEGATION SWARM
Scarab Swarm Augment: Scarab armor protects Inaros from status effects, consuming 4% bonus armor for each effect resisted.

Ivara: PIERCING NAVIGATOR
Navigator Augment: Each hit increases the projectile's crit chance by 10% up to a max of 50%.

Nezha: PYROCLASTIC FLOW
Fire Walker Augment: Accumulate 150% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10 seconds.

Titania: BEGUILING LANTERN
Lantern Augment: Attracted enemies take 100% more melee damage.

*Stats shown are for Augment Mods at Max Rank.

Earn them now through Syndicate Offerings!
Fall of Civilization - olliepenguin
Hey guys! The new build, version 1.60A, is up and running.
In this build I updated the engine framework to its current newest version and in doing so retweaked some old features and added some cool new ones.
Biggest changes:
  • Hex to Square Grid
  • Multi-Level Gameplay
  • Half/Full Cover System
  • and more! so please check out the changelog if you are interested.


    I did this to make sure I had the most updated tools and access to some new features which would help flesh out the game and make it ready for a final release this year.
    However that update hasnt come without cost, I apologies for the time its taken to sort this out between updates and I fully expect there to be bugs in this update which is why I have called it v.160A and added a warning message in the game menu. After some bug fixing and testing, a patch to fix these bugs will be uploaded within a week of this update.

    I am adding a Google document to this announcement and also opening a discussion post for this update.
    https://docs.google.com/document/d/1pBwJXuuQM1_b2QG-sdYv1j5uYEyh6b089hXjCxDPQQY/edit?usp=sharing
    Please report any and all bugs you encounter no matter how big or small so I can add them to the list of things to add in the patch update coming in the next week.

    As a special thank you I wlll be adding the names of those who help me with this testing into my credits.

    As usual if you let me know of any bugs or suggestions I will happily fix or accommodate them where I can.

    --Luke
Fall of Civilization - Ollie Penguin
Hey guys! The new build, version 1.60A, is up and running.
In this build I updated the engine framework to its current newest version and in doing so retweaked some old features and added some cool new ones.
Biggest changes:
  • Hex to Square Grid
  • Multi-Level Gameplay
  • Half/Full Cover System
  • and more! so please check out the changelog if you are interested.


    I did this to make sure I had the most updated tools and access to some new features which would help flesh out the game and make it ready for a final release this year.
    However that update hasnt come without cost, I apologies for the time its taken to sort this out between updates and I fully expect there to be bugs in this update which is why I have called it v.160A and added a warning message in the game menu. After some bug fixing and testing, a patch to fix these bugs will be uploaded within a week of this update.

    I am adding a Google document to this announcement and also opening a discussion post for this update.
    https://docs.google.com/document/d/1pBwJXuuQM1_b2QG-sdYv1j5uYEyh6b089hXjCxDPQQY/edit?usp=sharing
    Please report any and all bugs you encounter no matter how big or small so I can add them to the list of things to add in the patch update coming in the next week.

    As a special thank you I wlll be adding the names of those who help me with this testing into my credits.

    As usual if you let me know of any bugs or suggestions I will happily fix or accommodate them where I can.

    --Luke
Leviathan: the Cargo — Ongoing series - leviathan.club Andrey

— Leviathan: The Cargo is suspended.
— I am not interested in visual novel “Leviathan: The Last Day of the Decade 2”.
— Right now, I am working on new experimental project “Personal Justice” (working title).

Further details - http://leviathan.club/en/News/Details/18-the-future-of-leviathan
Leviathan: the Cargo — Ongoing series - leviathan.club Andrey

— Leviathan: The Cargo is suspended.
— I am not interested in visual novel “Leviathan: The Last Day of the Decade 2”.
— Right now, I am working on new experimental project “Personal Justice” (working title).

Further details - http://leviathan.club/en/News/Details/18-the-future-of-leviathan
Community Announcements - Lumos
We will be performing a scheduled maintenance on April 13, 2017 at 5:00 AM Pacific (8:00 AM Eastern, 2:00 PM CEST). We anticipate the maintenance to last approximately 5 hours, concluding around 10:00 AM Pacific (1:00 PM Eastern, 7:00 PM CEST).

Please note that the estimated length of time for each maintenance is subject to change without notification.

TIME:
Thursday, April 13, 2017

Pacific: 5:00 AM – 10:00 AM
Eastern: 8:00 AM – 1:00 PM
CEST: 2:00 PM – 7:00 PM

Thank you for your patience.

-The First Assault Team
Ultimate Epic Battle Simulator - Brilliant Game Studios
Hello everyone! I'm Robert, the developer of UEBS. So the beta is finally released. I want to thank everyone for the amazing support so far! I want to cover a few things in this thread. Being an early build, there will be bugs. Please report any bugs you find on these forums. Below, I want to give everyone a few tips about performance and understanding the graphics settings made available.



First, I want to state that the crowd system requires memory. Crowds are made of a great deal of meshes which require memory. If you are having memory problems, try lowering the 'Character Animation' quality in settings. This plays a huge factor into the amount of memory used in this game.


Second, the rest of the settings play a significant role in the overall frame rate and performance you will get in the game.

- The jump from high to ultra shadow quality is one of the most noticeable performance differences. This is because each character casts his own shadow in Ultra.

- Character LOD can have a fairly significant impact on your performance but can make the characters have LOD popping issues when on low.

- Terrain settings affect the over all detail in the environment terrains and trees which can also have a significant impact on FPS.

That mostly covers performance tips. I hope you all enjoy the beta, I'm so incredibly excited to continue working on this game and see what you all do in this sand box!

Regards,

Robert.
Ultimate Epic Battle Simulator - Brilliant Game Studios
Hello everyone! I'm Robert, the developer of UEBS. So the beta is finally released. I want to thank everyone for the amazing support so far! I want to cover a few things in this thread. Being an early build, there will be bugs. Please report any bugs you find on these forums. Below, I want to give everyone a few tips about performance and understanding the graphics settings made available.



First, I want to state that the crowd system requires memory. Crowds are made of a great deal of meshes which require memory. If you are having memory problems, try lowering the 'Character Animation' quality in settings. This plays a huge factor into the amount of memory used in this game.


Second, the rest of the settings play a significant role in the overall frame rate and performance you will get in the game.

- The jump from high to ultra shadow quality is one of the most noticeable performance differences. This is because each character casts his own shadow in Ultra.

- Character LOD can have a fairly significant impact on your performance but can make the characters have LOD popping issues when on low.

- Terrain settings affect the over all detail in the environment terrains and trees which can also have a significant impact on FPS.

That mostly covers performance tips. I hope you all enjoy the beta, I'm so incredibly excited to continue working on this game and see what you all do in this sand box!

Regards,

Robert.
Die Young - RiciRick
Hi all!

The work on melee system is still in progress! It's a huge module that will include also new mobs to fight and kill! We are not spoilering you anything now but trust us we're working for you!
Also the works on the olive grove zone ( the one you see from the top of mountain pass ) is proceeding and everything is coming along nicely so we are confident that we can unlock a new playable area ( once you go past the bull door ) within few days.

This is the first of 2 updates we'll have this week.
In this one we fix several bugs , improve map system and bring level and graphical improvements.
Next one will improve texture detail, as requested.


Here are notes for update to v0.1.0.799.17 :

-Added Borderless Windowed Option ("Windowed Fullscreen")
-Added Fixed Frame Rate Options (Unbounded, 30fps, 60fps)
-Game Map & GUI improvements
-Added discovered Save Points & Water Sources icons on Map
-Added unlockable shortcut for "House on the Beach" Shelter
-Quests fixes
-Minor gameplay fixes
-Several graphics improvements
-Various graphics bug fixes
-Added new Audios

We also want to thank hundreds of you who already got alpha access on indiegala
Thank you! Your support is SO important to us!

As usual feel free to tell us what you think about Die Young in the Community Hub Discussion section.
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