HEVN - gamesfrommiga
It’s been a busy and rewarding few days after release, tackling some known issues and the new bug reports and ideas straight from you guys!

We've been posting the release notes here: https://steamcommunity.com/app/588800/discussions/0/1735465524720023653/ if you want to follow along.

The improvements we are focusing on right now include; movement across the terrain, using the inventory, constantly testing saving and loading, polishing fast weapon and tool equipping, and the narrative.

Thank you for all great feedback! -Larry & Mat
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Next Nomad unit tier coming in v2.39. For this patch, we're focusing on extensive gameplay improvements and reduction of RNG in the game.

NEW! Language Options
- Latvian and Polish!
- Thank you to everyone who contributed (translator badges will be given out this patch)
- Some languages are not fully up-to-date. We are close to finalizing our improved workflow for updating languages. Stay tuned for an announcement

Game Improvements

Crash Fixes
- Fixed a crash caused by the Coherent UI plugin (caused by an overflow of the maximum size of a memory allocator)

Lobby Idle
- You are no longer auto-booted for idling for 30 minutes in the lobby. Feel free to leave Legion TD 2 minimized when you’re not playing, which actually helps to increase the sociability and network effects of the game.

Country Leaderboard
- Fixed country/territory names for players from Monaco, Guernsey, Morocco, Costa Rica, Brunei, Kazakhstan, Palestine, Macedonia, Bangladesh, the Faroe Islands, Myanmar, Zambia, Liechtenstein, Lebanon, Ecuador, Albania, Armenia, India, Pakistan, Borneo, Iraq, New Caledonia, Venezuela, French Guiana, Azerbaijan, and Uzbekistan

Legion TD 2 has players from 100 countries/territories!

Gameplay Improvements

The goal of these changes is to reduce RNG and make the game feel better

Pathing
- Improved pathing for all melee ground units - less likely to dance around (enabled SmoothPathing)
- All units should move a bit more fluidly (Lowered separation hard collision size multiplier from 0.5 to 0.25)

Targeting Order
- Improved reliability of targeting order for melee units (now correctly prioritizes based on when it was attacked - this is most noticeable when building Berserkers/Nightmares vs. Granddaddy)

Example: If your Antler first attacked (engaged) the Granddaddy before the Berserker, the Granddaddy should always target the Antler before the Berserker.

Mercenary Spawning
- Mercenaries now spawn more deterministically
-- Spawn position is no longer affected by the order in which you hire mercenaries
-- Mercenary pathing is now less affected by the number of mercenaries hired
- You may notice some differences in terms of how certain builds perform against particular wave + mercenary combinations, but overall, this change results in less RNG and is better for the game in the long run



Bounty
- Introduced partial bounty based on the health of the leaked unit to reduce RNG. This reduces those FeelsBadMan moments in which you leak a Brute, Dino, Ogre, or Giant Quadrapus with 5% life. It’s still better to get kill the unit than to leak it with 1 health and still more punishing to leak 4 units at 25% than 1 unit at 100% life.
- Math: 0% if you leaked a unit, 100% if you cleared it -> 0 to 80% based on the health of the leaked unit
- The partial bounty changes detailed above now also apply to Granddaddy (it used to have its own special rule)

There are some units and builds that will benefit from this change. We'll tune those units as needed, but we believe this is positive change for the game in the long run.

King
- Made turn radius faster (he is now younger with better knees)

Mastermind
- You will no longer get a roll with Eggsack as your only Natural/Fortified tank (it’s too situational to be used reliably as a primary tank)

Game Balance

Tier 1


Dark Mage
- Attack speed: 0.94 -> 0.9


Bone Crusher
- Health: 1030 -> 1020

Usage rate: 33%
Win rate: 50.4%



Proton
- Attack speed: 1.265 -> 1.28


Atom
- Attack speed: 1.265 -> 1.28

Usage rate: 11%
Win rate: 50.0%



Buzz
- Attack speed: 1.12 -> 1.16


Consort
- Attack speed: 1.09 -> 1.12

Usage rate: 9%
Win rate: 48.5%


Tier 2


Angler
- Health: 420 -> 410
- Attack speed: 0.91 -> 0.89

Usage rate: 21%
Win rate: 52.1%



Ranger
- Damage: 29 -> 31
- Mark Target: Damage amplification: 1 -> 1 (0.5 to bosses)

Usage rate: 16%
Win rate: 50.6%


Tier 3


Wileshroom
- No longer get targeted first due to starting at 50% life


Canopie
- No longer get targeted first due to starting at 50% life


Tempest
- Defense type: Fortified -> Swift


Leviathan
- Defense type: Fortified -> Swift

We’re making this change to give Mech bigger weaknesses on waves 12 and 19. Mech is too strong, despite all of its fighters being balanced in Mastermind (except Tempest, which is weak). There’s a chance the defense type change opens up some new uses for Tempest, so we’re postponing a buff for now.

Tier 5


Priestess of the Abyss
- Damage: 36 -> 37

Usage rate: 14.5%
Win rate: 49.3%


Tier 6


Lord of Death
- Now counts as a flying unit (for the purposes of Leviathan’s Aerial Command)

It’s technically complex to make Leviathan affect Undead Dragons but not Lord of Death. We plan to implement this in a future patch, but in the meantime, Aerial Command can only affect both or neither. It now affects both.

Waves


(20) Maccabeus attachFull5561
- DPS: 2187.5 -> 4000
-- Damage: 700 -> 400
-- Attack speed: 3.125 -> 10
- Now affected by the targeting order improvements (detailed above)
- Significantly faster turn radius
- Immolate (splash damage): Removed
- New ability: Level Up: Upon getting a kill, its damage increases by 0.5%

- Less abusive against melee units and masses of flying units (Canopies should actually be decent on 20 now)
- Can now be more easily manipulated to attack certain units (Fatalizer, Doppelganger, etc.) after other melee units
- Significantly more consistent in terms of how your build performs (we tested this change extensively)
- Generally easier to clear, but more lethal to the king



(21) Legion Lords
- Legion King: Inferno: 5% (3% to flying) splash damage -> 5%
- Legion King: Now affects a maximum of 5 targets
- New ability: Level Up: Upon getting a kill, its damage increases by 0.5%

Less abusive against melee units and masses of flying units
AltspaceVR - patrick
Hi AltspaceVR community. We are releasing a new arc-teleportation system today that will make it easier to move around in AltspaceVR. Now you will see an arc in place of a straight line that will allow you to get to where you want. We heard your feedback, especially on Oculus Go, Gear VR and Daydream, that it was hard to reach certain areas. If you prefer the previous system, you can go to Settings→Input and change back to a straight line. Oculus Touch users will need to manually enable the new teleport system. Also, the arc-teleport isn't available when using the mouse. A backward dash has been added to help adjust your position. Finally, we've temporarily removed forward motion on 3DoF controllers in order to simplify and improve the controls, but don't worry, it'll be back as an option soon. Try out these new controls and let us know what you think!

Teleport
- Added an arc teleport visual (default setting for Daydream, GearVR, Windows Mixed Reality, Oculus Go, and HTC Vive)
- Added a menu toggle in setting → input to change between arc and line teleport
- Tuned analog stick thresholds to activate/deactivate teleports
- Added the ability to hold something while teleporting

Movement
- Players can now rotate as fast as they can hit the button
- Tuned delay between rotation when holding down left or right
- Added a backward dash to help with teleporting too close to something
- Temporarily removed walking on Oculus Go, Daydream, and GearVR (Don't worry, it's coming back)

Controller Mappings
- Changed swipe inputs to pressed down on the touch pad for Oculus Go and Gear VR
- Window Mixed Reality Left Controller now has walking mapped to both analog stick and touch pad
- Updated tooltips on all affected platforms
- Down presses on all touch pads mapped to dash backwards

Misc
- Fixed occasional SDK layout browser double-spawn
AltspaceVR - patrick
Hi AltspaceVR community. We are releasing a new arc-teleportation system today that will make it easier to move around in AltspaceVR. Now you will see an arc in place of a straight line that will allow you to get to where you want. We heard your feedback, especially on Oculus Go, Gear VR and Daydream, that it was hard to reach certain areas. If you prefer the previous system, you can go to Settings→Input and change back to a straight line. Oculus Touch users will need to manually enable the new teleport system. Also, the arc-teleport isn't available when using the mouse. A backward dash has been added to help adjust your position. Finally, we've temporarily removed forward motion on 3DoF controllers in order to simplify and improve the controls, but don't worry, it'll be back as an option soon. Try out these new controls and let us know what you think!

Teleport
- Added an arc teleport visual (default setting for Daydream, GearVR, Windows Mixed Reality, Oculus Go, and HTC Vive)
- Added a menu toggle in setting → input to change between arc and line teleport
- Tuned analog stick thresholds to activate/deactivate teleports
- Added the ability to hold something while teleporting

Movement
- Players can now rotate as fast as they can hit the button
- Tuned delay between rotation when holding down left or right
- Added a backward dash to help with teleporting too close to something
- Temporarily removed walking on Oculus Go, Daydream, and GearVR (Don't worry, it's coming back)

Controller Mappings
- Changed swipe inputs to pressed down on the touch pad for Oculus Go and Gear VR
- Window Mixed Reality Left Controller now has walking mapped to both analog stick and touch pad
- Updated tooltips on all affected platforms
- Down presses on all touch pads mapped to dash backwards

Misc
- Fixed occasional SDK layout browser double-spawn
Red Haze - AestheticGamer aka Dusk Golem
https://www.youtube.com/watch?v=BDj_unaDAZs

From September 30th - November 5th, there will be exclusive Halloween content for Red Haze, including new Halloween-themed areas, unlockables, and more. Any unlockables obtained during the Dark Harvest event will be retained after the event is over.

It's not the big content update, which is happening in December due to some scheduling things, but I hope you guys enjoy this spooky Halloween with a bit of Red Haze.
Reignfall - Checkmaty
A quick fix to revert housing cost back to old values. It was too difficult (almost unplayable) to recover from negative income.

Change log:
-Housing cost has been reverted back to 0 gold and 20 wood (from 200 gold, 10 wood)
-Stone walls can now be built over wooden walls. Will salvage the cost of the wooden wall (25%).
-Building a gate over walls will now salvage the cost of the walls (25%).
Skeleton Boomerang - ArtisanObscura
  • All health is recovered upon entering the space section of Spooky Space
  • Keys collected in Cranium Clifftops are retained at checkpoint after dying
  • Fixed graphical errors caused by Snowbones dropping balls on death
  • Fixed graphical errors caused by moving diagonally when submerged in water on the overworld
Overload - Revival Productions
We are excited to announce the release of the Overload Community Level Pack, and Patch 5 (Build 1872) to Overload.

Later today we will launch the first Overload level pack, with levels created by members of the community. The nine-level single-player Eodem Sequitur mission is set in the same time frame as the original story. The campaign investigates another angle of Juno Offworld's malfunctioning Auto-Ops around Saturn's Moons. And there are 12 new challenge mode maps complete with leaderboard support. Play the levels created by some of the best Overload players in the world, who are receiving half the proceeds from this release. And get a look at what you can create using the free Overload Level Editor.

Join the discussion on Discord: http://discord.playoverload.com.

Also: Overload goes on sale this weekend, starting September 29. Got any friends thinking about buying the game? Now is the time!

New & Changed Features for Build 1872
  • A few small optimizations.
  • Changed lighting a bit, required by an update to a newer version of Unity.
  • LAN games can now play add-on multiplayer levels. The server and all players must all have the level. Note that you need the updated Level Editor to make these new levels.
  • Reduced the damage done by the Driller in Multiplayer.
  • Reduced the damage and range of the Flak in Multiplayer.
  • Reduced all MP XP requirements by ~90% to make it easier for new players to have access to all play options.
  • Added indicator icons to the Challenge Mode level select menu to differentiate between built-in, DLC, and user-made levels.
  • Added leaderboards support for DLC levels. There is a separate Combined leaderboard for the DLC levels.
  • Added a command to disable Time Cheating Detection to (hopefully) address the rare problem of hitches that occur at one-minute intervals during gameplay. Press Ctrl-Shift-T from the game menus to disable this feature. Achievements & leaderboard updates will also be disabled.
  • Slightly increased Reflex damage in Multiplayer.
  • Added new backer to Cryotubes in Mission 8 & credits.
  • Allow line break ("\n") in CM level descriptions.
  • Added support for Twitch tournaments. (Not yet usable; details coming soon.)

Fixes
  • Fixed some text & localization errors.
  • Added an error message if timed out when trying to join a private match. This can happen due to network connection errors or because the match is full.
  • Fixed a problem with robot variants appearing where they shouldn't.
  • Fixed a Challenge Mode problem where the "top" secondary weapon was not selected at level start.
  • Fixed a lighting problem with some parts of MP levels.
  • Fixed the problem of other players' ships not rendering properly in the rear view.
  • Removed the framerate dependency of Thunderbolt shake.
  • Fixed a problem where going into multiplayer could change mouse sensitivity in other modes.

Din's Legacy - Soldak Entertainment
This patch fixes some performance issues, fixes combos, adds reward chests, limits ambushes more, and fixes many other minor issues.

0.804 change list:

  • limited ambushes by time also (Boink)
  • now get a reward chest for winning a scenario (some variety based on which scenario) (Destro*/Dragonface/Mandark)
  • fixed a problem making it really hard to get combo stuff going (Destro*)
  • fixed a leak of resource handles if added, then removed, before actually loading
  • now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
  • fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
  • fixed bad reference to housedec1.mdl (Boink)
  • decreased blight damage from -1.5/-1.5 to -1.0/-0.5
  • fixed losing skill points when mutating when you have linked skills (Fulano/Koztic/Destro*)
  • fixed a couple problems preventing win type of quest monsters getting promotions/demotions are breaking quest (Dragonface)
  • removed SkillPointsNeededToDecreasePerLevel to fix some issues
  • fixed linked skills not linking correctly if you don't have the base linked skill
  • fixed possibly losing skill points in linked skills if get a new linked skill
  • fixed use slots getting cleared when going to mutate with specialty or character and backing out (rainbow)
  • halved KillerMutationChance for all archetypes (Boink)
  • now control yellow mold count more
  • hooked up 2 new mail male skins
  • fixed some icons on mutate from specialty screen to match those on new character screen
  • fixed base healthstone text referencing zombasite
  • fixed some Military Win text
  • changed test_stressQuests to not solve nemesis or win type of quests
  • changed PROTOCOL_VERSION to 75
Star Valor - Laious
Hey everyone!

This patch took a bit longer than expected but here it is! :)

LOTs of new ships, including Syndicate exclusives with special abilities, and a bunch of independent and cool new models. I couldn't do everything I wanted but it was taking way too long, so I decided to launch it and just keep working on it. I´ll try to release smaller and more frequent patches from now on.
Basically what I couldn't do was the new white quests for PMC and Syndicate, which I´ll be working on.

As usual for old saves, you´ll need to generate new sectors (go to the edge of your known galaxy) to be able to see new ships being sold in stations and as floating loot.

Oh and Xyranoth has joined the team now. He designed the Syndicate ships (that were all modeled by Warsoul) and designed and modeled all independent new ships. Xyra is also working hard on Lore development, which gives me more time for everything else. Yey :)

NOTE: Translations (specially Spanish) are not fully complete for this patch. I´ll be updating it later on.

  • Added new ships: Hauler (replaced Rhino), Luna (replaced Space Fly), Mercury, Galaxy (tutorial version), Theseus, Raven, Geraki (Sam Holo's unique ship), Dorothy and 8 new and exclusive Syndicate Ships (all sizes except Dreadnought for now).
  • Added special abilities for Syndicate ships: Warp distance bonus, base shield absorption and trade bonus.
  • Added intro scene when starting a new game.
  • Changed starting ship and tutorial quests (All quests from older version saves will be deleted to avoid issues). By the end of the tutorial you´ll receive a special ship according to the path you chose (independent, mining or trading).
  • Removed reputation gains with PMC from mining and added repeatable quests to turn in crystals in order to gain reputation.
  • Changed reputation gains with Syndicate from trading to only affect buying trade goods.
  • Increased Vulcan projectile speed from 60 to 80 and changed shooting sound.
  • NPC spaceships will now also travel to locations like stations (and stay there for a while) or ship graveyards.
  • Changed loot to more often prioritize drops around the same level as the enemy defeated.
  • Changed 'reset skills' point gain to 1 every 20 levels instead of 10.
  • Added GPU instancing for asteroids and other objects to improve performance.
  • Mercenaries now warp away when you end the escort.
  • Fixed Venghi bases sound not scaling with sfx volume.
  • Fixed being able to equip incompatible items when changing ship.
Complementary fixes
  • Adjusted loot to drop more varied items as high level rewards.
  • Added reputation changes on tutorial quests.
  • Fixed reputation gain with syndicate for buying anything instead of just trade goods.
  • Fixed negative reputation with CoT and Venghi not resetting after the tutorial.
  • Fixed unique ships being sold at stations.
  • Added new aggro system that also affects mercenaries (and Sam Holo), which should reduce the amount of fights they start.
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