TERA - Action MMORPG - [CM] Aureli


Guardians of Arborea, lend me your ears! From Tuesday, October 30th at 4PM until 10 AM on Tuesday, November 6th, you’ll earn additional rewards for completing missions for the Guardian Legion.

Look forward to the following:
Bonus Reward:
  • 10 Equipment EXP.
  • 125 Guardian Legion Reputation Points.
  • 5 Vanguard Initiative Reputation Points.
  • 5 Elleon's Mark of Valour.
Details:
  • You can receive the bonus rewards up to 40 times per day.
  • The rewards come in addition to existing rewards.
  • You receive the bonus reward every time you collect a “reward box”.
Enjoy the event!

The TERA Team
Species: Artificial Life, Real Evolution - Quasar
* Semi-complete 'Niches' Automatic Population Control option. The underlying system works correctly (as far as I can tell), but I'm not ready to make it the default until a few unrelated issues are sorted out and I can give it a proper test and make sure it does what it's supposed to.
- If you try it out, try pressing 'H' to see the food source efficiency table. It's actually kinda cool to watch it adjust itself over time.

* Significantly reduced meat build up during grazing to make carnivory less appealing overall. This is to reduce the number of overhunting-induced mass extinctions until carnivore AI can be made smarter.
- In particular, this should make Mass Extinction events easier to avoid for folk with low population caps.

* Added blue lines between the selected creature(s) and their chosen target(s). (Should have done this ages ago. Makes it so much easier to see what the little creeps are up to)
* Gently tied "scanning" speed when making a decision to eyesight. (Better eyes = faster decisions)
* Set default fertility variation to 1.0 to add a bit more biome variety to default maps

* Fixed a bug causing creatures with gills to run for the origin point (top left on the map) instead of downhill towards water when air-drowning.
* Fixed a separate bug causing creatures with lungs not to swim upwards for oxygen when drowning.
* Fixed a crash when generating repeat worlds with "Initialise Aquatic" or "Initialise Predator and Prey"
* Fixed fossils not showing when hovered over in the clade diagram
* Fixed tooltip display issue the first time you hover over fertility buttons

* Re-compiled Linux binary for compatibility with earlier Ubuntu releases (14.04)
Green Hell - Dev_Michal
Hey everyone.
Hotfix Patch: V.0.2.2 is live now!

Fixed:
  • Fixed problem with tribes noticing and attacking player from long distance.
  • Hunter fight behavior
  • Tribes - no audio problem

Thank you for patience and feedback
Community Announcements - [GF] Athena


Added Equipment Windows
Added equipment windows in which you can choose between your saved equipment, avatars, accessories and titles.
Use ED to expand your equipment windows for each character.


Applying Magic Stones Automatically
Added the ability to automatically apply/socket the most recently used magic stone in the item socketing window.

Improved World/Region Map
You can now use the CoBo Express icon to move on the world/region map.
As well as this, you can now view all village and field quests for the current character on the world map.

Improved Title Interface
  • Move your mouse over a title for a tooltip that tells you that title's effects and unlock requirements.
  • Added 'Favourites' for frequently used titles. (Press 'Tab' to compare the title with your current character's title.) If you have more than one title in your favourites they will immediately appear when you open the title list.
Added Change Category Function to the Item Shop
Click on the various equipment slots in the preview window in the item shop to automatically see which items can be applied to each section.

Added 'Dismantle/Sell Several Items At A Time’ Ability
Added the ability to dismantle/sell multiple items at a time. (The following restrictions apply: dismantle max. 30 items at a time, sell max. 50 items at a time)

Improvements to Effects of Consumable Items and Changes to Crafting
  • Reduced cooldown of consumables in the potions category from 60 sec. to 30 sec.
  • Alchemist NPCs in each village sell the newest consumable items.
    • Basic HP Regeneration Medicine - 1000 ED
    • Improved HP Regeneration Medicine - 4000 ED
    • Enhanced HP Regeneration Medicine - 20,000 ED
    • Basic MP Regeneration Medicine - 1500 ED
    • Improved MP Regeneration Medicine - 6000 ED
    • Enhanced MP Regeneration Medicine - 30,000 ED
  • Increased the amount of HP restored by food/drinks.
  • Increased the amount of MP restored by food/drinks.
  • Changed the amount of ingredients required to craft consumable items at each village's alchemist NPC.
  • Added new crafting items to the Alchemist job.
Improvements to Identifying Eldrit Shards (unknown)
You can now identify the 'Eldrit Shard (unknown)' item without an Eldrit Analyser. (Identifying will still consume the same amount of ED as the cost of an Eldrit Analyser.)

Improvements to Secret/Hero Dungeons
  • Reduced the amount of 'Hero Invitations' required to enter a hero dungeon from 3 to 2.
  • If you trade hero equipment with the NPC, Glave, you will definitely receive a weapon that can be used by your character. Also there is a 100% chance to receive a piece of unique level equipment.
  • Added epic quests from which you can receive a weapon and lv. 8 upgrade scroll for each dungeon.
Increased Maximum Amount of Consumable Items
The maximum number of stacks of recovery items has been increased from 100 to 300.

Comfort Improvements to Summoned Helpers
  • You can now purchase pets with development level 'Mighty' in the item shop. (Selling Birth Crystals will be adjusted during maintenance.)
  • You can now use the item pick-up aura for 15 days after registering your pets.
Added a Highlight When Equipping Gear
  • Move your mouse over the avatar, accessory or equipment slot to highlight items that can be equipped.
  • Likewise, when you move your mouse over an equipment item in your inventory the corresponding equipment slot will be highlighted.
Trade Bulletin Board - Added 'Avatar Preview'
If you hold down (Alt) and click on an avatar being sold on the Bulletin Board, you can see a preview of your character wearing the avatar via the Magic Wardrobe.

Added 'Customise Buff Icon Position'
Added the ability to customise where the buff icon appears in the top part of the screen.

Improvements to 2nd Class Change (Transcendence) Class Change Quests
The requirements for 2nd Class Change (Transcendence) quests have been relaxed; raised the quest item drop rate to 100%.

Increased Maximum Amount of Mounts
Increased maximum amount of mounts (summoned helpers) that a character can have at a time to 50.

Improvements to the Character Interface
  • Defeated characters portraits are dimmed in PvP. If the defeated character is in your team, the remaining time until they respawn will be displayed as well.
  • When Power Boost is active, the corresponding power boost effects will be displayed in the character interface.
Added Ability to Queue Repairs During Battle
If you click on 'Repair all' during a battle, the repair will be queued and then automatically carried out when it's next possible to do so.

Changes to Combo Guides
  • Standard combo guides will display automatically before the 1st Class Change.
  • Standard combo guides will be automatically deactivated after the 1st Class Change.
  • The previous quick key for turning the guides on and off (F1) will be deactivated.
  • The previous options and the turn on/off interface will be deleted.
Assassin's Creed® Odyssey - UbiQuB3
Accessibility for our players has always been an important topic for Assassin's Creed. To shed some light on how this issue impacts players' gaming experience, we sat down with Associate Presentation Director Jonathan Bédard, who acted as a UX and accessibility advocate on Assassin's Creed® Odyssey. He gives us some insight into how Ubisoft is taking the lead in bringing accessibility to gaming.

Can you tell us more about accessibility in video games?

JB: Accessibility is all about inclusion and permitting more players to enjoy our games.

Typically, it is associated with disabled gamers who live with a form of handicap that prevents them from playing our games as they were designed. Players with either sensory, motor, or cognitive impairments can be partially or even completely locked out of our games, for reasons that can sometimes be easily prevented.

Generally speaking, we need to better recognize when and how we are excluding people by putting up barriers. It is usually not even intentional.

Do not think of inclusivity as making the game less by diluting the experience, but more about making it more. More accessible, more inclusive, more personal.
In that sense, listening to the community and asking them what they want and how they want to play your game is key to our initiatives.

I think inclusive design is an industry effort and should be agnostic of a business or corporate angle – we can help each other and learn from each other. For instance, we are very inspired by the work of our peers out there. Sony does tremendous work with the franchises it works on and keeps building up very inclusive games. Microsoft also goes a long way with its outstanding work on advocating inclusivity, as well as providing new and innovative ways to use existing and new hardware.



What is Ubisoft's stance on accessibility?

JB: On the accessibility topic, as a company, we aim at empowering people with better inclusion for not only disabled gamers, but all gamers.
It transcends disabilities. Accessibility features often lead to more comfort and more agency in the way you want to play, for everyone. At the heart of our initiative on accessibility lies two key angles: knowledge-sharing and a growing proximity to our players. Ubisoft has built and continues to build a company culture of sharing intelligence.

Capitalizing on our mutual findings is key and takes advantage of Ubisoft's large network of studios and projects portfolio. The various communities of experts contribute their findings and ask opinions of others on the challenges they face.

The second angle is about including our players in the creation process. Ubisoft has invested heavily into user research and also believes in having a strong connection with our player communities.

This gives us a rare and valuable insight into several types of player experiences. We must never assume that we know everything our gamers want. They know better and are willing to share.

While we can't make everything every time, we can raise awareness and keep building for the future, one step at a time. It is important to understand that oftentimes, adding inclusive features doesn't have to take away anything from non-disabled gamers, so in the end, everybody benefits.

Can you tell us about some of the improvements that have been made from Assassin's Creed® Origins to Assassin's Creed Odyssey?

JB: In the case of Assassin's Creed Odyssey, we had the chance to build on the successes of Assassin's Creed Origins.

We went to great lengths to ensure that Assassin's Creed Origins' accessibility options found their way over to our game, and some of them are now improved or complemented by new additions. An example would be the HUD presets – we added more granularity to give more flexibility in how you can experience the game. Subtitles, which were praised by the accessibility community, also got some love in the form of an option to modify their size, adapting them to individual needs.


In terms of additions, we already announced plans to support the game after launch with more content, but we also have some features aimed at improving comfort for everyone, like options to customize gamepads, for instance.



JB: One important option for a lot of our players is the ability to customize their inputs for the game. Typically, we have this option available for PC gamers, on keyboard and mouse.

This time around, we extended the scope of this effort to include more players than ever before, so we had to take our time to do it properly.

In fact, in the next update for the game, we will not only allow controller customization for PC users, as Assassin's Creed Origins did, but with the help from our friends in Kiev, we make it available for console players as well!

This is not something I've seen before to that extent, so I am very excited to bring this to our players. This should allow them to make their experience even more personal in the way they want to play.

How will Ubisoft continue to improve accessibility in our games?

JB: I am very confident of where we are headed for accessibility, as we are creating more opportunities than ever before to assemble company experts in UR, UX, and accessibility, for instance.

Those moments make it so much easier to learn of others' successes and findings to bring them home. We also make sure to invest in people, to prepare the next generation of developers, so that they learn from the best, to become better. This ensures that we keep on building a strong community of experts, dedicated to bettering inclusive design in its various forms.

We are including intentions for accessibility earlier and earlier in our creative processes, making it easier to accommodate and plan the future of inclusivity at Ubisoft.

For more information about accessibility in Assassin's Creed games, visit Ubisoft News.
Oct 30, 2018
Iron Snout - SnoutUp


Boo, snout kickers!

Check out the latest and zombiest addition to Iron Snout skins and don't be scared to grab Snoutfit DLC with -15% discount while Halloween sale is still here!

https://store.steampowered.com/app/826650/Iron_Snout__Snoutfit_DLC/



Hope you'll have fun with it!

Cheers!

https://store.steampowered.com/developer/snoutup
https://twitter.com/SnoutUp
https://www.facebook.com/snoutup/
http://games.snoutup.com/

Oct 30, 2018
The Bond - bound
Director Olly Reid and our talented team at Axis Studios have been hard at work crafting a new #VR project that we’re proud to share: The Bond.

Available NOW
Steampunk Graveyard - Bad Logic
We're releasing another small update, this time it's to improve the Brazilian Portuguese localization thanks to the Digital Kaz Team.

Localization (Brazilian Portuguese)
Digital Kaz Team
Alessandro "Digital Kaz" Cazetta
Felipe A.

We've also added a Brazilian Portuguese version of the store page, again translated by the Digital Kaz Team.
Farmer's Dynasty - bk_toplitz
Hi guys, October Update is now live. We hope you like the additional machines and the visual improvements of the engine. Without further redo, the changelog:

Bugfixes
- Fixed Amazone 4000 KG field functionality.
- Fixed bad terrain reflections to ambient and environmental cubemaps.

Visuals
- Adjustments to tree shadow render by the LOD boundary.
- Tree LODs also cast shadows.
- Improved normal probing params for water shader.
- Improved ambient and reflections contrasts.
- Improved sky intensity, hue and haze.
- Improved light balances during morning and evening.
- Improved environment reflections intensity and tonal hue.
- Sharper and less overflowing blooms (also smaller overbrights in the sky).
- Improved tonemapping, HDR pipeline and overall screen levels.

Additional
- New vehicle: Driveable Lawn Tractor.
- New vehicle: Cultivator Boxer GF XL.

Best,
your Toplitz & UMEO team
Sky Clash: Lords of Clans 3D - Absolutist LTD
Hey, Admirals! Get tuned to Halloween mood with festive settings 🎃

Also in this update:
  • ☑ 30 fortifications in Halloween campaign
  • ☑ 8 missions in the Journey mode
  • ☑ 2 Achievements: for destroying Storm Cannon and Atomizer Tower (total reward 💎 1,650 gems!)
  • ☑ Barge appears after every defense and returns a part of stolen resources (the attacker loses nothing). Its capacity depends on your Town Hall level.
  • ☑ More Resource Sales 🔖 and other deals
  • ☑ “Activation radius” displayed in the traps description
  • ☑ Swap buildings of the same size by dragging one over another (doesn't work in the base editor)
  • ☑ Up to 25 battles in the Defense Log 💣
  • ☑ Photo Mode in the base editor
Play NOW



Like 💟 the post if you welcome the update, and share the news with your friends!
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