Bargain Hunter - silvercow
Hi everyone,

We just posted a small update to Bargain Hunter:

+ Added a voiced tutorial to the Beach, presented by the Receptionist!
+ Added more detail to the overview for each sale in the Auction Reception.
+ During Valuation, the lot results stamp will now show "Fake" if the current item is a forgery.
- Fixed an issue in the Auction Room catalogue where mark or condition report descriptions could overflow.
- Fixed an issue where the music volume slider would not affect the volume of the music.
- Made some slight balance tweaks to bills, shops and auction prices for a more fun gameplay experience.
- Various other minor cosmetic improvements.

We hope you continue to enjoy playing!

- Silver Cow Studio
After the Collapse - Anarkis Gaming


Update 0.4.8: Summary

This is a shorter update than usual as, internally, we've started working on the 0.5 branch. As usual with the 0.4.x updates, the goal here is to make the user interface more friendly while fixing the few remaining oddities/bugs. We've added more colorful and useful help tool-tips (more to come), added some feedback to show which zone/room is complete or not.

Additionally, we fixed a major issue on Turkish language systems which prevented the game from running at all. Thanks to the two users who reported the problem, it's not something we could have detected on our own.

General Notes

While we're still going to post additional patches for the 0.4 version, they will grow smaller in sizes as we're now focusing on the 0.5 version which will add a bunch of new features and content (underground layer, realistic farming, proper tutorial being the big ones).

The initial 0.5 version should be made available before 2019.

Changelog

Additions
  • Warning sign on incomplete rooms
  • Hammer icon over building locations
  • Build menu makes clear what can and cannot be built with what's in storage currently
  • Colors to the "building in progress" menu to show availability of materials in storage
  • Option to show or not the "room" or "farm" menu after building a new zone
  • Tooltips can now use custom colors and backgrounds
  • Building requirements in tooltips
  • Trait tooltips are nicer looking and explicitly show you can click for more info
  • Nicer looking equipment tooltips displaying left/right click help
  • Tooltips in research station's secondary panel
  • "Bored" dialog bubble
  • Small code optimizations

Changes
  • Reduced tooltip delay from 1sec to 0.5sec
  • Removed equipment panels from settler inventory as it's a duplicate from the settler info panel
  • Updated UI library to latest version

Fixed
  • It was possible to unintentionally "skip" recruitment events by clicking at the wrong place at the wrong time
  • Mouse wheel scrolling menus when the mouse is not on said menu
  • Middle click when reentering the game while the window isn't focused no longer move the map erratically.
  • It was possible to drag move the map while the input is supposed to be paused, causing display glitches
  • Settler Info Panel taking a frame to show all information, looking a bit weird
  • Cancelling building mode would leave the ghost on screen as long as the game is paused
  • Clicking multiple times on a piece of equipment in the settler info panel would open multiple copies of the equip menu
  • Trait panel was not draggable
  • Gun crafting station set as path-blocking, preventing users from reaching their proper work location.
  • Rare/potential crash in job dispatcher
  • Crash on startup with Turkish language systems (Alex)
  • Some missing french translation lines
DCS World Steam Edition - NineLine
https://www.youtube.com/watch?v=QbAnnNP618Y&feature=youtu.be


This is a recording of 1 of 12 new interactive training missions coming to the Hornet in November 2018.
Touhou Big Big Battle - 小雨
Others。
Fixed the problem that OBS could not get the data for the window resolution , should make streaming a lot more better

Basic rule

Number of cards allowed per match
12→9

Still fixing the UI, currently just put 3 locked card slots at the Deck part
Reason for the fix:
We hope to provide the players with a different type of experience each time
Despite the fact that players can get 7 types of minions on paper, during actual battle, they would more or less get only 4 to 5
If players are allowed to bring 12 cards, it would be kind of one sided during battles, characters with weakness/strength will stands out, a lot, and resulting in a way-to-linear game play per match.
As such ,we hope to add this feature so that players will be more mindful about their decks, to bring out a more or less balanced deck with minions that are all-round .


Data
Changed the HP and damage values of all the units
Everyone have a buff in HP
Reasons for it:
In previous ver , the skills’ damage are too OP-ish, as the second the battle starts , the players will start to nuke the crap out of each other, and the match will be over, in the blind of an eye,which is very not newbie friendly.
We hope this ver could at least stretch each wave’s duration, to allow the commanders to have a better overview on the battle

Fujiwara no Mokou
Revival spell- now during revival, it will cause a knockback that will push enemies that are around her back 3.5M with the addition of damage to break formation
Cirno
Range Spell , now range will be increased from 9.5 to 11
Blessed Surface - Corpse King


Reki here. This update is very late in the week since I've been barricaded in a shed, hiding from the recent centaur invasion. Their hooves were cruel, but I was able to escape at the last moment. However, some stuff for the game that won't be in this update has eaten all my time, so I only had three minutes to cobble together and release this update in its entirety. That other stuff is still ongoing, so there probably won't be an update next week. Anyways, on to this update's features:

The largest amount of work this week went into decorating the world with a tileset of clutter objects. In other words, there is a lot of trash scattered about now. There is still some work to be done with transitions into other areas being inaccurate.

Next up, a bunch of hearts were added or tweaked. There are some truly weird ones that I hope will be a lot of fun. Actually, they're all weird.

That's mostly it this week. I'll go ahead and say what the other stuff I'm working on I mentioned is.
- First off, I have to put together a new trailer for the game since the two I'm currently using are old, and really old.

- Next, I'm planning on adding a weapon leveling system. I've long been jealous of games with levelup systems to encourage you to fight and progress.

- Then, I need to add many more curse cards to the game, each with their own unique challenge and difficulty modifier.

- Finally, I've felt for a long time that the game lacks anything worthwhile to keep collecting long-term. I'm thinking of adding a new type of collectible item you can buy with gold coins. More details on that when I make sure my idea works well. I promise nothing.


CONTENT:

- Added clutter visuals.
- Added a sound for critical hits.
- Added Meat-Imp Heart trigger.
- Added Bellscum Heart trigger.
- Added Priko Heart trigger.
- Added Grimmit Heart trigger and passive.
- Added Plonker Heart trigger and reworked passive.
- Added Dubble Heart.
- Added Scrapheart Heart Heart.
- Added a new random event to Belly of the Comet God.
- Added a light visual effect to various objects.
- Added text displayed when you die, noting the amount of bosses left in the world. This number will not be accurate for preexisting saves, but may be corrected by reviving bosses.
- Updated Skungus Wilds boss battle with new attacks and balance.
- Updated Bakyarl Prison boss sprites.
- Added text to potion delivery cats.


GAMEPLAY TWEAKS:

- Buffed Pudon Heart trigger.
- Bells of the Cemetery now only require 3 hits to break.
- Adjusted Spindle of the Waxing Sun to make it easier to juggle more types of enemies.
- You can now swap out your equipment for those in your storage by holding down wield.
- Gunners on auto-mode aim through walls now.


FIXES:

- Fixed spirits crashing the game if you started the game touching one.
- Fixed a bug where bleed would stop you from jumping temporarily.
- Fixed inconsistent knockback with player melee attacks.
- Monsters that don't require a finishing move to kill no longer die and drop pickups if not damaged by the player.
- Damage that deals no knockback no longer removes existing knockback.
- Tikes no longer damage each other.
Tabletopia - Drama[Theurgist]
Set sail for open seas and distant shores and return with gold and glory for your clan in Reavers of Midgard, new worker placement game by Grey Fox Games.



2-4 Players; 75-90 Minutes

Reavers of Midgard is a single worker placement game with elements of set collection, dice combat and engine building set in the Champions of Midgard universe. You'll be looking to gain glory by raiding nearby villages for their riches, sacking well-fortified castles and battling both man and monster on the open seas. You'll not only need to take your rowdy crew of vikings and the food needed to keep them happy along for the ride but you'll also have to recruit a crew of elite warriors - the Reavers.

Support the game's Kickstarter campaign, there are only a couple of days left!
Found Horror Game 11.exe - AestheticGamer aka Dusk Golem
All the shapes in Game 3 have been found, Game 4 "The Pure Field" will be available next Friday-Sunday!

Now one aside, one of the four shapes was found by someone using a cheat engine (Cootie Patootie was an older game running on an older engine build which had some more open file systems). I don't approve of this, I'll accept it in this particular case since it's been done already, but I request is to figure it out within the games themselves rather than datamining or altering the game, since well obviously if you're going through it's coding altering things to find it, you'll eventually do so, but that's not really how I want them to be found, nor do I think that's fair to other people working to find them. It takes a lot of the fun out of it. The games use different engines and versions of the engines, Cootie was the oldest infrastructure version of them, but I please ask you don't try and find the shapes through cheat engines, data mining, or modifications to find them, I don't think that's really fun or fair to anyone else. I'll crackdown with this harder starting the next game, and some things are going to become more complicated as a result.

Anyways, I am accepting it this time, just thought I should mention, and Game 4 will be out next Weekend. Hope you guys are enjoying so far.
Nov 18, 2018
Trap welcome to Beryl Part 1 - Jucar
Trap Part 3 is under development.
Meanwhile here's a screen.

Nov 18, 2018
Forward Line - cephalo
Version Update: BravoCharlieRomeoBaconflavor

Fixed a few end game presentation bugs
Nov 18, 2018
Serenade of the Sirens - Chukobyte

So I've been taking some time to plan out and redesign a few things. On the backend I've been testing out new content and will add more once 0.7.x is released. In the mean time, I thought it would be a good idea to patch 0.6.x since I've fixed a few bugs and added a few changes.

In 0.6.8 Seika starts with a chargeable projectile attack. Previously the harp item gave Seika the projectile ability, but I thought it would be better to be in inherent ability instead and have the harp argument the charge speed.

I've also added a new dash attack for Seika. This mechanic isn't fully complete as I'll add more tie ins to it as well as an introduction to how it works in game. I won't advertise it until it's complete, but you can test it by dashing against an enemy an hitting the dash/dodge button again. This also recharges Seika's projectile attack.

Other than that, I've been doing some refactoring. I've stumbled across a few bugs and fixed those as well. New items and content will be in 0.7.x before Christmas!

Changes:
  • Seika now starts with chargeable projectile.
  • Added turbo attack. (WIP)
  • Bug fixes

...