ManaRocks - DCalife


Sunstone is ManaRocks' first Season.

Besides being the main card of this season, it is very important to the game lore.

Sunstone has once retained the power of all mana in ManaRock's world, it was its division and destruction that created the six mana colors and spread its shards across the universe.

Jump in to discover all the cards you can unlock, including the mythic Sunstone itself.

Build new decks as you evolve and surprise your opponents with unexpected strategies and combos.

Don't forget to get a Mana Pass to evolve faster and earn some exclusive rewards like some new Emotes:



Card Backs, Frames and a Hero Skin:



Invite your friends and lets fight some epic 1v1 and 2v2 duels!

Contractors - Scramble

Dear Operators,

Here`s what happened in the v0.10.3.51 quick patch:

1. Reverted weight and movement system back to the previous version.

2. Added Lumber TDM and Gun Game mode.

3. Fixed Factory TDM spawn bug.

4. Fixed Holiday House map collision bug.

5. Lumber Bounty Hunter spawn point adjustment.


- Caveman Studio
When Wardens Fall - peernetgames
Welcome back everyone!

A few weeks ago you got your first look at When Wardens Fall 2.0 when we introduced you all to The Camp and all the features that are currently being developed to make our front end experience more satisfying for players.

This week we are focusing in on a specific system that is receiving a lot of love in patch 2.0. When we started thinking about the future of the alchemy system in When Wardens Fall 2.0, our team agreed that we liked our initial approach to alchemy. The system we decided allowed players to get creative and build the potions, poisons and explosives that worked best for them. However, we also knew that this system was often hard for players to understand or interact with, limiting that creative nature and making it a frustrating experience.



Effect Indicators

Step one in our alchemy overhaul is making sure that players know exactly what effects are being created from their recipes. For us the most important part was to keep the Alchemy System as menu – less and interactive as possible. After some experimentation we came up with Effect Indicators.



As seen in the picture above these new indicators allow us to show what effects are currently being created inside the distillery. In addition, the Effect Indicators shows the number of each effect you have created inside the distiller and the resultant potency. We are hoping that with these Effect Indicators players will be able to more accurately work with their plants and ingredients to create the recipes they want.

Alchemical Compendium

Don’t worry though you won’t have to remember all these icons or guess at them. Welcome to step two of our alchemy overhaul – the Alchemical Compendium. Located directly in front of the distillery, the compendium explains each effect indicator symbol. This useful tool will allow players to accumulate knowledge of the game but if you take a break and come back later we aren’t punishing you for forgetting the meaning of a symbol.



Plant Inventory

Previously when approaching an alchemy station, all of the plants that a player picked up throughout the dungeon would magically appear on the alchemy table. The main issue with this system was that every plant type required an individual spot. Meaning, with our current 12 plants, we needed 12 individual spots for the plants to spawn, in case a player had one of every plant. This of course causes an issue when we start to think of adding more ingredients. In addition, we wanted a way of telling the player the effect of each plant, once the player had used that plant at least once.



Step three of our alchemy overhaul is making plants through a book and podium system as pictured above. The Plant Inventory Book displays the plant name and the two effects associated with that ingredient. Based on the page you are currently on in the plant inventory book, the relevant plants will appear on the pedestals next to the book. A plant will only display for the plant to grab and work with is that plant is in their inventory (they collect that plant in the dungeon).

Handy Hands

Have you played When Wardens Fall and been confused on where you can put certain plants and ingredients when playing with the alchemy system. If the answer is yes, meet step four of our alchemy overhaul – our new Handy Hand. This hand will appear on any of the stations when you are carrying an item that is valid to be placed inside that station.



+++

I hope everyone has enjoyed this look into the future of our alchemy system. Bear in mind that all of this is still in development, but I hope this gives a good idea of the direction we are taking with alchemy as we try and make a more user-friendly experience for everyone.
Furries & Scalies & Bears OH MY! - Duck Whitman


Until March 18th.
The Ghost of Joe Papp - Duck Whitman


Until March 18th.
Mar 8, 2019
Gunsmith - Rich
Mar 8, 2019
Gunsmith - Rich
Mar 8, 2019
Zeal - drcrack
Small update for the 0.4 patch, without new content.
Some of the changes are temporary.

General
— Old bugs fixed.
— New bugs added.
— RAM usage reduced.
— Pillars on the castle arena are now smaller.
— Shock and strong slow effects (more than 50%) now also prevent players from jumping.

Classes
— Action bar size reduced from 11 to 10 slots.
— Perks temporarily removed.
— Prime limit increased from 3 to 4.
— Each class has 1 baseline spell moved to the Primes pool.
— Some old spells are temporarily available as Primes.
— Some spells are slightly changed.
Mar 8, 2019
Zeal - drcrack
Unfortunate outcome of our Kickstarter campaign has hindered our capability of working on Zeal, the development has been considerably slower in comparison to our previous pace. While allocating our extremely limited resources and time for the campaign greatly slowed our progress during the last months, we will never stop our efforts towards making this game the most fun no-grind RPG around.

We’re currently working on new content such as a brand new talent system, weapon system, in-game arena tournaments, new modes and new classes.
We’re planning to launch a Patreon page where you can support the game every month in order to help us quicken the development and allow us to replace placeholders. Patreon page will be launched later this month (perhaps in April) as supporters will get early access to new content and many other rewards which will be announced later.

Meanwhile, the current arena season will end in 4 weeks, on April 4th.

https://zealrpg.com/ladder/2v2
Our ladder has been updated and now includes the final requirements for the rewards.
3v3 temporarily won’t be available due to low population.
A total of 100 wins are required for titles.

Also, small update for the 0.4 patch will be released today.
Citadel: Forged with Fire - BISB


Hello Wizards!

We've launched a small patch to address an issue introduced with Wednesday's patch. We'll be reverting all language options back to English.

Thanks for your patience!
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