Warlords.io - NerdHerdGames
New Survival Map “Zen Garden”
Zen Garden is definitely the best looking map in Warlords.io and is currently the feature map in the Survival map. If features 2 big bases with 6 lanes of attack for the enemy spawns. We’ll likely be creating a version of this map for our TDM mode.


Added Perks System
The new perk system rewards player for continued play in each class with Access to both general and class-specific perks. There are currently 13 perks available to each class, with 1 unlocking every level. We intend to add more perks at a later date, but we want to get these in the hands of players for testing first.


My Personal favorite setup:
Soldier
Perk 1: M10 Shotgun Secondary
Perk 2: Akimbo Secondary
Perk 3: Extended Mags

Basically, I have 50 rounds of semi-auto buck shot on tap with an assault rifle for the longer-ranged shots

New Survival Enemies:
  • Bomb Car - Fast Moving Bomb car that rushes its target and explodes on impact. Can also be shot and blown up by players.
  • Akimo Medium Enemy - Targets player with rapid fire akimbo weapons weapons

Weapon/Fortification Updates:
  • Increased Prices of Reaper Missile, Chopper Gunner, and God’s Hammer Strike packages
  • Updated Chopper gunner to fire 2 fast moving missiles that create a smaller explosion on impact.
  • Slight Increase to Drone Prices
  • Nerfed Healing Drone’s healing rate. Now 8 hp/s
  • Increased pellet count on M10 shotgun from 6 to 7
  • Added slight base inaccuracy and firing inaccuracy over time to P9 pistol


Bug Fixes and Other General Updates:
  • Fixed a bug with the bases that would cause an early game-over in survival on Long Beach
  • Added a raycast hit check for explosions so they no longer damage players through walls
  • Updated movement animations
  • Blades properly spin on Chopper Gunner
  • General UI updates


Future Plans
Dedicated Servers
We’re currently working on implementing Dedicated Servers for public matches using Google’s Cloud Computing Services (Google Cloud Platform). We’ll be testing this setup with a new large-scale multiplayer mode called “War”.

War Mode
War will be a 24v24* game mode that combines elements of Versus Multiplayer and the Survival mode that pits the 2 teams against each other in an objective-based game mode. The current plan to create traditional MOBA style arena with 2 teams, bases, towers, minion spawns, etc. This mode will be perk enabled and allow players to build and buy fortifications (like in survival). We’re hoping to make this the premier gametype of Warlords.io, so we will be relying heavily on player feedback for this.

*24v24 is highly subject to change based on gameplay and network tests. We may increase the team size if it makes the mode more fun and chaotic, or decrease it for a more controlled and focused gametype. Heck, we might even make it 24v24v24!*

Android Mobile Versions
We're internally testing the Android mobile version of the game and are hoping to release a public version on the Google Play store by the end of May

New Character Classes
We’d like to Add 2 new character classed by the end of July, likely after the War mode update. The 2 classes we’re currently planning on creating are a “Grenadier” class and a “Paramedic” class. The Grenadier will have access to 3 grenade type that she can throw in an arc (potentially over walls/cover) or roll on the ground in a line. The Paramedic class will be a dedicated healing character with a primary weapon that locks onto friendly players and provides a steady stream of healing, until the battery runs out. They will also have access to 3 healing abilities, 1 of which will be able to revive players!
Apr 21, 2019
PomboTroll - Pigmeu Games


Warforged - Warforged
Rolled out a number of small updates throughout this past week, here is an outline of what they contained. Note: This is not a full Content Update. I expect to be finished with the second Content Update within 1-2 weeks.

-Patch Notes-

-Multi-display support.

-Minor Character Screen UI upgrade.

-Slight increase to army travel speed.

-Small tutorial changes.

-Multiple bug fixes.
Black Powder - Division Games
https://youtu.be/rtydO2NV1_A

The year is 1873. The sun has become a rare sight in the sky. The overcast and gloomy fog shows the most callous side of Fall. Jessie and his friends had lost track of their opponents for a long time. In the meantime, their hunt has led them into the deep woods of Louisiana. Fate certainly did not have anything good in store for them.
Even nature seems to have conspired against them as heavy rain falls out of the sky. A thunderstorm is brewing above, and wild animals are pestering them wherever they walk.




Today is just one of those days. Downpouring rain intensifies to an indescribable thunderstorm.
The band was forced to search for shelter right before they reached their destination. A small lumberjack settlement nearby the road to Montgomery would have to suffice.
They jungled-up and ignited a fire to gain a bit of protection from the cold, wet environment.
A pig they‘d shot earlier in the day is impaled and barbecued over the blaze of their fire.
Only hunger is worse than the cold.



Two of the men guard the camp against unpleasant surprises while the rest of the exhausted men try to get some rest.

Meanwhile, rainfall has become less intense. Distant rolling thunder and lightning that suddenly brightens the sky above, paint the scene of the dark forest. However, this doesn‘t make it any more pleasant.



Suddenly, different noises mix into the scenery, one of the men believes he hears voices in the dark, cursing and shuffling as they approach.



As tense as a man possibly can get, one of the guards stares up the path. As a thunderbolt illuminates the gloomy night, he suddenly sees a group of roughly eight figures tediously walking on the drenched path towards them.

As the group gets as close as about fifty meters, the guard rubs his eyes in pure disbelief.
They‘re the ones they were looking for! What now?
Being alone, he wouldn‘t stand a chance against the approaching might. Eventually, he hides behind a rock, with his heart in his mouth and a clump in his throat. If he’s spotted, he’s as good as dead.



Seconds become hours, as sweat drips down his forehead. They‘re so close that he can hear every word very clearly. He clutches his colt with his sweaty hands, almost breaking the stock. The next seconds will decide his fate.

„Shit weather, shit forest. Everything is shit here.“, he heard somebody say, „As soon as we reach the settlement, we will fill up our supplies and get ourselves some horses. Maybe we’ll even find a carriage!“ Another mumbled, „The inhabitants won’t be too understanding, especially since we have no intention of paying them.“ Laughter breaks out and another man says „If anybody retaliates or tries to give up trouble, we’ll do what we do best. Slice them up or hang them! There are heaps of trees here and far too few decorations!“ Laughter breaks out again. As the group distances itself someone is heard yelling „As a sweet farewell gift we’ll light their huts right under their asses!“ The laughter rages again as the group walks out of earshot.



Relieved, the guard breathes softly and the tension dissolves a little. At least he has remained undetected ... He sneaks back to the camp as quickly as he can to alarm his companions of what he’d just witnessed. The murderous plan must be prevented, no matter what!
Jessie and his companions immediately grab their weapons, as much ammunition and dynamite as they can carry, and set out on a manhunt. This time none of these unscrupulous freaks will get past. They'll all be mercilessly crushed!
In hopes of preventing a bloodbath involving innocent lives, Jessie and his companions rush with their guns cocked and loaded, trying to get to the murderous bastards before they reach the settlement.



If they can not reach the killers in time, all hell will unravel on the poor unsuspecting residents and a beastly massacre will unfold.



Jessie and his companions want to prevent that by all means!

Will they be successful? Only the next few minutes will tell. This is a matter of life and death…
Apr 21, 2019
PROJECT MAZE - Merry
....next week.

In short:
  • Updated UI;
  • Stamina module;
  • Helper module;
  • After match map with your path;



Plus soon i want to announce future plans and etc [roadmap for 2nd year].

P.S. Sorry for long awaiting 1st extra maze pack, i were very busy with main work. I hope i can release it in next month, near 1st anniversary.
Apr 21, 2019
Shivering Sky - [PBSr] FelixTheWhale


This update presents new content, the most interesting is:

- at the request of players, added a map from the African theater of operations - Oran, a naval attack from Operation "Catapult" against the forces of Vichy France, with new AI airplanes: M.S. 406 (fighter aircraft), Potez 630 (mixed role). The map will be further developed.
- A new two-seater Blackburn B-24 Skua, currently represented by one Oerlikon 20 mm cannon.
- Ground targets, and the ability to select targets with the Right CTRL button. If no targets are selected, it is taken automatically. Therefore, to avoid misunderstandings, give commands manually if, for example, you want to return to the base (Left CTRL).
- The old map of the Pacific region now represents an assault on the island of Iwo Jima.
- Airplane markers are easier to distinguish and a marker of the most potential threat has been added.

Also, I forgot to add information about the Penultimate Update, in which swarm units were added to increase the scope of the battle (F6F, P-38, B-17, Ki-61)


Apr 21, 2019
INTERPOINT - guniball


-The intro has been updated.
-Fixed a bug with the glass (sometimes it did not break, or lose collision without breaking).
-Added the ability to rotate physical objects.
-Fixed a bug due to which it was possible to lock yourself in the surgical room.
-Fixed footsteps sounds on grass.
-Fixed a bug due to which the player could get stuck after reading a note.
-Fixed a bug due to which it was not always possible to pick up the key in one of the mindscape locations.
-Fixed a bug that causes objects to turn over if they were picked up.
-Reduced difficulty of the first mindscape location (the hospital).
-Now the storage door always closes behind you when you run away from the ghostly creature.
-Removed large boxes in the room with a generator, as it’s often interfered with players.
-At the beginning of the game, a tutorial on picking up physical objects was added.
-Key cards are now highlighted.
-Small cosmetic changes in some places.

We are working to fix some other bugs. The next patch will appear in the coming days.
Thanks for your feedback!
Tactical Control - Hellride Games
Greetings Commanders!

This update brings some balance tweaks for several units and a new emoticon system, which allows communication between players. Details follow.

Emotes are sent by clicking your base to show the emote menu and then clicking an emote to send. You can disable this functionality in the options menu, if you don't want to see and send emotes.

The unit stat changes are based largely on current win rates in the game. As far as possible, I've tried to improve each unit's specific strengths rather than level out their weaknesses and make all units more like each other.

C: move speed reduced from 144 to 128. While C's are not a popular choice compared with other units, their high win rate warrants this change, to bring them more in line with other units.

H: durability increased from 300 to 375. Firepower increased from 160 to 200. Range increased from 2500 to 2800. H's are one of the most popular units in the game. Unfortunately, their win rate is the lowest of all units, so this big buff should make them more useful while preserving their personality as heavy artillery.

I: units start out with 12 strength instead of 10. I's are performing slightly below average. This change should make them more durable all-round, without increasing their firepower.

R: move speed increased from 165 to 200. Visibility reduced from 1250 to 1000 while not attacking. R's are in serious need of fixing. They are the least popular unit type and also have a low win rate. These changes should improve them in their role as sneak attackers. Further buffs will probably follow.

S: durability increased from 300 to 375. S are fine currently, but the overall buffs to the other units mean this normalization might be needed.

Good luck, have fun!
The dev
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hey :)

We just released another quick update, mostly with some UI additions, some new patrols and various odds and ends.

We're adding the Turn Order bar to the deployment screen and changing the way gear on characters gets "optimized" after changing their class or passives.

Now, after changing their class (or removing passives that change their gear options, such as removing Dual Wield or Equip All for example), if the current gear has invalid entries, those entries will be removed and then filled with "the best possible option".

If a unit doesn't have any "invalid gear" after the change, their loadout will not be changed at all.

We also updated the way the best weapon is calculated to account for hybrid classes, fighting classes and magic classes.

We're adding 4 new patrols and tweaking the tuning on a few others.

There are a few bug fixes that we wanted to get out ASAP and some small balance updates as well.

From now on, the main focus will be primarily bug fixes until release and it's likely there will not be another Early Access build update until the actual Release build, on April 30th.

We'll keep reading and collecting the community's feedback as we prepare for post-release updates though :)

Thanks again!


Change log:
04/21/2019 - Version 0.9.5a
New Content:
  • Patrols: Adding new patrols to Caravan Trail, Graveyard, Godstear Waste and Gelligh Foothills.

UI:
  • Turn Order: Will now be shown during troops placement.
  • Changing Class/Passives: Will not run "optimize gear" anymore but instead "optimize invalid gear", which will will call optimize only for pieces of gear that need to be unequipped with the new class/passive.
  • Optimizing Gear: Will now be better about equipping the right type of weapon, choosing the best weapon between ATK, MND and ATK+MND based on the main class.
  • Sorting by Level: Will now use EXP as the second sorting parameters to differentiate units with the same Level.
  • Gelligh Battle 2: Updating shown objective to make it clear Kyrie must survive.
  • Cutscenes: Minor adjustments to many cutscenes.

Balance:
  • Initiative: Character will no longer get a "bonus to the time gauge" if taking no action on their Initiative-granted turn.
  • Skyjack: Now cannot miss. It was always meant to be this way, so it's technically a bug fix.
  • AI: AI will value more accurately MP granting/draining abilities.
  • Gelligh Battle 2: Enemy items usage is now disabled. Slightly adjusting the extra enemies to be a little more managable.
  • Vangals AI: Many Vangals, Thervas and Daodrenners have had their default AI behavior change to be more aggressive and less prone to heal.

Bug Fixes:
  • Pounce: Fixed an issue where characters could jump "outside the bounds of the map".
  • Rebirth: Rebirth would not trigger of the character died from thorn damage or from Turnabout damage. Fixed.
  • Exhausted: Could be prevented by Barrier even though it's supposed to ignore all forms of debuffs removal/prevention. Fixed.
  • Shoving: Will now correctly grant killing blow exp on the second target and when drowning targets.
  • Visuals: Added missing frames to the Ghost sprite and fixed some Bzil accessories that had some issues.
  • Blazing Bolas: Fixing a rare issue where the trap could spawn in a weird location.
  • Maps: Fixing a few small layering issues in some maps.
  • Turn Order HP: The bar will correctly update the user HP after canceling a movement where Life Font gave them HP.

Modding:
  • Jobs.xml: Adding a new field to classes: casterClass, with values 0: not a caster, 1: caster, 2: hybrid. This will be used when optimizing gear, rather than the old IsAMagicClass from GameOptions.txt (which is now removed).
Fishing Planet - sergey.b

And here we finally are! We’ve made absolutely sure that all the points were accurately accounted for and are happy to announce the final and official results of the Largemouth Bass April Cup! Welcome our three Champions along with the Top-10 most proficient Largemouth Bass anglers! Below is the triumphant list of these honorable names! Congratulations!
And don’t even think about slacking off! Cuz the merry month of May is sure to bring you yet another thrilling tournament...
1 PBA-Fabinhodjmix
2 PH_Cauca6
3 GiDRA_ViC
4 PBA-Offline
5 PRO.s_CLUB_TheViking
6 cn-117-as
7 rqc88
8 GPBr-Thiagonato
9 BUR-aleksandp_3
10 CN.love1983
...