9Dragons - 9Dragons


Dragons!

Less is less, and more is more! Get more out of your journey with an increase in rates during our Golden Time Event! Starting at midnight, enjoy our 2x EXP, 2x Skill, and 2x Drop event!

Event Duration:
April 26, 2019 00:00 - April 28, 2019 23:59 Pacific

This double XP event only lasts until Sunday, April 28th before midnight, so don’t wait too long to start earning double XP!
Apr 25, 2019
Streets of Rogue - Madguy
For the first time in years, my list of bugs and balance fixes that I need to make is actually running fairly low! I’m still waiting on the console certification process to finish up before I can announce a 1.0 release date.

That doesn’t mean I have any shortage of things to do! For example, I spent a bunch of time this week working on a proper level editor for the game. I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

This update’s Fortnight Discussion: The "Endless" mutator. I've been wanting to add an increasing challenge to Endless mode for awhile, so if you've got suggestions I'd like to hear them.

Beta 75
Graphics
  • Secret Shapeshifter NPCs have red eyes
  • Fix for custom Werewolf sometimes having the wrong body color after transforming
  • Fix for Diminutive graphical effect remaining after player switches levels with New Character Every Level mutator

UI / Controls
  • Right-hand side of the character creation screen displays the number of items a player will be bringing with them, ex. “Grenade (3)”
  • Lighting Type setting changes properly without resetting the game when the player makes this change while on the title screen
  • Certain changes to gamepad configuration will work properly without resetting the game
  • Fix for trackpad mode not working properly with charges and lunges
  • Changes to feedback form input field
  • Fix for issues receiving missions from NPCs who are sitting or sleeping
  • Fix for “Disable damage numbers” setting not functioning properly
  • Fix for Game Over screen not appearing if a game ends while one of the players is standing at the very edge of the map as a ghost

Playfield Objects
  • Fix for error when Alarm Button is destroyed by explosions from falling bombs
  • Fix for explosions not destroying all object if the player is not nearby when the explosion takes place

Items
  • Food and Ammo Processors have limits again (I had forgotten why I had them in the first place, but then… I remembered). However, it’s a limit of 20 instead of the original 10. Also, limits are removed with the No Limits mutator.
  • Soldier in the Mall can sell weapon modifications like Silencer
  • Items can be purchased from Upper-Cruster in the Mall

Status Effects / Traits / Special Abilities
  • Water damages Cop Bots and Killer Robot, including projectiles, bodies of water, and puddles
  • Fix for not all types of water projectiles refilling water cannon
  • Fix for Fire Extinguisher projectiles refilling water cannon
  • Low-Cost Jobs cancels Antisocial in character creation, and vice-versa
  • Kill Healthenizer and Bloodlust cannot activate after the player has died
  • Fix for player being able to mess with Jock's Charge ability by spamming buttons
  • Player can't begin hacking objects that are too far away to hack and would result in immediate cancellation
  • Fix for custom Werewolf having negative traits restored when transforming back to human form, after they had been removed in the Augmentation Booth
  • Fix for Diminutive not being removed properly on host’s end when client removes it using Augmentation Booth
  • Friend of the Family, Friend of the Common Folk, and Cool with Cannibals will carry over when you possess someone
  • Fix for Friend of the Family and Cool with Cannibals not always working properly with rioters
  • Player can possess quest-related NPCs who have died and been Zombified
  • Fix for custom Shapeshifter with traits like Sausage Fingers being able to possess someone with a weapon and keep using their weapon after depossessing
  • Player will not lose Above the Law when depossessing, so long as they are not Wanted
  • Werewolf A-Were-Ness is not triggered by werewolves who become zombies
  • Fix for player not receiving all the benefits of Diminutive when New Character Every Level mutator is active
  • Fix for all NPCs getting annoyed with a Malodorous player who depossesses
  • DNA Connection cannot be given to NPCs who are already zombies
  • Fix for Blaster Master not resulting in all types of objects being destroyed by explosions
  • Fix for Shop Drops not triggering when an enslaved Shopkeeper dies from their Slave Helmet exploding

Combat
  • Water projectiles will destroy fire projectiles
  • In split-screen, mouse player cannot command NPCs to attack other NPCs in other players' windows
  • Fix for internal error sometimes occurring on Slave death

Sound
  • Sound effect for switching weapons will still play if an error somehow occurs while switching weapons

Stats / Unlocks
  • Vampires will receive “Kill (Rival)” points for killing Werewolves and vice versa

Big Quests
  • Stricter requirements for completing Investment Banker's Big Quest

Mutators
  • Player levels up a bit more quickly during Quick Games
  • Cost to purchase items and services is slightly lower during Quick Games

Level Generation
  • Fix for doors being made of steel or having detonators varying when using the same seed
  • Fix for cases where game would be in slow motion at the beginning of a level
  • When playing as a Gangster, rival gang is more likely to appear in Uptown

Artificial Intelligence
  • Questgivers and people that you rescue for quests are less likely to become hostile toward you
  • Assassins cannot go invisible after they have been enslaved by the player
  • Fix for former arsonist Zombies being able to throw Molotov Cocktails
  • NPCs will not become annoyed at the player for Biting, Cannibalizing or Chloroforming if they are Hostile or Annoyed toward the victim
  • Fix for NPCs sometimes getting annoyed at the player for Biting or Cannibalizing if they were not within hearing range and the player was not in their line of sight
  • Player cannot tell jokes to NPCs in prison
  • Serving cocktails with positive status effects will cause the NPC to like you more
  • Fix for NPCs getting spooked by invisible players who are chasing them
  • Fix for Mall NPCs not always having the correct reaction to Suspicious/Malodorous players
  • NPCs will not pick up projectile weapons when participating in a challenge from the Wrestler
  • Fix for NPCs not always attacking you if you try to pickpocket them from the wrong angle

Text
  • New font used when Polish setting is turned on in user-created localizations

Performance
  • Various small fixes

Multiplayer
  • Fix for Attributes not always being tracked properly between host and clients
  • Potential fix for walls being destroyed from client not actually appearing destroyed
  • Fix for water pistol projectiles not appearing on clients if client enters the game while the other player already has the weapon equipped

Saved Games
  • Demo version and full version now use separate folders to store data

Internal
  • Began work on level editor (quoting what I posted above: I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.)

Beta 75b (April 26)
  • Fix for player making noise when chloroforming

Beta 75c
  • Fix for error occurring when multiplayer clients with Art of the Deal interact with NPCs

Beta 75d (April 29)
  • Fix for hang when door detonator reaches 0
Apr 25, 2019
Realm Royale Reforged - HeroicLeapJNash

The Night Stalker Bundle is now available in the Shop! This bundle features 3 vampiric items for 1500 Crowns!
  • Sanguine Warbeast Mount
  • Count Bokula Chicken
  • Night Stalker Hunter

The Sanguine Warbeast is on the prowl; become your foes’ nightmare as you traverse the Realm atop a giant bat! If you find yourself defeated, return from the dead as the Count Bokula Chicken. Finally, the Night Stalker Hunter is equipped with all the tools she needs for quelling vampires.

Bring brand new beasts into the Realm with the Night Stalker Bundle today! Keep an eye out for rotational items in the Shop every week.
Apr 25, 2019
Spaceland: Sci-Fi Indie Tactics - Ragnar


It's time to talk about the key characters of our story. And today we will tell you about one of the two star pilots who caught the distress signal from an unknown planet. Meet space ranger Jim.

Jim
Jim recently joined the rangers, and he has yet to earn the respect of his associates. He grew up in an educated and wealthy family, so even after joining the services he did not lose his good manners. Jim believes in justice and trustworthiness of the command, and will follow any orders ... If they do not contradict his high ideals.



Assault rifle. Еffective at medium distances, large ammunition. Burst: dense rifle fire, causing increased damage, but spending more ammo.

Since the boy’s youth passed in comfort, surrounded by his father's books, the constitution of the young soldier leaves much to be desired. Jim is thin and does not possess outstanding physical data, but he compensates this with agility and quick reflexes. To the surprise of his colleagues, he is a good shot and has a not bad handle on cold arms, especially one-handed swords. Perhaps, due to the plasma sword fighting lessons, which are mandatory for all the students of private schools.



One-handed sword. Used in melee, causes great damage from behind.

Jim is the perfect scout, relying on his speed in combat. A large reserve of action points allows him to actively maneuver and even engage in the melee with the enemy. He is also able to make medium distance dashes, so, for example, he can strike an enemy from the back and cause additional damage. In ranged combat Jim relies on an assault rifle, which has a large ammunition and the ability to fire bursts.

Ability. Dash
The ability to quickly get close to the enemy or avoid encirclement.



Ability. Mine
A small anti-personnel surprise, invisible to the enemy.



Don't forget to add Spaceland to your wishlist. ;)

https://store.steampowered.com/app/1021070/Spaceland/
Apr 25, 2019
Community Announcements - CHG_Service
update

New




  • + Skill system for the king
  • + Menu overview improved
  • + Map selection menu
Apr 25, 2019
TwelveSky 2 Classic - 12Sky2Classic


Hello Heroes,

Are you ready for Bonus Rates this weekend? It's time to prepare for combat! From tomorrow starting at 11:00 AM to Monday, April 29th, 2019, we’re offering increases on the following types of gains:
  • 3x Experience monster kills
  • 3x Item Drop rates on all monsters
  • +1 Contribution Points gains during PvP
Event Duration:
April 26, 2019 11:00 - April 29, 2019 18:00 PST (Server Time)
Apr 25, 2019
PROZE: Prologue - SignSine
After 3 long years of development and a few delays PROZE: Enlightenment is finally out! What started as a small two-person project is now a full Unreal Engine 4 powered VR game with development team of 4 people. We had a great (and often hard) time developing the game, hope you’ll like it.
https://store.steampowered.com/app/924250/PROZE_Enlightenment/
Apr 25, 2019
PROZE: Enlightenment - SignSine
After 3 long years of development and a few delays PROZE: Enlightenment is finally out! What started as a small two-person project is now a full Unreal Engine 4 powered VR game with development team of 4 people. We had a great (and often hard) time developing the game, hope you’ll like it.
Squad - Black Lives Matter | ACAB


Hey soldiers!

Another week is nearly in the bag and we’re definitely dreaming of the weekend. No weekend is complete without a little Squad action, though, so let’s see what’s going on!

April 25

11:30 AM PT (1830 UTC)
Squad Community Cup: FGB vs. LegioX

3:30 PM PT (2230 UTC)
Squad Ops: SOTT Advanced

April 26

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World

Bonus Fact: On this date in 1986, the Chernobyl Disaster occurred.

April 27

3:00 AM PT (1000 UTC)
SWC Redux Mini Tourney: Oceania vs. Europe

11:30 AM PT (1830 UTC)
Squad Ops: Operation Green Acres

5:30 PM PT (0030 UTC, 28/4)
Squad Ops: Operation Iron Kilt

6:00 PM PT (0100 UTC, 28/4)
SWC Redux Mini Tourney: Oceania vs. North America

April 28

11:00 AM PT (1800 UTC)
SWC Redux Mini Tourney: Europe vs. North America

11:00 AM PT (1800 UTC)
(EASY) Sunday Funday

5:30 PM PT (0030 UTC, 22/4)
Squad Ops: Hardcore Mode Testing

South African Border War

A big congratulations to the South African Border War mod team for their first Alpha test! Boresight Gaming has video from the event available here.

Would you like to see your event here? Let us know!

Offworld out.
Mercury Fallen - Nitrous Butterfly
I’m happy to say that Update 20 is now available! Updates generally take longer than I would prefer, but this one has been in the oven for a bit now.

Thank you all for your patience.

As you may or may not know my father had a heart attack a couple of months ago and required a quadruple bypass. It’s been a long road to recovery, but he is doing much better now.

Job Management

Colonists can now be assigned up to three jobs. Job order also determines their job priority.



The colonist management screen has been completely overhauled. Colonist cards are an easy way to assign jobs, equipment and see how your colonists are doing.

Colonist Success Chance

Job actions now have a success chance. Hovering over an assigned job will show the success chance, which is based on the job level and that colonist’s attributes. Different jobs are affected by attributes differently.

Every time a colonist fails at an action, they have a small chance to critically fail. Critically failing at a job action may result in an ailment, injury or lost materials, depending on the action.

Success chance will increase as colonists gain more levels in that job or have their attributes increased via equipment items.


All jobs now require certain minimum attributes in order to be assigned. This means that not all colonists are capable of doing all jobs. Attributes can be modified, however, by using equipment items. When starting a new game there is always one colonist capable of all jobs to ensure you are able to progress.

Machine Durability

Durability drains as a machine remains in operation or is operated by a colonist. If the durability drops below 5%, the machine breaks and will require repair.

The new technician job role is responsible for repairing machines. Craft-able repair kits have been added that can speed up machine repairs.

The durability meter has been removed from objects that are not applicable.

Storage Coloring

Storage containers now show a visible capacity meter and can be assigned a custom color.

Tech Tree

The tech tree has been visually updated. New research projects have been added for repair kits and tier II equipment items.

There are a lot of tweaks, changes and additions in this update. Be sure to check out the release notes below.

Existing save games from Update 19 are expected to function correctly in Update 20. Job roles will need to be re-assigned.


Follow Mercury Fallen development on
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx

Release Notes

Colonists
  • Added failure chance to various job actions. Colonists have a small chance to also critically fail and cause various undesired results.
  • Colonists can now only have three jobs assigned at a time
  • Colonists are now incapable of some jobs depending on their attributes
  • Updated selection audio for robots
  • Robot starting attributes now randomized when activating an inactive robot
  • Robots are now randomly assigned attributes when constructed. Points are no longer used to assign attribute points. New construction system in development for a later update.
  • Changed age of starting robots
  • Added new technician job role. The technician is responsible for repairing machines and installing object/vehicle equipment items.
  • Colonists will now restore a little bit of health when sleeping in a bed
  • Robots will restore a little bit of health while recharging
  • Increased duration of various ailments
  • New colonist visual/audio effect when taking damage
  • New visual effect when patient is being healed
  • Updated colonist death notifications.
  • Updated colonist attribute calculations for improved performance
  • Decreased amount of time before colonist starvation
  • Starting robot is now inactive instead of walking around by default
  • Colonist now automatically selected after opening a stasis capsule or activating an inactive robot

UI
  • Mining UI info now shows progress meter and updated resource info
  • Colonist management interface completely overhauled with new colonist cards
  • Smarts/Muscles/Athletics attributes no longer show a max value in tooltip
  • Removed jobs tab from colonist info panel
  • Added job selection section to primary tab of colonist info panel
  • Objects now show more detailed information on why it is not getting power/water
  • Buildable objects that require research no longer show in the object build list
  • Changed look of object build menu items and item header
  • Tech tree visual update
  • Color selection window now highlights currently selected color

Graphics
  • Storage containers, fridge and food dispenser can now be assigned a custom color
  • Storage containers, fridge and food dispenser now have a capacity meter
  • Updated look of frying pan graphic at cook station
  • Updated look of water/power conduits view mode
  • Updated look of thermal vents
  • Improved overall graphics performance
  • Robot assembler has new construction effect
  • Mineable dirt/ore now has visible effect while being mined
  • Added particle effect to deep mining animation
  • Aeroponics farm graphical update to show occasional water mist effect

Misc.
  • Object and machine durability now functional. Machines will break down when below 5% durability.
  • Reduced robot construction times
  • Increased robot construction materials as points are no longer used to assign attributes
  • Removed research projects that unlock robot construction points
  • Added Repair Tech I and Repair Tech II research projects
  • Tier 2 equipment items now unlocked under new research projects
  • Equipment item research now comes after tech printer research
  • Reduced range of various colonist action sounds
  • Mining no longer based on durability of tile, but a separate work amount value.
  • Reduced amount of structure resin received from mining wall debris
  • Crop fields now slow movement when walked over
  • Colonists will avoid walking over crop fields if possible
  • Added sound effect to cook station
  • Added colonist equipment to boost smarts
  • Improved performance when in water/power conduits view mode
  • Updated in game guide content to reflect new mechanics

Fixes
  • Fixed: Colonist stuck if unable to find a path to an eating table
  • Fixed: Colonist stuck if unable to find a path to a crop field/aeroponics farm
  • Fixed: Damage not being applied from ailments
  • Fixed: Nutrition from food not being applied correctly
  • Fixed: Nutrition effect not displaying correctly under colonists stats tab
  • Fixed: Possible game crash when deconstructing power generators
  • Fixed: Mods from Steam Workshop not loading when reopening the game
  • Fixed: Game freeze if not running Steam client
  • Fixed: Colonist action text not showing correctly for idle action in hover tooltip info
  • Fixed: Robot assembler drop down not showing robot names
  • Fixed: Colonists not properly avoiding objects marked with avoid tiles
  • Fixed: Missing language string for Vehicle Assembly header
  • Fixed: Missing language string for Equipment header
  • Fixed: Missing language string for population counts in colonist management interface
  • Fixed: Missing language string for change rate in attribute tooltip
  • Fixed: Missing language string for attribute effect target in colonist stats and tooltips
  • Fixed: Missing language string for Quirk tooltip
...