May 3, 2019
HellCrunch - tensionsplicegaming
• Fixed AI pathfinding glitch on level 2
• Added additional hints
• Adjusted difficulty of first level
• New Steam Achievement

Levelhead - Bscotch Shenani
WHAT UUUUP, LEVELHEADS?!

Today we're bringing you a pipin' hot community spotlight. We've got levels for you to bookmark, creators for you to follow, and players for you to be inspired by. LET'S A GO!

RetrophileTV creates a genre: The Race Way



RetrophileTV, the leader of the Speedrunner's guild mentioned in last week's spotlight, has just created a new level genre. Termed, Race Ways, these levels have the player doing laps to beat a best time and involve all manner of hilarious slow-down/speed-up mechanics. And if that wasn't fun enough, Retrophile compiled a list of them in the discord for rapid bookmarking, so we've gone ahead and brought it over here. Remember that you can click on the lvlhd.co links to bookmark these levels for your next play of Levelhead, and you can see all the creator levels by clicking their names, too.

Race Way levels to bookmark

A level review site is born

In a twist beyond anything we could have imagined, a player going by the moniker [Popdonk Baggycool](6rad6u) has created a review site for levels created in Levelhead. Players have been sending him feedback requests in the community discord, seeking to get that coveted Popdonk Recommends badge. You can read up on all the best levels there and bookmark them for later!

Trillionaire's Completionist Playlist



Trillionaire is doing the work of a saint by playing through each of Levelhead's challenging campaign levels and posting the 100% runs to youtube. If you're finding yourself stuck on a level, hop on over to the youtube playlist and get yourself some HELP. But don't be mad when you find spoilers.

QuantumAnomaly hits 5 days of playtime generated



Levelhead tracks how much playtime your levels have created for the community. This week we had our first creator cross into 5 days of playtime generated. Quantum's latest level turned Levelhead into an RPG-like experience, complete with a shoppe, fast travel system, and multiple ways to beat it, nearly all of which take at least 40 minutes. It was an inspiring hoot for us to play through and stands as an incredible example of the power of Levelhead's editor. Bookmark it for later here: https://lvlhd.co/+p5zj01c

And a few dev favorites

220 days of play and 843,838 deaths later...

It's been a wild two weeks already, and we're just getting started :D
May 3, 2019
Zeal - drcrack
General
— Interrupts now interrupt all types of casts with lock duration depending on the type — regular and channeled casts: 3s, holdable and chargeable casts: 1.5s
— Getting interrupted now also locks primary weapon ability
— Client now correctly updates tooltips when data is changed on the server.
— Swiftness removed from Stat Allocation.
— GCD reduced from 0.8 to 0.75 seconds.

Conquest
— Experience orbs now restore 10% health over 5 seconds, not stacking (was 5% instantly).

Warrior
— Steelwake stamina cost reduced from 20 to 15 per tick. New symbols added.

Wizard
— Energy Lash now has a correct 120° hit sector (was 360°).
— The Arctic Call now replaces Flash Freeze on procs (temporarily).

Outlaw
— Stab no longer deals bonus damage from behind or to stunned targets. Instead, it’s now a passive effect of Daggers, working with every melee attack.

Judicator
— Righteous Strike and Righteous Smash damage increased.
— Guiding Light is now a symbol of Piercing Beam.
— Benevolence is now a symbol of Healing Light and doesn’t work with Purification.
— Avatar of Divinity no longer passively increases damage.
— Miracle of God is now a symbol of Purification and doesn’t proc from Sacred Lightning.
— Hammer Time is now a passive effect of Heavy Mace and gives 50% Armor Penetration, damage bonus removed.
— Healing Light healing increased from 770 to 900

Cleric
— Grace no longer additionally heals the Cleric and has a 6 second cooldown with 3 charges. Healing increased from 800 to 1000.
— Battle Hymn removed.
UnderMine - Thorium


Hey all,

We've updated the store page with our Early Access information. We're zeroing in on a release date, but are not quite ready to commit to an exact day. For now we have improved to "summer of this year" and we'll leave it at that for a bit.

We wrote up a pretty lengthy description of what to expect from Early Access. We plan to heavily involve the community because we think that will make UnderMine the best it can be. We also really love to develop along side an active community that is giving feedback and suggestions.

If you have any questions about what we wrote, or about the game in general the best way to contact us is here on the Steam discussion board, or in our Discord. You can also stay pretty up to date by following us on Twitter.

We're super excited that the big day is coming up! Can't wait to get this beast out there for everyone to play.

Clint
Thorium
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Public Alpha v.0.2.5.2a

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

You can also check out our Developers Digest which we are now releasing alongside each patch going forth - http://www.jawsofextinction.com/developers-digest-update-0-2-5-2a/

Player
  • Added new ‘Vicinity’ section to inventory. Open the inventory [Tab] and loose items near your feet will appear in the Vicinity section. You can drag these items individually in to your inventory or click ‘Take All’.
  • Added new strafing animations.
  • Added new animations for turning on the spot.
  • Added new crouching animations, allowing character to move backwards and crouch at the same time.
  • Camera no longer moves down with character when bending down to pick up items off the ground.
  • Improved pickup animation blending.
  • Add new Stamina vital. Stamina is drained when you do physically demanding activities and recharges when you rest for a moment. Your maximum stamina is controlled by how much energy you have. If you have 50% Energy your maximum stamina cap will be at 50%.
  • Fixed low energy preventing the character from moving entirely.
  • Vitals decay is no longer linked to day length. Changing the night-length modifier in ‘Settings’ will no longer change the rate which your vitals will decay.
  • Slightly reduced base energy decay.
  • Added new breathing audio affected by your Stamina. You can tell if you are on low
  • Stamina as your breathing becomes stronger.
  • Added Stamina statistic to ST-RV watch.
  • Vitals no longer continue to decay after death.
  • Fixed maximum vital values resetting properly after death.
  • Camera now shifts when opening the inventory to place the character in center of viewing area.
  • Vitals now display while player has their inventory open.
    Key-Bindings at A Glance (KBAG) hidden from HUD while the inventory is open.
  • Adjusted screen position of KBAG.
  • Fixed Sherif Sen starting to talk to the player after respawning from death even if their radio is muted.
  • Added new ‘Death Camera’. Regret all your decisions with the updated visuals.
  • Fixed rare circumstance causing player’s movement to be greatly reduced unexpectedly.
  • Replaced various movement animations with new female motion capture ones.
  • Disabled weight display until upcoming fix.
  • Disabled temperature display until upcoming fix.
  • Fixed bug causing player to get stuck in the air when reloading and vaulting at the same time.

Building
  • Added new small buildable storage containers, available from the ‘Manufacturing’ tab in the building menu "B". Items can be safely stored and retrieved later.
  • Added new large buildable storage containers, available from the ‘Manufacturing’ tab in the building menu "B". Items can be safely stored and retrieved later.
  • Added new shelvable storage, available from the ‘Manufacturing’ tab in the building menu "B". Items can be safely stored and retrieved later.

Game
  • Added additional standard information to Mantis bug reports made in-game [F1] to include the version number and save status.
  • Updated save file. We have made lots of updates to the the save states, so you will be asked start a fresh game to be sure that your game is running properly. Sorry!
  • Fixed ‘Nettles’ and ‘Radio’ items appearing as a white cat boxes after being dropped.
AI
  • Fixed occasional bug causing Wanderers to continue facial movements after death.
  • Fixed occasional bug causing Wanderers to have improper collisions after death.

Environment
  • Complete lighting overhaul . Reworked to improve atmosphere for different times of day with distinct colourations. Adjustments to specular and ambient depth on world assets. Night time is now significantly darker to emphasise street lighting and the player’s flashlight. Improved night time lighting to simulate moonlight with blue hues. Time of day affects volumetric lighting and fog. Enabled auto exposure to allow camera to adjust to light and dark situations. Overall lighting quality has been improved with the intention of making visuals look less flat without harming performance.
  • Updated rain visuals.
  • Added a new crash site area with ambulances and bodies. (These will become world narratives in the future. You will be able to work out what happened and find out more about the island).
  • Added new police tape with physics. They are affected by the wind and if the player moves through it.
  • Added new dead grass type.
  • Added new dynamic housing layouts. Housing interior, exterior, barricades and door arrangements are randomly chosen. Additional variants to be added with each future patch to make each house unique.
  • Added new breakable windows in to houses. Shoot them to smash the glass.
  • Added new breakable glass to doors.
  • Added new random door variants.
  • Adjust LODs (Level Of Details) on foliage to improve transitions as camera gets closer.
  • Fixed issue with streetlights and adjust time of day they turn on and off.
  • Fixed issue with fog not rendering over transparent shaders.
  • Replaced placeholder tunnel with new model.
  • Replace grass assets with new realistic assets using subsurface scattering.
  • Replaced basement houses with new WIP dynamic versions.
  • Removed ladder from Safezone water tower until asset has been amended.
  • Adjusted detritus items on Hanouten starting beach.
  • Fixed collision issues in Hanouten Liquor store.

Audio
  • Added new sound effect to cars. When raining you can now hear raindrops hitting the vehicle.
  • Added real-life recording of Colt 1911 ACP .45 Pistol fire SFX. Mixed down for multiple pistols.
  • Added real-life recording of Winchester fire sound SFX. Mixed down for multiple rifles.
  • Added real-life recording of Heckler & Koch HK416 fire SFX. Mixed down for multiple rifles.

AVAILABLE IN THE STEAM STORE VERY SOON!
Faeria - Atmaz
Here's a summary of this week's community news and more.

Read Faeria Friday here

Find the most popular Hub decks and tournament results here, every Faeria Friday!
RWBY Deckbuilding Game - 80Arcade
Get ready for a food fight this May with new Bounty Missions that feature Ruby and her love of food!
  • Complete 7 Quick Bounty Missions in May you’ll receive the Ruby Graphic Sleeve. Then complete 7 more in May to earn the Animated version of that sleeve!
  • Complete 7 Relic Bounty Missions in May you’ll receive the Milk promo card. Then complete 7 more in May to unlock the relic frame version of the card!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

Get started today on these May rewards!
May 3, 2019
Burned Land - Tyler Ricky
Patchnote:

Add:
-Added a new "special actions" menu in the city screen
-Addition of a special action "sacrifice"
-Added a new fortifications system
-Addition of a new law "One child policy"
-Addition of a new law "Forced labor"
-Addition of a new law "Propaganda"
-Add WASD mapping by default
-Some tips added during the loading screen

Balancing:
-All force values are multiplied by 100
-The merge system has been revised, now the units lose less strength but this loss is exponential with the number of mergers
-Now mercenaries no longer suffer mergers penalties
-Increased number of habitations at the start of the game

BugFix:
-Updated frameworks, some crashes probably fixed
-Fixed a bug that could block the passage of the turn during a famine
-Some translation errors corrected
Din's Legacy - Soldak Entertainment
This patch rebalances a ton of things, adds more female skins, adds a bunch of cave & dungeon sounds, and fixes several minor issues.

0.834 change list:

  • now attribute requirements on items have an inflation value of 0.02 - basically a steeper requirement curve at higher levels
  • increased item armor values by 20%
  • now monster armor, defense, attack, health, damage, and resistance has an inflation component to increase the difficulty at higher levels
  • shields now have a strength requirement instead of a level requirement
  • decreased cast time magic modifier reductions by 20%
  • now Holy Symbol, Frost Nova, Earthquake, and Shock Wave skills have a reuse time of 2 seconds
  • now higher difficulty levels can naturally spawn higher rarity monsters (Destro*)
  • now if you have an equipped armor item that you don't meet the requirements for get an armor overload penalty (slower movement/decreased defense)
  • now if you have an equipped weapon and/or shield that you don't meet the requirements for get a weapon overload penalty (slower weapon and cast speed)
  • now skills like Demonic Control that lose their effectiveness as monster level surpasses the strength level of the skill, there is now a minimum effectiveness of 20% (Mandark)
  • difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects
  • hooked up 18 female cloth skins
  • added a bunch of cave and dungeon sounds
  • decreased max stack of dropping health/mana potions by 1
  • town vendors now have less magic chance (wandering vendors are better)
  • decreased StatMultStrength of Kodiak Strength from 0.2 to 0.15
  • sprint now has a max skill level of 10
  • decreased CrushingBlowPerStr, DeepWoundsPerDex, MagicCrushingBlowPerDex, and CriticalPerInt by 50%
  • decreased crushing blow, deep wounds, and critical hit magic modifier values by 50%
  • fixed Strength calculation on status effects
  • fixed not always showing all characters you can mutate towards (treborx555)
  • fixed another gate only working once issue (Someone64)
  • fixed wisps being able to buff themselves (probably fixes other monsters doing similar things)
  • now a sound bank can randomly pick a base sound based on level seed
  • now a sound bank can randomly pick which sounds to use based on level seed
  • fixed vbulletin character export having extra color commands that don't get parsed correctly
House Party - hank


Hey Party People,

We know there’s been a lot of questions about when Dan and Arin will be headed for House Party.

Prepare your bodies, because we have the greenlight to begin production on the Game Grumps storyline. It’s happening, friends!

Everybody at Eek appreciates your patience while we got all our cocks in a row. Ducks...while we got all our ducks in a row.

As some of you might know, we’ve already entered production on LetyDoesStuff’s update, who was the female winner of the same contest the Game Grumps won. We won’t truly be starting on any Game Grumps content until Lety’s story is the BEST it can be. Working with Lety to create a killer storyline has been a lot of fun, and we look forward to doing the same with Dan and Arin just as soon as this current update is ready for release.

Seriously, we can’t wait for Dan and Arin to knock on Madison’s door and begin another fantastic chapter of House Party, and we know you can’t either.

Of course we want to know what you, the fans of House Party and Game Grumps, would like to see from this collaboration! Let us know your ideas in the comments below and we’ll make sure our team takes a look as we begin our storyboarding process.

Just no butt stuff.



Well, maybe a little butt stuff.

-Eek Team
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