Squad 44 - =BoB=BreizhoO
Hello everyone,

We have now released our hotfix #2 for PS.
Containing possible performance boost for most computers and some issues fixed in Grave, like missing collision on some buildings.

We are continuing the investigation and this update will allow us to profile the game even more.

Thanks for your support!

Sincerely,
The Red Prison - pat
New version released and the main things that happened this week are:


* Custom names for player and for NPC's. During custom character creation you are still given a suggested name (and implied gender) but you can regrenerate this until you're happy or enter your own name. During the game, when giving orders to your allies, you can also choose to name them now as well.

* Reworking of the poison system. Before this I just lazily created a 'poisoned' condition which applied 1 hit point of damage per turn for a set number of turns. This didn't really reflect how poison works in the rules where there are a number of different poison types which instead apply damage instantly with various dice rolls to determine this, along with the chance of saving throw against variable difficulties with differing results if you succeed... there's a lot to deal with there from a programming point of view! But it's all implemented now and each monster with venom follows the rules as written in terms of how it's applied, how much damage it does, and whether you have a chance at a saving throw or not and what chance that is.

* New enemies: owl, owlbear, panther, pegasus, phase spider.

The poison rework actually has been a sorely needed buff for the rogue class because they start with a blowgun and poisoned needles. Needles only do 1 hit point of damage, but on top of that you add the dexterity bonus along with a possible sneak attack bonus and a further possible critical hit bonus AND now a further 1d4 poison damage. The end result is that rogues can dish out quite significant damage against poison vulnerable enemies right from the start of the game and it's even possible (although very hard) to play an effective solo rogue without a light source and specialise in hiding and sneak attacking from the shadows.
Conan Unconquered - Natascha


Greetings Ya’ll and welcome to Launch Weekend! For this weekend, I’d like to present you with a couple new features and hefty set of improvements, Patch Notes below:

GENERAL
New Feature: Easy Mode added to All 5 Map scenarios.
New Feature: Player rewards are shown once scenarios are completed.
New Feature: Button added to score screen to allow players to move to the next scenario without returning back to the map selection screen.

GAMEPLAY
SORCERER:
  • Base health reduced to 70 (was 90)

DWELLING:
  • Thralls produced reduced to 4 (was 6)
  • Wood purchase cost reduced to 8 (was 15)

MANSE:
  • Thralls produced reduced to 8 (was 16)
  • Stone purchase cost reduced to 10 (was 15)

REPAIR COSTS:

  • The repair formula for all player structures has been revised. Assuming repairing from one point of health, all repairs should now:
  • Max out cost at ~75% of original build cost
  • Max out repair time at original build time -10 seconds
  • This now takes feat health upgrades into account.

ARTIFACT – BREATH OF YMIR:
  • The greater version of this artifact was incorrectly healing the hero; this has been fixed.


MISC

  • Player units will now automatically attempt to extinguish fires if they are nearby. When explicitly ordered to extinguish a fire, ordered units will drop the order after the fire is extinguished (instead of waiting for another fire to hit the object). We will be evaluating this for further improvements in our next update.
  • Fixed bug where selecting your Training Ground (TG) then selecting an ally’s TG would set the ally’s TG as the current TG to build from, but since you can’t build from it, you were unable to build. Now it will keep your TG as the current TG to build from.
  • Fixed bug where player B using player A’s research building could not cancel the research player B started. Also fixed a bug where player A cancelling player B’s research would give player A the refunded resources.
  • Fixed several reported crashes, including a crash related to saving the game while an auto-save was in progress.
  • Decreased the length of time for auto-save to complete.
  • Fixed issue where slow host player is preceded into game by client. This would result in a freeze at the loading screen when entering Co Op.
  • Improved animation with several units including the Guardian Demon, Shem Assuri, and Kalanthes (hero).
  • Fixed low-res texture for resource grid icons and improved font for resource crate pickup info.
  • Game will detect and disable hardware mouse option on initialization if game is set to full-screen and mouse trails enabled in Windows. Previously this would result in an invisible (but functional) mouse cursor.
  • Increased the length of pings on the mini-map during pause mode.
  • Fixed bug where the hot key icon would not hide for the resource tool when hotkeys were turned off.
  • Player is now able to cancel Save and Quit option’s action via pressing ESC key.
  • Added status effect for “webbed” effect on units.
  • Fixed skirmish map history not censoring challenge names on popular challenge page.
  • Fixed skirmish map history not displaying wave data correctly.
  • Terrain outlines are no longer visible on an unexplored minimap using monitors where brightness is set unusually high.
  • Handful of UI improvements including updates to tech tree for Italian and Spanish, improved alignment on menu options and tooltip health color for enemy structures corrected.

-PG_Ren
Fate Hunters - Dakka


Hi.
Thank you very much for your feedback. Based on your feedback, we have made some changes in the balance (beta)
Well, a little spoilers: next week we plan to add 15 new skill cards for the Berserk, so stay tuned.
I also want to remind about our Discord channel: https://discord.gg/QWpWWV6
On our channel you can ask questions that interest you, as well as win the key for our game:)

Balance changes:
Guardian HP decreased 15 ->13
Armoured Beast HP decreased 8 -> 7
Orc HP decreased 6 ->5
Flesh Golem HP increased 7 ->8
Ooze HP increased 10 ->12
Reaper HP increased 18 ->19
Soul Collector HP increased 38 ->42
Mr Mirror HP increased 27 ->30
Number of Shadow Thieves in rooms is slightly reduced
Some rooms slightly rebalance
Furries & Scalies & Bears OH MY! - Duck Whitman
PATCH v1.14

- DELETED: Code that was causing the side effect of a loop with the first scripted Observatory scene in Act 1.

Issues with Wren's path

An issue has come up where the latest patch may/probably will cause old saves to be incompatible with certain character paths (mainly Wren). We have not been able to replicate this, so any and all instances of this bug should be documented via screenshots.

A fresh game file is advised.

So sorry for the inconvenience.
Jun 1, 2019
PixARK - SG_madi
Greetings, Explorers!

The next PixARK update is scheduled to go live at around 2:30 am PDT on June 1 and this will be a bug-fix patch.

Bug Fixes
Fixed an issue under some certain circumstances the server may crash down.
Fixed an issue where the Automatic Smithy may not auto craft items while controlled by the Central Control Unit.
The spy who shot me™ - Bluestargeneral
The latest version is now v1.1.5. This version I overhauled all the physics code to fix some rare bugs certain users were having.

- Reworked gun sway code, should be smoother now, looks better,
- Movement values have changed slightly,
- Can jump slightly higher now,
- Ski turning bug should be fixed for certain users,
- Rare strafing accelerates forever should be fixed,
- The input code is now 60fps from the older 50fps,
- Game seems to run smoother overall,
- Made mountain jumps easier,

Any problems let me know on the games steam forums,

PSD

(Also I might need to reset the leaderboards once all the rare bugs are fixed)

Jun 1, 2019
Shopkeeper Simulator VR: Refreshed - GlockSoftware
The following bugs have been fixed and the patch is LIVE now:
  • Ingame settings for music and hand pointer now work correctly
  • Equipment purchases now work correctly
  • Various smaller UI improvements
Note: The Helloween level has been removed for now because of low player engagement and for faster bugfix cycles.
Rainbow Reactor - grooviak
Hello Everyone,

as we said, we'd be going round & taking names – and we just passed the deadline for our Early Adopter Challenge. We recorded the scores right when Early Access ended as well as last midnight, and to make it really fair, we decided to expand the list to 30 people, so that everyone who was in the Top25 at the end of Early Access is included.

Now without further ado, here's the list of 30 Steam names that will be displayed in the upcoming "Factory Tour" feature, where you will be able to teleport around the factory and learn some of the history of the Rainbow Reactor:

mushi_mush
haemtets
rexerjohn
Brownie
Delorean787
quintthemint
ChRoM
foofaraw
jonbitzen
Nici
mAd
tadude
tycoon2001
Pvteyes
scs333
Bobylebobs89
ivetodie
HOSHI82
clive.cummings4
w.jauch
Moriar
Dragonking_0504
francis2668
DJ Gelo Official
Xiūgǎi nín de nìchēng
high res monkey
tamanegi
wrnglr06
Sandora
dgtlhrt

This feature is planned to release this summer. If you your Steam name is on this list but you do not want it to be shown, please let us know at any time and we'll take it off immediately.

Thank you for playing!

SturmFront - The Mutant War: Übel Edition - Sebastian_de_Andrade


After 2 shoot em ups we can present you our 3rd game: "Heidelberg 1693", a 2D action adventure set in the 17th century. As you are fighting with muskets, you have to reload after every shot.



We love to involve our community, so we have uploaded a public demo on itch.io. The provided content is about 3 stages with one boss fight.



We would love to get your feedback!



Heidelberg 1693 Demo

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