AdventureQuest 3D - Artix von Krieger


Summer Sale Extended through 4th of July Weekend

We extended the Summer Sale so you can still take advantage of it until the end of 4th of July weekend. But this is your last chance-- buy any DragonCrystal package and instantly get 50% more DragonCrystals. Use them to get the 2019 Summer Collection, stock up in advance for Talk Like a Pirate Day, or simply take advantage of the best deal of the year so you are ready for anything.



Meanwhile... the next AdventureQuest 3D release will be the entire Arcangrove Saga! Enter the Magic Tower, and embark on an adventure that will lead you to discovering the source of all Mana in our world...
Boring Man - Online Tactical Stickman Combat - Spasman
Hello! Sorry for the wait, but beta5 is finally here!

I added a lot more then I intended to but now there's a bunch of stuff to hopefully keep the community entertained.

I got sort of lazy and didn't track everything I changed but there's still a lot to go over. On top of that I spent a long time this morning typing out this change log, only to have it deleted by accident, so sorry if it seems rushed. Of course the best way to see what changed is to play the game!

There is a Boring Man Premium key hidden in here as an image... can you find it and use it before some other schmuck does?

Here we go:

New Returning Game Mode: Survival





Survival mode is here! Most of the content has been completed, including enemies, the original 20 vices and 20 brand new vices. Survival's rules have changed, and you can read about the changes in last month's dev log here.

Since I wrote that dev log, a new Survival feature is reviving your team mates! When you or a team mate dies, you will drop an ankh symbol which can be "picked up" similar to medikits/ammo boxes. You will front the cost of the reviving player, so reviving team mates with a lot of vices will be expensive!

New Returning Weapon: Magic



Magic is here! It's the same old spammy weapon, even more so now that you can just hold down the fire button now instead of giving yourself arthritis. I have also added a new alt-fire for Magic, which is a triangle shield that can destroy enemy projectiles and do damage to any enemies inside of it. Unfortunately, Magic will not have weapon skin support.

The purpose for the new alt-fire is simply to make the weapon more fun. It seemed kind of lame to me how simple this weapon was, and it would've been worse here since Magic won't have weapon skins. This is merely an attempt at providing new content, and nothing is set in stone, so if it's overpowered or under powered then we can fix it.

New Returning Weapon: Skateboard



I'm real excited about the Skateboard! It's gone under some renovations since 1.2.7.7, most notably you can now fire weapons from the Skateboard while riding it!

I have also adjusted the physics, the Skateboard is much faster now and moves around more realistically, such as going to down slopes on its own.

New Returning Weapon: Boomerang



The Boomerang is back! It has seen a damage increase, where it does 50 damage on the initial direct hit and 25 damage when passing through enemies. Additionally, it can now do headshot damage so you can do 100 damage to enemies if you hit them in the head! Ouch!!!

In addition to the Boomerang, there is also a new mutator that you can enable which allows the boomerang to carry items, similar to Zelda. As cool as it is, I think its too buggy/broken for vanilla gameplay so its just a mutator.

New Returning Weapon: Trench Gun



The trench gun has returned, and is as gritty as ever. The Trench Gun is an alternative to the Pump Action, where it has a much tighter spread in exchange for less damage.

New Returning Weapon: Long Rifle



Everyone's favorite burst fire rifle here! (The only burst fire rifle) It's pretty much exactly the same, aside from new art. I'm not too happy with the reload animation, so it may change in the future.

New Returning Weapon: Power SMG



The Power SMG is here! It too is pretty much the same, but I added a little handlebar attachment to shake up its silhouette so its not so similar to similar looking weapons.

New Returning Weapon: EMP





The EMP grenade has arrived, and its shocking! The EMP can still instantly destroy CTF base equipment, and force enemies to drop their weapons when stunned by it. You can also knock enemies off of their skateboard if you stun them while riding it! This will also work for future shock weapons (Lightning Gun, Taser, etc)

New Returning Weapons: Heal & Gas Grenades





Gas and heal (prev. known as First-Aid) grenades are here! Along with the fancy new smoke graphics, this also reintroduces the overhealing and poison mechanics.

Overhealing is the same, you can have up to 200% of health but if it's over 100% then it will drain until its back down to 100%. 1 thing different from 1.2.7.7 is the dehealing will drain 1% of max health per second instead of 1HP per second. This shouldn't change the rate in vanilla gameplay, but its a nerf for situations where you have more then 100 max health, such as Survival mode or just using mutators. Basically you will drain at the same rate no matter how much max health you have.

Poison has been totally reworked! The biggest change is it no longer makes you puke at random. Instead, you take damage over time as usual and in addition it will block healing. If you get healed by a vice or a heal grenade, the poison will go down instead of gaining health. The purpose of this is to provide a counter to players who use healing a lot. If you liked the random barfing while poisoned, you can still enable this on your server with the Poison Barfing mutator!

That's all there is for now for new weapons...

New Returning Map: Boring Man Fields 1



Boring Man Fields 1 has been added. Along with some new decor, the two bases are now mirrored properly and the center structure has been slightly moved since The Man's base is a little wider now.

New Returning Map: Dyson City



Dyson City is now a really busy map! Thanks to the game's new animated tiles feature, there are blinking lights, signs and other animated atrocities! I think this makes the map a lot more lively, and I would love to somehow give this much effort to the other maps.

The bases on Dyson City have also been properly mirrored, and it made The Man's side a little wider, causing me to move some buildings slightly over to the left. I also added a ladder to the middle platform because I think that platform should be a little more accessible for AI. It also might be useful for routing, but who knows.

The lasers that guard the Super Speed power up are missing, but only because they're not in the game yet.

New Returning Map: Ice Station



Ice Station is pretty much the same, aside from new decorations. I'd like to add more assets to this map, so don't expect it to stay empty for long.

Map Changes: Varia Mines



I know everyone is sick of this map but I still have to update it. I added a ceiling to simulate being in a tunnel better and added some unique decorations. Give it a visit sometime.

Map Changes: Boring Royale Test Map

I shrank the map size for Boring Royale and heavily optimized the objects to improve performance. If you had poor FPS in Boring Royale, please give it another shot.

Custom maps & Workshop: Phase 1

I have made the foundation work for custom maps and workshop support for maps! I can confirm I can make maps with the map editor and upload them to the Workshop. If you select the Workshop menu option on the main menu, you can test download a Workshop map I uploaded, hopefully you can see it.

Once I think players are loading and unloading maps okay, I'll polish up the map editor and unlock it in the next update. Once I feel like the map editor is in a stable condition, I'll then commence final phase 3 which is unlocking the Workshop for player use.

Uploading weapon skins to the Workshop works as well, but I have it hidden for now because I don't want 8000 weapon skin workshop items uploaded before the map editor is even out. When the Map Editor Workshop is enabled for players, uploading weapon skins will be enabled too.

That's all for now for maps.

Power ups

4 power ups have been re-added! Including: Triple Damage, Invisiblity (not currently on any stock maps), Super Speed, and Regeneration.

https://www.youtube.com/watch?v=8986EDjhVMQ

You will also hear a sound when your last power up is about to run out.

I haven't added the BFG power up yet because it'll be tough to make, and to be honest I might scrap it for a brand new power up. We'll see.


Mutator Updates

I have added a few new and old mutators. But first let me get some annoying news out of the way.

If you try to host a server, you may notice the Mutators menu is grayed out. You now have to enable Mutators in the Server Settings menu. Enabling Mutators will disable XP from kills and opening chests, along with disabling earning achievements when they are implemented. Disabling Mutators will reset your mutator settings, so careful with that.

Enabling mutators will also allow your server to enter cheat console commands too, similar to sv_cheats in Source engine. This is just way easier for me then trying to police each individual mutator or command. I moved some server settings out of the mutators section so you can still use them without enabling mutators.

Anyways, here are the new mutators:

Random Barfing
- You can enable random barfing all the time, or only when poisoned. Global mutator.

Boomerang Items
- When enabled, boomerangs can carry items. Global mutator.

Infinite Oxygen
- When enabled, you no longer choke underwater. Global mutator.

Friendly Fire
- When enabled, players can damage/kill team mates. Global or team specific mutator. I don't think I'll make an auto-kick feature this time around.

Invisibility (Change)
- Changed to "Full" and "Partial" settings. When set to Full, players permanently have the Invisibility power up. When partial, players will become visible when they move or in the air. Global or team specific mutator.

Triple Damage
- When enabled, gives players the Triple Damage power up permanently. Global or team-specific mutator.

Super Speed
- When enabled, gives players the Super Speed power up permanently. Global or team-specific mutator.

Regeneration
- When enabled, gives players the Regeneration power up permanently. Global or team-specific mutator.

Poisoned
- When enabled, players are permanently poisoned. Global or team-specific mutator.

Vampirism
- When enabled, players will lose health over time, and recover it when they kill enemies. Global or team specific mutator.

Infinite Jumps
- When enabled, players can double jump infinitely. Global or team specific mutator.

Explosive Death
- When enabled, players will explode when they die. Global or team specific mutator.

Headshots
- When disabled, players will take normal damage even when headshotted. You can set it to "Only" to make projectiles pass through enemies unless its a headshot. Global or team specific mutator.


General Changes

I'm tired of formatting things so I'm just dumping everything else under here.

- Player physics and projectile speeds have been adjusted to feel more similar to 1.2.7.7. Pretty much every weapon had a change so try everything out.

- Rebalanced shotgun reloading times. This is new and has nothing to do with 1.2.7.7.

- Added /drink emote

- Sword parries now do 200 damage instead of literally setting the parry victim's health to 0. This is still an instant kill on vanilla gameplay, but a nerf in situations where the health max is more then 100.

- Similar to sword parrying, you can now counter-attack punches while being unarmed yourself by using Alt-Fire (Default: Right-click). Instead of just blocking the punch, you will slap the shit out of them, reflecting the exact damage they would have done to you if you didn't counter. So if some show off is looking to punch you with a Triple Damage power up, you can counter-slap them and give them a taste of their own medicine.



- Added pause menu when you press ESC/Start in-game. You can also access the Weapons screen and saved loadouts screen from the pause menu. Quitting to the desktop from the pause menu will also save your game properly (or attempt to)

- Added weapon skins for: Boomerang, Skateboard, Long Rifle, Power SMG, Trench Gun

- If you haven't unlocked a weapon skin in a randomized amount of times in a row, you will automatically unlock an Inferior or Blessed skin. There is a 1/3rd chance you will unlock a Blessed skin over an Inferior skin. This should make weapon skin droughts a little more tolerable.

- Added a "Equip Now" button to the weapon skin unlock screen. Clicking anywhere but the button will avoid equipping it.

- You can now cancel picking up medikits/ammoboxes/revive items. Simply press the Action keybind (Default: E) again to cancel picking something up. This may mess up the meta, I don't know. Game development is stupid.

- Added "Death Arrow" General option. This will allow you to disable the big arrow pointing at your corpse when you die.

- Added "Killfeed" General option. This will allow you to hide assists on the kill feed, or hide it altogether.

- Added "Dead Body Limit" Video option. This will allow you to limit the amount of dead bodies on your screen at once. Set it to 0 for unlimited bodies.

- Added "Image Errors" server setting. Setting this to "Kick" will have your server disconnect players who have modded the current map's image files. Just keep this on "Allowed" if you don't know what I'm talking about. This will continue to allow players to mod the stock maps.

- Added "Chest Limit" Survival setting. Setting this to a number greater then 0 will limit the amount of Survival chests a player can open per wave. My servers will have this disabled, but feel free to use it if you have problems with players hoarding chests.

- Added "Vices" survival setting. Setting this to "OFF" will disable Vices from coming out chests.

- Added "Loadouts" survival setting. Setting this to "OFF" will force players to spawn with just a pistol instead of selecting a loadout. Disabling this along with Vices will disable chests spawning altogether.

- Added "Control Point Timer" survival setting. In between waves, there will be a brief "loot period" where players can hunt for chests. You can set how long this lasts, at a maximum of 60 seconds (also the default)

- Added "Survival Messages" survival setting. Setting this to "OFF" will disable chat messages showing vice pick ups or revival events.

- Added "Powerups" server setting. Enable or disable power ups spawned by the map.

- Added "Powerups Messages" server setting. Enable or disable the chat messages for when a player activates a power up.

- Moved Force Loadout (Global), Weapon Bans (Global), Medikits/Ammoboxes setting out of the Mutators section so they can still be changed without enabling mutators. I could do more.

- Added "Drop Weapon" and "Change Weapons" settings to the Force Loadout menus. This will allow you to stop players from dropping the weapons they spawn with, or using the Change Weapon keybind (Default: Q)

- Added "Show Vices" key binding (Default: V). Self explanatory.

- Added Map Selection server setting. Setting this to "Vote" will initiate a map vote at the end of each map, with 3 randomly selected maps from your map list and the map you just played as candidates. Setting to "List" will use traditional map list functionality, where it will go in order on your configured map list. "Random" will randomly select a map from your map list, and "End" will shut down the server after the first map ends.

- Improved the bots, password, and mutators icons in the server list

- Added progress text to your level stats in the main menu

- Fixed not being able to interrupt reloading with the Keymaster alt-fire/etc

- Tweaked the sprite for the Keymaster to try to make it look better

- Added a sniper laser to the Sniper Rifle. This should help you aim, while at the same time revealing yourself to distant enemies if you are camping corridors.

- When dual-wielding two Compact weapons, the dual-wielding accuracy penalty is removed. This is to reverse an unintentional nerf to Compact weapons.

- And a bunch of other stuff I can't remember. I might edit this later.

That's all I have! If you have any feedback, you can email me at spasman@spasmangames.com, post on the forums, or join our loathsome Discord server!

If you liked these patch notes and want to play the rewrite, players who own any of the DLCs listed below can play right now! If you don't want to buy any DLC, then the rewrite will become free around the time I release the map editor.

https://store.steampowered.com/app/346170/Boring_Man_Premium/

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/

Thanks for reading! Have fun.

- S
Deadly Station - Salvadorc17
A new survival game mode has been added that add new gameplay changes and extra achievements.
Night Lights - Meridian4
  • In the third temple shaft, falling doesn't trigger the wrong camera anymore.
  • Tweaked placement of a few energy cells in the Temple area.
  • Added 10 energy cells in the Temple Area, to bring total to 200 in the whole game.
  • Fixed a link on the map from location Desert 2 to Desert 5 appearing before Desert 5 is unlocked.
  • Double-jump or dash doesn't interrupt speed effect if also running anymore.
  • First pass on improving transition between levels.

https://store.steampowered.com/app/590850/Night_Lights/
Age Of Omens - ☬ Crow ☬
Now that I have released the game it's time to add some quests to get a storyline going.

Be sure to join the forums or our Discord server to follow along with upcoming updates!

:SentenceSplitter::knight:
Jul 5, 2019
Gold Hunter - Gold Hunter | cHaOsFaTz
new contents

â–  add model for small washing plant
â–  add first excavator model

new functions

â–  add function to setup the small washing plant
â–  add function to spawn vehicles/objects and give unique id to save/load settings
â–  add key assign on hud to see which button you need for use
â–  add widget for playerlevel
â–  add data to save/load for players

Archmage Rises - LordYabo


This week we show off the new lighting, texturing, and interaction of the 3d dungeons. This is the baseline from which we can now expand into new areas of interaction.

http://www.archmagerises.com/news/2019/7/5/update-98-3d-dungeon-interaction-lighting-materials

Causa, Voices of the Dusk - Causa, Voices of the Dusk
Since the Closed Beta of Causa has been extended for the whole month of July, we're sending new batches of keys for you to try the game. We're eager to learn what do you think and keep improving the game with all your feedback!

If you haven't sign up for the Closed Beta yet, you may do so here. The ULTIMATE BIG BATCH of keys will be sent in the upcoming weeks.

Don't forget to join the dev team for some casual matches on our new Twitch stream schedule:

  • ENG: Thursday, 3 pm (ET).
  • SPA: Sunday, 9 pm (ET).

Also, remember to join our emerging community on our Official Discord Server!



PS. If you'd like to learn more about the cool adventures of the team behind the game, don't hesitate to read our latest Dev Blog entry, where we share our experience showcasing Causa at Game Access and Dreamhack Summer 2019.

Jul 5, 2019
Avis Rapida - Aerobatic Racing - thegessoman


Hello!

For week 6 of Early Access, we have two new tracks:

Headwind (Normal): A track which illustrates that what matters is airspeed, not ground speed.

Flying Still (Hard): A track which illustrates the same thing... but much more.

As always, these tracks should appear as normal on the track select screen as soon as the game is updated.
Underspace - Trainwiz
Whew, hello starchasers!
First off, a big thank you to all our current backers on Kickstarter, thanks to you, we're over 50% funded with 50% of the way to go. Not bad, all things considered.



But, we're still not done yet. If you haven't backed it yet, now is the perfect time to do so. I've heard it makes a great Christmas present, as well as a wedding or birthday gift.

Now onto some other news:
Patch 1.3 will be out soon, and bring forth some new UI features mostly related to look.
A new setting "Fade UI elements" is coming, which will make statbars such as health, thrust, etc, fade out when they're full.




You'll also be able to close your contact and equipment windows, to make your UI look neater.



Some other changes include being able to set when screenshake occurs, some distance fixes on tradelanes, and more!

Anyway, that's all for now. Remember to back, and remember to wishlist, and just... remember things in general. I don't, and it's painful sometimes...
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