Jul 11, 2019
Flotsam - Dave


Hey everybody!

I wanted to highlight that we have an official Discord going. There you can:
  • Get selected to join the closed alpha (fill in the form there).
  • Get the latest news about the development.
  • Ask questions to the development team.
  • Give suggestions and other feedback to the game.
  • Groan at sea and fish puns like "Oh buoy, those fishuals are finntastic."

Join us at http://discord.gg/flotsam!
The Dandelion Girl: Don't You Remember Me? - M.E. Hatch
The game is officially live on Steam. Please let us know if there are any issues running it.
Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

This week we have something big: the updated Catacombs event is live! A new entrance has been added, so the event now features all 3 nations, it also has been moved to the central part of the map, hence improving the game’s world balance. The location’s layout has been slightly updated as well. We also added the 3rd “Crafting – Inn event” between Ulfgard and Seaclaw. Check these changes on your own!

Moreover, among many gameplay improvements, there are further solutions to prevent toxic behaviors. Just within the last 4 days, we had to mute/ban almost 20 players for the toxicity against other users. 18 of them targeted the other nation players. While obviously, people who reported them were not happy with being personally attacked – we know that almost all of the punished users are not happy in the end. Also, we are spending about 2 hours a day of one of our team members just to handle all reports on such issues – which means it is an entire week of work hours every month, spent just on handling the toxicity that people throw at each other. In this case, no one wins, except the players who enjoy harassing other people.

For that reason we have chosen to make the language written by other nation players unreadable for others, unless the players are in the arena. Every nation, and every origin has its own words set being shown while using whisper or say chat to another nation user (for example, Sangmarians have different language than the Azebian characters). We believe that, thanks to these changes, we will be able to greatly decrease the overall toxicity, make Gloria Victis much more enjoyable and let us focus on the most important thing – improving the game.

See you in battle!



Changelog v.0.8.8.9.7

Balance Update:

– Moved the Catacombs event to the middle of the map, added a new entrance for Sangmarians and updated the overall location’s layout to adjust it for 3 nations - it's another step of our World Balance Update plan
– Added the third “Crafting – Inn” event which takes place in a new inn located between Ulfgard and Seaclaw
– Updated rewards and balance in the starting stages of Gold Griffins event

Quality of Life:

– Improved managing the loaded terrains to fix an issue causing rapid FPS drops (big thanks Kaedyia for helping us to find the issue)
– From now on, chat messages written by enemy nation players are displayed in dedicated languages in order to reduce the inter-nation griefing on chat and overall toxicity – the only place where players can talk to the enemy nation players is the arena
– Brought back the possibility to fight while swimming in response to Community request, so it is now possible to kill a player who logs out in water
– Improved the player’s animations in 1st person view
– Added separate FoV settings for 1st and 3rd person modes
– Improved interacting with various resources and containers
– Improved hits detection for stabbing with shield bash
– Improved the NPC enemies’ reactions after blocking an attack
– Various minor interface improvements
– Minor improvements to the Midlandic starting quests
– Updated the model and icon of Simple Buckler
– Added jumping SFXes and improved SFXes of attacking with weapons
– Added a new skin – Warbringer's Shield – for Karleonian Shield, Black Guard’s Shield and Praetorian’s Shield

Fixes:

– Fixed displaying proper guild heraldics in the Recruitment Board window
– Fixed the recently reported way to reinforce items without burning them on fail
– Fixed displaying heraldics on Recruit’s Shield and Scout’s Shield
– Fxed a bug preventing players from registering to an arena duel if they were queued up for the “Valley of Death” PVP tournament
– Fixed a bug causing that pinned quests weren’t saved for the account but only on the local PC
Jul 11, 2019
Armored Warfare - Silentstalker
Commanders!

We are happy to introduce the second and final part of Francine De Laroche’s vehicle branch, bringing you the long-awaited Char Leclerc and several other vehicles.



The following vehicles are now available:
As for the Al-Hussein MBT, it replaces the Ariete in the Challenger branch of vehicles. The Ariete is now an alternative Tier 8 option for the French branch. Please note, however, that it will not be possible to unlock the Tier 9 Leclerc from the Ariete. As for the exchange itself, the following rules apply:
  • Ariete now counts as a Francine De Laroche vehicle (for the purpose of achievements)
  • If you had the Ariete purchased in your Garage, you will automatically receive Al-Hussein
  • If your Ariete has accumulated at least one point of Experience, the Al Hussein will be awarded to you fully unlocked
  • If the Tier 9 token unlocked on the Ariete was used already, it will not be possible to unlock on the Al-Hussein MBT
This second half of the branch comes with new features:
  • Commander Vincent Girard can be unlocked from the Tier 10 Leclerc (learn more about him)
  • New Pressure Control retrofit will be available for unlocking from the VCAC Mephisto (learn more)
  • Level 3 retrofit is now available for unlocking from the Leclerc
  • The Mastery system is now available for the Leclerc T4
  • New visual customization options
The Level 3 (v3) retrofit Improved Barrel Lining is obtainable from the Tier 9 Leclerc MBT. It grants the following bonuses:
  • 13 percent bonus to Rate of Fire (same as Improved Gun Breach v2)
  • 5 percent reduction to Maximum Spread (same as Advanced MRS v1)
In order to obtain it, one of the following feats must be performed 10 times:
  • PvP (Random Battles): Be the one in your team to receive the most hits (no fewer than 10) while having Vincent Girard command your vehicle. You also need to resist at least 1.000 damage and damage no fewer than 7 vehicles in one match
  • Global Operations: Be the one in your team to receive the most hits (no fewer than 10) while having Vincent Girard command your vehicle. You also need to win, resist at least 5.000 damage and damage no fewer than 12 vehicles in one match
The Mastery system, currently only available for the Tier 10 Leclerc T4 MBT, will test your skill with that vehicle. It requires a completion of the following achievements 4 times:
  • Obtain a Steel Eagle epic medal by helping destroy the largest amount of enemy vehicles on your team in Random Battles (at least 12 vehicles)
  • Complete the Steel Avalanche mission by winning a PvP Random Battle match without taking any losses or a Global Operations match without losing more than 300 team points
And last but not least, there are the new visual customization options:

Leclerc Prototype – Rock snow camouflage:



VCAC Mephisto – Stingray desert camouflage:



Leclerc – Rock woodland camouflage:



Leclerc T4 – Stingray snow camouflage:



We hope you will enjoy this new branch and will see you on the battlefield!

See you on the battlefield!
Stellaris - Harlot



Hello everyone! We're ready to announce that we're releasing 2.3.3 with a few extra fixes as a live build before going on vacations. Below you'll find the traditional patch notes, with the extra fixes since the beta in underlined text.

We hope you enjoy the balances, tweaks and changes we introduced with this build!

#################################################################
######################### VERSION 2.3.3 ##########################
#################################################################

###################
# Ancient Relics Story Pack Features
###################
* A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

###################
# General
###################
* Updated localisation for all languages

###################
# Balance
###################
* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

###################
# UI
###################
* Added MP DLC ownership icon for Ancient Relics
* Fixed line break in Zro Deposits causing unnecessary truncation of text
* Fixed displayed Army Recruitment time not including build speed modifiers
* You should no longer be able to see the orders of the fleets of other empires
* Fixed the resources going haywire in the trade view. Hopefully for the last time
* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

###################
# AI
###################
* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
* AI empires will finish tradition trees before starting new ones
* Changed AI weight for consecration decision, so that it's actually used
* AI will now build city districts on planets if needed even if not many pops live there
* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
* AI no longer needlessly upgrades starbases if they still have unused module or building slots
* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet
* Increased alloy expansion budget to allow machine empires to do early expansion
* AIs in federation have finally discovered ship types other than "corvette"
* AI will no longer maniacally press the "build army" button in order to make armies building faster


###################
# Modding
###################
* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
* Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
* The `on_arrival_effect` is now properly called with a fleet scope
* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

###################
# Stability
###################
* Fixed a freeze when editing trade routes from a system you stole
* Fixed a crash when using mature galaxy in observer mode

###################
# Bugfixes
###################
* Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
* Increased weighting of favorited jobs so that they're properly prioritized
* Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
* Fixed automation not working on planet capitals or new colonies if you don't change the designation
* Conquered habitats will now convert districts that are not permitted by their new empire type
* Fixed so that rogue servitor AI will no longer just build organic sanctuaries
* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
* In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
* Fixed overflow issues in AI diplomacy due to relative strength calculations
* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
* Disabled map-ping for finished arch sites
* Admiral XP is based on the total cost of ships instead of just minerals
* Fix for all buildings swapping issues
* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
* Changed so that arch sites and certain events use the correct GFX files
* Fixed Growth species disappearing every other month in some cases
* Ship build speed modifiers are no longer applied twice
* Fixed Build Speed modifier being applied twice to buildings
* Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)
* The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
* Deficit modifiers are properly applied again
* Master Builders no longer ever affects Habitat size
* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
* Maintenance Drones again have a positive weight for the Emotion emulators trait
* Fixed ships not going MIA when they can't return because they don't have access
* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees
* Upgraded buildings are no longer moved after ruined buildings
* Fixes the rubricator system appearing without hyperlanes
* Pop Growth is now based on the pop growing rather than the fastest growing species on the planet
* Gateways and habitats can now built while other megastructures are being built
* Fixed Habitats and Ring worlds getting modifiers meant for non artificial planets
* Fixed planet view not changing image correctly after planet class change
* Add modifier effects to planet class tooltip
* Reduced the late game stutter
* You can now steal relics when you're not in the galatron war, rather than only during the galatron war, though why you would steal any relic other than the Galatron is beyond me.

The stellaris_test version is still there as 2.3.3 (checksum: 70ef), the only difference being it uses our experimental crossplay MP layer. Steam users need to be on stellaris_test to crossplay with GoG and Paradoxplaza. The stellaris_test version also has the "Legion" flag set as a thank you to people helping us test the mp layer.

You can check the forums patch thread here.

With this, and without further ado, we wish you all, on behalf on the Stellaris team and all of Paradox, a great summer, full of new fanatic friendships and platypi!
Take That - LEONARDOLEE
Hello Cowboys,
Finally, the new update 0.3.8 is now playable.
The brand new DLC "realistic map" is being reviewed by steam, should also be playable within 2-3 days.

Story Mode:
Completed story line and all levels with story animation film.
(4 new levels, and 10 new animations)
The story mode is the mainly updated mode in this update. As you can see in the screenshot, all levels are now able to play. I can't say too much story details here, if you're interested in this mode, go ahead and play the game.


Also it's worth mention that I remade all levels description and the animations start by Lv3. Personally I suggest playing this mode from Lv3 at least if you would like to see the whole story-line.

Basically, all levels now have animation films.

Quick Mode:
One new map added. It's a bigger town which also being used in the story mode.
There is a new "Train" level in the story mode, however due to lack of spawn points, I didn't add that map into quick mode.

Endless Mode:
A new map which has a little different landscape style.
This map also linked the terrains of Lv3 and Lv4.
(someone might have seen part it by jumping across the air wall)


Minigames:
A new minigame: Chicken Dinner.
Inspire by "Flying saucer shooting"
See how many chickens you can shoot down within 1 minutes.


Function improvement:
1. Steam Clouds
Now you can use steam clouds to share your scores and upgrading data through different computers and won't worry about losing them.
2. Steam Leaderborad
Add button which allow players see their own rank and ranks around them.


DLC: Bonus Realistic Map
A free bonus map to thank players for all your supports.
It's now being reviewed by Steam and can be played once been approved. Usually it takes 2 to 3 days.
This DLC currently contain one map playable. Will adding few more maps in the future development.
I will post another blog to introduce more detail about the DLC after it releasing.


Thanks for all your supports to this game. The game is still in the EA stage, and there will be more updates in the future.
Jul 11, 2019
Pierhead Arcade 2 - Mechabit
  • Fixed a bug in Monster Bash if you manage to drop all the targets
  • Golden Galaxy jackpots pay out correctly
  • Fixed Achievements for the claw machine and Alien Invasion
  • Adjusted coin sounds
Jul 11, 2019
WarForwards - LordTachankaIV
Greetings everyone!

I will talk about weapon Arsenal. Lots of weapons!

First of all, I have to confess. I love guns.

Shooter is about shooting, right?

One of my first games was Doom and I will never forget chain gun and shotgun from there. I played lots of shooters throughout my entire life.

So shooting mechanics in a shooter game is one of the biggest things for me. If game have weak plot, I can play it, but if shooter has weak gunplay, I can’t. So making nice weapon feeling was important for me even with small resources I had.

Also I like when games give you choice to choose your weapon. Because it minimizes the chance that the player won’t be able to find a weapon to his liking. So I have nearly 70 guns.

Maybe it’s a little overkill for normal player. But who told you that I am a normal? =)


Everyone will find something for himself.

During my gamer life I have a lot of weapons with which I relate some memories. So I wanted them in my game. AUG from CS, M4 from every military shooter, M16+M203 from Predator and lot more.

I did not use the real names of the weapons to avoid any problems with the law. But you will find a lot of well-known weapons here and some not that popular in other games.

You can see classic weapons like Thompson or M16 alongside with modern weapons like HK417 or SCAR.

All weapons are divided into several classes:
  • Pistols
    Useless weapon in most games, or just sidearm. I designed pistols so it can be used as main weapon. They are light and powerful. Also they have fast reloading speed. You can complete the whole story with pistols.


  • Submachine guns
    Middle ground between ARs and Pistols. They are lightweight, have high DPS and faster reload speed than most of ARs. But their lack of accuracy and moderate firepower quickly consumes ammunition.


  • Assault rifles
    Standard workhorse. I think most of players will choose them because they are easier to handle. Therefore, this is the most variable group of weapons.


  • Battle rifles
    7.62 caliber rifles are in this group. These weapons have high damage but low ammo capacity. So you have to shoot precisely. Or you will run out of ammo too quickly.


  • Machine guns
    Large ammo box and firepower. They can keep fire pretty long time without reload. But long reload, low mobility and high recoil make this weapon devastating, but dangerous for player himself.


  • Sniper rifles
    Precise and deadly. High damage and accuracy make this weapon best to kill special enemies.


  • Shotguns
    Close range beast. But unlike most games shotgun effective not only at close range, but also at more serious distances.


  • Launchers
    Special weapon. The most difficult to handle. As it requires a more serious approach to the choice of target and moment to attack.
The caliber of the weapon is also taken into account. High caliber rifles have the ability to break through the target and kill several enemies in row.

With great caliber comes great responsibility.

Also some weapons have Laser Sights and under barrel gadgets, like under barrel grenade launcher and shotgun.

40mm grenade launcher never gets old.

When I was working on the weapons, my main goal was to make it useful. So every weapon in the game has purpose, advantages and disadvantages. One weapon hard to use, other more user friendly. But there is no useless weapon. So you can complete the game with standard pistol. If you want it.

That’s all for today, thanks for reading =)
Jul 11, 2019
Florensia - yurii05 [GG]


Dear Florensians,

Here is the detailed patchlog of our last maintenance:

1. Fixed and overworked the Lord Attendance Buff:
While working on the new content for Florensia, we overworked the attendance buff system, since it wasn't working as intended. The idea was that the buff should increase over a certain number of days, but up until now it had always stayed the same. After this fix, the buff now increases. The number of days has also been changed, so the max. buff will be reached in 30 days instead of 155 days.

We also looked into your feedback and changed the values of the buff, because so many players wished to receive additional Sea EXP. You will now receive Land EXP and Movement Speed (same as before), but Sea EXP instead of Attack Speed.

This is the new progress table:



2. Fixed an issue while playing the game in Window Mode
If you play the game in window mode, you might have noticed that if you scrolled in-game and had a browser or other program open, the game would also scroll in the other programs in the background. This bug fix also fixed the problems with in-game windows (example: player shops).

Your Florensia Team
Reliefs The Time of the Lemures - Calepin Studio


Hello everyone!

Diary of devs ?
Every week without a patch or update for Reliefs.
I would do a small diary to explain the progress of the next update for Reliefs.
In this diary, I show you the last screenshots, objects or just you explain the next patch or update content. I try to involve you in the development of the game, in order to give you the last news of the game development.
Do not hesitate to submit your opinion.


A new important feature for Reliefs is done for the 0.2 version of the game.
To climb on the highest surfaces in the old version of Reliefs, you use a bow and arrows, but now in the Reliefs 0.2 version is a spear.

This spear can only plant in the wood, on the stone the spear breaks. When the spear plant on the wood, a rope appears to allow pour player to climb.

When you aim with the spear, the player arms follow the camera and the left arm of the player allow you to aim where you want to throw the spear.

The size of the rope when the spear is the planted on the wood can be varied compared to the distance between the spear and the ground. But a max limit was assigned to avoid the too long ropes.

https://www.youtube.com/watch?v=5Gm46s-tNJ8&feature=youtu.be
...