Sentinels of the Multiverse - MigrantP
After working with Greater Than Games on Sentinels of the Multiverse and Bottom of the 9th, we partnered with other companies to make One Deck Dungeon and Aeon's End. But it's now time for our 5th digital tabletop game, and for this one we're partnering once again with our good friends at GTG. Say hello to Spirit Island!



Spirit Island is a deep strategy cooperative game (what can we say, we like the co-op). Players take on the roles of the spirits of the island, and need to work together to build their powers. Protect the land and the native islanders, the Dahan, from the colonizing Invaders spreading blight and destruction!

Lots of Sentinels fans already know and love Spirit Island (it is the home of the Nexus of the Void after all). The game itself seems very different than Sentinels on the face of it. Simultaneous turns? A board to control? But we promise, that sweet, sweet co-op gameplay you know and love from Sentinels is here in spades. Team up with several powerful spirits to drive those colonists back into the sea!



Click here to help save the island!
Oct 11, 2019
Polities - official
This past week the following updates were made:
  • The tutorial bug caused by a previous update should now be fixed
  • Flags should now load properly from saved games
  • Destroyed tribes will no longer show up on the diplomacy screen
  • Treaty information is now correctly cleared between world maps
  • Territory update adjusted to lessen border update lag
  • The tribe statistics dropdown now updates sorting on selection of an option
  • The autosaving message should now display and hide itself correctly
  • New settlements no longer incorrectly start at 0 approval
  • Pressing escape to exit the settlement menu now correctly disables settlment menu sound effects
  • AI no longer experience a unit creation bug
  • Large maps should no longer experience a map creation bug when starting a new game
  • Trading settlements now functions correctly
  • Pressing space in the unit preset naming field will no longer pause or unpause the game
  • Trees now save construction condition
  • New settlements now properly destroy trees when placed
  • Shipyard placement, watermill placement, and coastal artillery placement has been improved
  • Attacking settlement centers now correctly causes civilian casualties and not just infrastructure damage
  • Units should no longer be able to capture a settlement without being in its borders or while its defense units are still alive within the borders
  • Captured infrastructure no longer has a condition greater than 100%
  • Unfogged AI settlements no longer become refogged on load in
  • Buildings of unfogged tiles no longer become invisible on load in
  • Climate change adjusted to prevent premature destruction of infrastructure near the coastline
  • Infrastructure ghosts should no longer briefly appear on load in
  • Stone mines and farms no longer set themselves to max occupancy when created
  • Land unit navigation has been improved to prevent occasionally navigating into the deep ocean
  • Ships can now navigate over the entire ocean instead of just the deep ocean
  • Ranged units can now target your own settlement
  • Supply trucks correctly display the targeting reticle
  • Targeted units will no longer sometimes disappear before an attacking unit's animation plays
  • Horse model on wagon vehicle unit should now maintain correct position relative to wagon
  • The gun boat model now travels forwards instead of in reverse
  • Supply unit resource amounts no longer double themeselves when trying to deposit into a newly created settlement
  • Loading of resources into supply units should now correctly increase based on unit count
  • Disabled labor units will no longer walk in place if ordered to construct infrastructure
  • Support unit resource displays no longer sometimes show too many significant figures
  • Units that destroy a piece of infrastructure will no longer forcibly move towards the vacant spot
Oct 11, 2019
Suprapong - flyingmantisgamescontact
New Version 1.16

It's been a while so it was time to fix some bugs and bring some little tweaks that could make a difference !

In this update you can expect :
- AI can now use spells !
- New options : Timers. You can now decide to play your games with a timer. If you do (last option in the game options) if the timer is up before someone win the game, the game ends and the winner is the one with the best score.
- New icons for the Chaos game mode

Bug fixes :
- Gamepads should now work as intended. This also fixes a lot of gamepad problems like the possibility to play up to 6 players using ps4 gamepads.
- various optimizations
- no more infinite vibration for gamepads
- It now shows the right amount of gamepads plugged in the menus
- Crash in the launching menu finally fixed ! I've been hunting this one for so long...
- various fixes (text, effects placements... ) many small things boring to write and read so... don't expect more details :p

Same as before, you can report any problem or bug on discord (bug section) :
https://discord.gg/Zera3MV

And use Parsec to enjoy Suprapong online:
https://parsecgaming.com/downloads/
HEX: Shards of Fate - Dinotropia
Welcome to a round up of the week. Merry Melee 4Play returns and more!

Read on for full details.
Knife Sisters - Bobbi
We’ve released Knife Sisters for Linux and also updated the other versions of the game! The game is currently part of the LGBTQ+ sale so you can get it with a 15 % discount until October 15. 🔪🔥⛓



In this update:
  • Fixed story bug in Ayana conversation about the skull
  • Updated sprites: Mo & photo frame
  • Fixed startup crash on Mac related to Metal
  • Fixed audio effect bug related to saving and loading from diary
Newfound Courage - curtis
Hi everyone,

Here's a quick update on our upcoming DLC Winter's Fair - the Steam Page is now live! Head over there to see screenshots and additional details about the upcoming story.

https://store.steampowered.com/app/1119960/Newfound_Courage__Winters_Fair/
Oct 11, 2019
while True: learn() - ElJorro


Guess what? We've got a new update for you!

Nothing too fancy this time though, we're still making up plans for the future (feel free to send us your ideas in the comments, on Discord, email etc.!)

This particular patch brings you:

  • A brand new opportunity for an advanced repayment of your bank loan - available for big (and careless) spenders
  • Minor bug fixes

We're only warming up our engines for this season! Stay tuned for more!

--------------------------------

The latest blog post

Release or The Story About 1 Year of Weekly Updates, Machine Learning and Cats



Links for our best friends ❤️
Get to know how you can help us develop the game
blog.luden.io/our-plans-or-how-to-get-more-involved-561ebad5e376

We do not have any secrets from our players, here you can see our public roadmap (where you can vote and leave your comments)
trello.com/b/MNIKsP2V/while-true-learn-roadmap

Community localisation
crowdin.com/project/while-true-learn/invite?d=85n6j4453507d5b35353f3m4a3

Ask for help, help others and report bugs in Discord
Twitter
Facebook

All in-game machine learning materials, links and videos ONLINE

If you love the game spread the word
We will become full of joy if you ask your favorite YouTube / Twitch creators to play our game, just share these links with them:
www.keymailer.co/g/games/53096
woovit.info/while-true-learn
Oct 11, 2019
Stoneshard: Prologue - Wayfinder


Greetings everyone!

Over the last month we’ve got lots of news to share. Since September 20th we’ve been conducting a Closed Beta Test. Thanks to our testers, we’ve collected a lot of feedback and fixed many bugs. Therefore, this devlog is split in two parts: we’ll present weapons and weapon abilities for those, who haven’t seen beta version gameplay, and then we’ll get to our future plans for the game.

Overall there are 13 types of weaponry planned for the game: swords, axes, maces, daggers, greatswords, greataxes, greatmauls, spears, bows, crossbows, staffs and shields. In turn-based games the majority of weapons functions in a similar manner, so we tried our best to bring as much variety to stats, crit effects and abilities as possible. Specifics go as follows:


Click for fullscreen

At the moment we’ve implemented 8 skill trees out of planned 12. Skill trees more or less share the same structure: one-handed weapons have 8 abilities – 4 actives and 4 passives. Two handed weapons have slightly more abilities, 10 of them overall. It’s been designed this way to compensate for more narrow build paths. While a player with an one-handed sword can also learn shields (or dual-wield with any other one-handed weapon), two-hander warrior has fewer options.

The same principle applies to daggers – they are more effective when dual wielded, so their skill tree also has 2 extra abilities. Other than that, we’ve combined bow and crossbow abilities into a single large skill tree. This will provide archers with an extensive and engaging leveling path and will allow them to use two weapon types.

Now let’s have a closer look at the abilities in question. We are striving for a reasonably realistic setting, so weapon skill trees are mechanically and conceptually more limited than magic. Though each skill tree is built around distinct mechanics and implies special skill rotations which you discover as you invest your skill points. Unfortunately, abilities are quite numerous and we wouldn’t want to stretch out this devlog, so we’ll skip passives and have a quick look at active abilities, supplementing it all with gifs, showing complete skill rotations for each skill tree. Please keep in mind that on most of these gifs characters are overpowered to make GIFs shorter and more entertaining to watch.

Swords


Swords are distinguished by their versatility and mobility.

Onrush – a swift dash towards the enemy.
Keeping Distance – a defensive maneuver with an attack on retreat.
Cleaving Strike – a mighty AoE attack, which increases you Counter Chance.
Fencer’s Stance – a powerful buff to Block and Counter chances, which stacks on successful attacks.

Axes


Axes are focused around crippling enemies with injuries.

Mutilating Lunge lets you open a fight with an injury.
Cut Through does bonus damage to armored and wounded enemies.
Massacre increases Bleed Chance and Bodypart Damage with each strike.
Execution deals tremendous damage to injured foes.

Maces


Maces are the best crowd weapon as most of their abilities are focused around Dazing and Stunning your opponents.

Onslaught allows you to burn enemy’s Energy, Knock them back, move one tile forward and then apply Daze.
Armor Break does significant damage to Armor, especially if the target is Stunned or Dazed and also increases further damage taken by the enemy.
Finish Off does bonus damage for each remaining turn of Stun or Daze affecting the enemy and also puts their abilities on cooldown.
Hammer and Anvil does bonus Armor Damage with a chance to Daze – as with the rest of the weapon buffs, it’s stacked by delivering attacks.

Clarification: Stun forces enemies to skip their turn. Daze is comparable to “silence” effect, preventing enemies from using abilities.

Daggers


Dagger abilities were designed to rely on skillful execution to compensate for their low damage.

Double Lunge allows to deliver two strikes with high Bleed Chance.
Deadly Trick switches places with an enemy, burns their Energy and grants you 100% Dodge Chance for the next turn.
Gaping Wound applies an effect, which makes enemies bleed when they use their abilities.
Coup De Grace deals bonus damage to wounded and bleeding enemies.
And finally, Painful Stabs is a stacking buff to Bleed and Crit chances.

Greatswords


Greatsword is a powerful and self-reliant weapon. Inability to wield it with a secondary weapon or a shield is compensated by high damage output and a wide variety of abilities.

Feint Swing lets you trick an enemy with high Block or Dodge, delivering a guaranteed strike with slightly lower damage.
Heroic Charge allows you to instantly close the distance to an enemy, dealing bonus damage for each tile traveled.
Feast of Steel lowers you damage but increases your Crit Chance to 100%, granting AoE cleave for your attacks.
Parry increases Block Chance and Block Power with each blocked attack. It also allows you to perform a guaranteed Counter on block.
And finally, Arc Cleave strikes up to five adjacent enemies with high Bleed Chance – an indispensable skill for when you find yourself surrounded.

Staffs


Staffs mostly serve as a support weapon. This idea is reflected in their skill tree, mostly built around mobility and crowd control.

Hail of Blows delivers three blows with special properties: Energy Drain, Daze Chance and Knockback Chance.
Step Aside! charges towards a target with a chance to Knock all adjacent enemies back on arrival.
Unwavering Stance decrease Damage Taken and increases Fortitude and Block Chance.
And Peacemaker Dazes all adjacent enemies and lets you retreat a tile back without triggering Attacks of Opportunity.

Ranged Weapons


A fairly extensive skill tree which consists of 14 abilities – just like skill trees for magic.

First ability, Taking Aim, increases damage and Accuracy, compensating for the inherently low Accuracy of ranged weapons.
Distracting Shot is essential for archer’s survival, allowing you to retreat two tiles while shooting a parting arrow at an enemy with lower damage and Accuracy.
Long-Range Shot increases firing distance and grants bonus damage for each tile between you and your target.
Piercing Shot deals damage to all targets standing in the way of an arrow and causes Bleeding. Headshot always targets the head (unexpected, isn’t it?) and has bonus Bodypart Damage.
Suppression is a stacking buff which adds Knockback Chance to your arrows.
Hunter’s Mark is well suited for lonely, resilient targets as it increases damage to them with every subsequent shot.

Shields

Yep, double shields are an option. Though probably not very viable.

Not a weapon per se, but they sure deserve a mention.

Raise Shield provides high Block Chance against incoming blows and arrows for a few turns.
Shield Bash deals small damage with a chance to Daze.
Breakthrough strikes three adjacent enemies with a shield, dealing damage and Knocking them back.
And finally, Defensive Stance will decrease Damage Taken and raise Counter Chance when your character is hit.

CURRENT PLANS


At the moment we are preparing the final (or semifinal) patch for the Closed Beta. After that we will start on giving the Prologue a makeover. Don’t expect radical changes, but some things will actually be very different – and we are not talking about all these new mechanics which appeared in the game over the last year and a half.

We plan to complete it in a few weeks. At the same time, we also plan to update some of the existing mechanics... But it’s a story for another time.
For now, here’s a teaser for the updated main menu:


See you soon!

===================

Also you can join our:

911 Operator - Usher
Radio Commander is now availabe!

In Radio Commander you contact and command your units using radio commands only. It's entirely new experience - be ready to get disoriented the way you never been before.
Just as in 911 Operator, you never know what exactly happend at the place where your caller is. What if they do not respond? Is their radio off or are they gone?
Check out the Radio Commander Steam page now for more details!

https://store.steampowered.com/app/871530/Radio_Commander/

[EDIT: The discount for owners of 911 Operator was valid for 30 days only]
Oct 11, 2019
Community Announcements - Pastorazzi


Hi, friends!

As you remember we have teamed up with 1C Entertainment and now we are getting ready for closed testing. Many thanks to all those of you who volunteered to participate in the first test! There are even more applicants than we expected. We have collected your letters and we’ll keep in mind everyone. Now our goal is to ensure that everything will work smoothly. Hopefully, the dates of the first test will be set soon. We’ll inform you about it as soon as possible.

Closed testing will be held through the 1C Entertainment tools. To participate in CBT you have to be registered on the site: http://1cgames.net. A bit later the 1C Entertainment launcher will be available on the site. Men of War II: Arena could be installed through it.

It turns out that for now the game will grow outside of Steam. This does not mean that Men of War II: Arena will never return here. A separate page of the finished game may appear over time. But the stages of closed and open tests are intended for the 1C Entertainment platform. In this regard, it was decided to close the project page.

We understand that Steam is a convenient platform for many of you. You are used to monitoring the project, making friends for future games and reading the news here. But for a large-scale online project having its own space and separate site is very important. And it will be much more convenient to conduct tests and collect feedback. Also our posting is going to be more regular.

A forum and a separate page of Men of War II: Arena on the portal are being prepared right now. So far, we will answer all questions in our social networks:
ВК
FB

But for the current holly wars and fun you are welcome to Discord, where a separate channel for the test will be created.

Thank you for your support and we wish you all the best!
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