Tales of Maj'Eyal - DarkGod
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.6 ! See https://te4.org/

This release is rather big, with quite some focus on reducing the felt "godmode" of the AI and some corner-cases of scalings.


  • Madness mode starts with more gold and HP. But don't worry you'll die anyway
  • Fixed (perhaps) some perma-ressource loss due to sustained talents
  • Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name
  • Right click on the inventory icon on the toolbar will bring up the ingredients list
  • Reduce Blink Rune cooldown
  • Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds
  • Ranged Arcane Vortex proc scales with material level
  • Increase base damage on Shadow Combat but reduced high end damage
  • Reduce scaling on Total Thuggery
  • Feed no longer prevents entering the world map
  • Fix Tentacle Totem always adding to player party
  • Reduce duration of Primal Infusion by 1
  • Clarify Gloom tooltip
  • Fix weapon damage display on Actor tooltips
  • Fixed a few bugs with Cursed Sentry
  • Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt
  • Reduce AI chase accuracy during Burrow and Movement Infusion
  • Daikara meteors do not remove special features (like weird pedestals) anymore
  • Reduce Howl rank on Gorbat
  • Fixed Mitosis not worked with negative life
  • Prevent Shriek and Howl from scaling with difficulty
  • Coup de Grace correctly restricted in range
  • Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available
  • Spacial Tether correctly works with duration increase/reduction of the effect
  • Simplified main menu's new game option, with dev mode on it always shows a list of modules, without it only shows if more than one is installed
  • NPCs don't pass target if they haven't seen it for 7 turns (down from 10)
  • NPCs only pass aggro if they have had their target in their actual FOV at least once
  • Improve drops from pride uniques
  • Buff Summoner's Pheromones to increase damage received from their summons
  • Mindstars now randomly roll either as nature or mind damage (except for fixed artifacts) and give an Attune Mindstar talent to swap them to the other damage type
  • Tinker switching is now correctly affected by Switf Hands prodigy
  • Added vauls contest submissions! Several new and redesigned funky vaults for you to find and die in! Thanks to Helminthauge, Nsrr, Orange, Razakai, Recaiden and Starsapphire!
  • Add failsafe for if one of the Pride's orbs of command somehow didn't spawn
  • New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe
  • Brawler rares now use the same base unarmed damage as a player, instead of the one from the base NPC type; to prevent problems arising on some npcs taht have very strong base melee
  • Banned Predator talents from random NPCs
  • Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason
  • Teleport and Phase Door now become less accurate with distance to target when used by the AI
  • Slightly increase numbers for Combat Accuracy
  • Target passing between NPCs is now based on rank, the lower the rank the less likely to alert
  • Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.
  • Resistance penetration is capped at 70%
  • Halved the experience penalty on all races
  • Nerfed Freeze a little to prevent high level oneshoots
  • Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)
  • Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty
  • Increase save rewards from escorts
  • Updates to visuals and sounds of some talents
  • Remove linear scaling from Spell Shield
  • Combat:attackTarget() returns total damage done
  • New hook "Actor:tooltip"
  • Add an ActorTalent.deactivate_on property for things that disable at various events
  • Add Actor:getCombatStats to get weapon properties for a given object
  • New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...
  • Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists
  • In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!
  • Developer mode: ctrl+shift+alt+right click on an NPC to move it around


  • Add Steampower to Actor tooltips
  • Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets
  • Fix Shockstaff object cloning
  • Heavy Weapons deactivate when leaving combat, running, or resting
  • Link turret weapon mastery to the summon talent level
  • Increase steam cost of all turrets
  • Remove armor penetration from Incendiary Rounds
  • Cap and reduce fear chance on Incendiary Powder
  • Increase Rocket Pod steam drain
  • Reduce armor penetration on steamguns
  • Limit Rocket Pod to 2 missiles
  • Ban Heavy Weapons and Artillery from NPCs
  • Fixed an error in a lore note of the pocket of time
  • Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)
  • Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon
  • Turrets die when their summoner dies
  • Reduce the base life and life rating of turrets
  • Add icon overlay display for Stormstrike
  • Increase Grenade Launcher cooldown from 6 to 9
  • Add Magical to Boltgun Safety Overload effects
  • Fix Safety Override doing friendly fire
  • Change Weapon Expertise Boltgun to fire 4 attacks and disarm
  • Fix some no_energy tags
  • Fix Automated Defenses Shockstaff occuring at the start of next turn
  • Fix Shockstaff automated defense counting more than the weapon damage dealt
  • Allow Shockstaff Automated Defense to work at melee range
  • Schematics will not transmog anymore
  • Buffed Flashpoint
  • Halved the experience penalty on all races
  • Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it
  • Gauss Cannon always targets the farthest enemy
  • Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change
  • Fix Mecharachnid not always teleporting when its summoner leaves combat
  • Mecharachnid will almost never use basic attacks
  • Mecharachnid will only escape via talents
  • Mecharachnid targets enemies that damage its summoner if it has no target
  • Remove the Mecharachnid on unlearn
  • Heavy Weapons now attack as part of their activation
  • Boltgun now generates steam on hit instead of reducing saves
  • Remove steam cost from Heavy Weapon basic attacks
  • Remove Taunt from Flame Turrets
  • Fix AED tooltip
  • Demolition nerfs


  • Writhing One's Worm that Walks can now be renamed (use the orders menu)
  • Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)
  • Light of Revelation only works on foes
  • Somewhat reduced the rarity of most Forbidden Tomes
  • Halved the experience penalty on all races


  • Halved the experience penalty on all races

Have fun in Eyal!
Miner Meltdown - Pleasingly Plump Penguin
The team at Throwback is gearing up to run Community Play Dates from January 8th to February 12th, during this time players will have a chance to earn the coveted "Kill the Dev" achievement.

Play Dates will run on the following schedule (local times linked):
While playing be on the lookout for the following Steam usernames,
  • Undeadglitch
  • Discarnatesoul
  • MajicViper
  • Pleasingly Plump Penguin
Feel free to join us at any of these times. Remember to bring your biggest gun!
Jan 7, 2020
Counter-Strike 2 - shambles


The itinerary for this Italian adventure features tours of five iconic locales in Casual, Competitive, Guardian, Wingman, and Deathmatch game modes.
Jan 7, 2020
Occultus Command - carritohmc
What's up Commandos? Video Devlog about Occultus Command: what I've been working on and why moving sucks, okay maybe not much info about moving.

Jan 7, 2020
Blood Trail - Electrovore
Update v0.2
Main branch


Features
  • Added all new game mode, Raid.
  • Added enemy AI improvements
  • Smoking crack will now enter you into "crack time" where you will experience a brief burst of 4x slow motion! Crack time can also be entered with the off-hand shoulder button on Vive, and by clicking the thumb stick upwards on Oculus.
  • Two new enemy types: Stationary pistol shooters and unarmed, innocent people.
  • Ammo Regeneration: Ammo will now replenish itself in your fanny pack over time. Regen times vary from weapon to weapon.
  • Replaced ragdoll timer with max ragdolls control to basement settings menu. (CHECK THIS SETTING BEFORE YOU PLAY!)

Changes
  • Some shooter enemies will now use the environment to find cover.
  • Added new enemy pistol aiming animation and offset.
  • Improved watch face and added mission specific information (direction/distance to waypoint + obj. remaining).
  • Improved watch menu design and effects.
  • Added bullet impact sound effects.
  • Arena mode now begins with executing an unarmed person.
  • Gore effects happen from further distances now.
  • All weapons start locked and loaded
  • Temporarily disabled two handed stabilization for the pistol
  • Aggressive refinements to the graphics presets. Different presets now make a more noticeable difference in both visuals and performance.


Fixes
  • Fixed a glitch that resulted in the AR-10 not chambering correctly for some players
  • Minor fixes/alterations to several Raid outpost buildings
  • Other small optimizations and improvements added as well.
  • Snap turning can now be performed by pushing the thumbstick on Oculus or touching the thumbpad on Vive.
  • Various performance optimizations and bug fixes.

(Please update Steam to ensure the update installs.)

P.S. INDEX USERS, PLEASE NOTE: SUPPORT FOR INDEX IS COMING SOON!
Houdini Indie - Ben (SideFX)
SideFX is sponsoring Global Game Jam 2020!!! Game jammers can get a free 2-month Houdini Indie license to use for the game jam.

For more info and the license request form, go here.


Details about the "Game Jam with Houdini" contest coming soon.
Jan 7, 2020
Big Bang Empire - marketing
Rock out with your !#%$ out and recieve double courage today only on Big Bang Empire! Get your load on!

Your Big Bang Empire team

Arbitology: Dei Gratia Rex - Robert — High Tower Games
Sorry for the short notice, but I will be attending the first annual Game Development Summit hosted by the Tri-Cities Game Developers group. More info here.

I realize that there is a very slim chance that anyone reading this will be in this part of Northeast Tennessee, but if you are please come on down! The even takes place this Saturday, January 11 from 3 PM to 6 PM at the Johnson City Public Library in Johnson City, Tennessee. I will be giving a brief talk on interactive and procedural narrative, both generally and as it is specifically used in Arbitology: Dei Gratia Rex.

As I understand it there are plans to record the event. Should the video make it online, I'll be sure to post a link.
GameGuru Classic - gameguruevangelist
The GameGuru Buildings Pack contains a great variety of buildings, inside and out, for you to use to populate your game worlds!  From sprawling cityscapes to idyllic towns and villages, there is something for every occasion.



If you want to get your hands on the GameGuru Buildings Pack, it's available on sale at the following link:

https://store.steampowered.com/app/365520/GameGuru__Buildings_Pack/
Jan 7, 2020
William's Love Prelude - どらぴか
Fixed a bug that prevented ladders from crossing
Please update the game.

I'm sorry to keep you waiting.
...