Jan 8, 2020
Slizer Battle Management System - slizer88
Terran Partition v1.90

  1. Movement Tutorial fixed crashing game
  2. Drones fixed being too close to Valkyries
  3. Decreased waiting times, increased time to read messages
  4. Shortened excessive text
  5. Updated outdated text using the old damage system

Hopefully should get ABMS mode working by tomorrow. Sorry for these major bugs.
Jan 8, 2020
Galaxy Forces VR - galaxy5599
Point motion now implemented, so you can use motion controllers to navigate the menu and point at a position in the game view and use the trigger and the ship will try to fly there. Much easier for inexperienced players, and it can be used in conjunction with the normal steering for better precision with aiming at enemies.

There can still be problems for Index and Vive users as it is currently untested. WMR users are supported as far as Valve supports it in SteamVR controller bindings - you most likely will have to do your own mapping.

Please report any issues, and they will be fixed.

Conqueror's Blade - wendeng.zhang
Dear Warlords,
After server maintenance on January 9th, we will offer two new 8V8 siege map in order to provide better match-making experience during low peak period. Map shift for this month is coming up soon.

1.The Storehouse

The Storehouse is located at the hills. Attackers have to break external walls first, then rally their units to attack the inner castle.


Tactics:
The inner castle is surrounded by high walls and built against ridge. The inner layout is compact with rough terrains. External fortifications were built against the terrain, looking down the surrounding wild forests. Due to the unique terrain and structure, the storehouse siege battle can be divided into two stages:
In the first stage, the two sides mainly fight around the external walls. Defenders need to pay attention to two main entrances while preventing surprise attack by attackers through ladders. While Attackers should optimize their tactics to rally main forces to break the line of defense.


Attackers can try to use artillery or Trebuchets to destroy defenders’ artillery on outside walls, then push the Battering ram nearby Point A to break the front gate.


There is a supply point on the side of Point B, which can be used by defenders to support Point B, and also can be used by attackers to rally more units to attack final base camp. If Attackers want to take over Point B, they have to block defenders’ reinforcements from this supply point or create more chance for frontal battles by conducting a surprise attack to it.


When the battle coming to the second stage, attackers can get inside the castle from the main gate nearby point A and point B, or take an outflanking route from the side supply point, or conduct surprise attack after climbing up to the city wall. At the same time, high city walls can help defenders get rid of enemies’ Trebuchets. They also can take advantage of those complex and narrow paths inside the castle to hide their units and ambush enemies. At this stage, both sides need to make the best use of their tactics and the power of execution to gain some advantages at certain area.


2.Lesser Greenpeak Camp

Main features:
This military barracks located at the hills are used for garrison. With a compact and intricate layout as well as unique terrain features, the lesser greenpark camp can help defenders to block enemies more effectively.


Tactics:

This barrack is surrounded by wooden walls and only have one entrance on the front. The inner paths is narrow and curved, and there are several defensive platform which can be used to keep an eye on invading enemies. The base camp is located at the highest part of the barrack, which is under full protection by various fortifications.
After the battle breaking out, attackers need to use the battering ram to destroy the city gate and quickly climb up to the city wall with ladders, creating chaos and squeezing the space of defenders’ units. At the same time, they need to constantly look out enemies’ ranged units and restrain them with Trebuchets if necessary.


Defenders can stay on barricade wall and stop enemies from climbing up to the wall, or retreat some units to central high platform and deploy ranged units to wipe enemies. When Attackers enter the narrow passage nearby point A after breaking the main gate, defenders can deploy ranged units behind point A to block oncoming enemies.


When the battle getting into the final stage, attackers can use the side supply point to rally more units to attack base camp, while defenders can hold this position to restrain enemies’ attack.


The final stage battle mainly take place around the central highest platform, which is hard to attack and easy to defend. Attackers can get to the platform through the narrow entrance and stairs, or conduct attacks on surrounding walls after climbing up with ladders.

Jan 8, 2020
Conqueror's Blade - wendeng.zhang
Dear Warlords,
We will be conducting server maintenance during the period of 8 am to 10 am, 9th, Jan (UTC+8). The estimated maintenance time is approximately 2 hours. Warlords will receive 5,000 Bronze Coins and 200 Honour after the server maintenance. Here are the patch note:

1.Important Updates: Freedom Union VS Empire Guardian
Civilization, conflict, war, the world is never tranquil with the invasion of Khan in the North and the turmoil in the East and West, and the city of hero is in danger…Will the Empire fall into chaos? Perhaps it’s the beginning of a brand new evolution.
Throughout various regions of the open world, the imperial land were separated by Houses and Alliances. Under such circumstance, Warlords have to define their own fate.



1) Freedom Union
-Follow the destiny? Take part in other Houses or build your own Houses?
Crown yourself with the honor and glory while conquering the open world and creating your own destiny.



-Warlords who have already took part in Houses and Alliances will join [Freedom Union] by default.
-Solo Warlords can choose to join [Freedom Union], existing Houses or create new houses in N interface

2) Empire Guardian
-Defend the Empire? Vow to guard the dignity of the Imperial Legion and find peace for the open world?



-If Solo Warlords choose to take part in [Empire Guardian] of current region in N interface, they will be distributed in one battalion randomly.
-Warlords who took part in [Empire Guardian] cannot quit within 7 days.

2.Optimizations to the Nobility Titles of Freedom Union



-optimized the distribution of Nobility Titles reward. The reward will be distributed at midnight every Monday.
-Optimized the distribution rule of Nobility Titles, now the Liege can dub or remove other members’ nobility titles at any time. Each Warlord can only receive nobility titles from Liege once within 24 hours
-The Influence of each House will be calculated at 22:30 pm at every Saturday. Nobility titles of other house members will be removed along with the change of Liege’s nobility titles.
-New House Liege will directly get the nobility titles of old Liege
-Warlords will be notified by in-game mail when receiving nobility titles

3.Map Balance Adjustments
1)Riverlands Castle (Siege)
Based on the collected feedbacks and battlefield stats, currently the winning ratio of Attackers is much higher than we expected. Defenders are hard to conduct effective defense. Accordingly, we decided to make the following adjustments to rebalance the battlefield:

-Decreased the game duration from 13 minutes to 11 minutes
-Adjusted the location of Siege Tower by moving it backward by 10 meters
-Removed 2 Culverins and 2 Catapults of Attackers. Swapped 1 Ballista on defenders’ city wall with 1 Culverin
-Decreased the total number of siege ladders at left city wall from 10 to 9
-Adjusted the location of defenders’ left supply point by moving it backward and closer to attackers’ ground


-Added another respawn point for defenders behind point A and point B. This respawn points is binding to Point B, which means it will remain active until defenders lost Points B.


-Adjusted the location of defenders’ supply point (as pictured). It is unable to be captured until the base camp being activated.


-Adjusted the location of supply point in defenders’ base camp by moving it inside the respawn area


-Adjusted the location of defenders’ base camp


2)Territory War Siege Map optimizations
The inner castle structure has been adjusted to optimize the combat experience in the final area.
This adjustment covers all cities using this type of map model, including Sobek, Acheron, Vaja, Burdost.
-Rebuilt wall structure nearby final area to enable passage on top of the wall


-Added a gate at one of the inner castle entrances, which can be destroyed by Warlords.


3)Frontier Camp (Siege)
Based on the collected feedbacks and battlefield stats, currently the winning ratio of attackers is much lower than we expected. Accordingly, we decided to make the following adjustments to create more advantages for attackers.
-Increased the game duration from 6 minutes to 7 minutes.
-Decreased the flag-capturing time from 60 seconds to 45 seconds.

At the same time, two new 8V8 siege map are now available---The Storehouse and Lesser Greenpark Camp

4.Unit Formation Optimizations
We made the following optimizations to improve the formation display and fix some operation issues.
1)Optimized the Line formation for the following pikemen units:
Village Watchmen, Pike Militia, Prefecture Pikemen, Imperial Pike Guards, Black Dragon Pikemen

2) Optimized the Line formation for the following mounted bladesman and lancers units:
Ironcap Scout Cavalry, Prefecture Heavy Cavalry, Dagger-Axe Lancers, Coutiliers, Yeomen, Monastic Knights, Cataphract Lancers.

3)Optimized the Wedge and Column formation for the following mounted bladesman and lancer units:
Prefecture Heavy Cavalry, Yeomen, Fire Lance Cavalry, Rattan Rangers

4)Optimized the Schiltron formation for the following spearman units:
Ironcap Spearmen, Imperial Spear Guard, Spear Sergeants, Black Dragon Spearmen

5)Optimized the Three Ranks formation for the following crossbowmen and arquebusiers units:
Repeater Crossbowmen, Demesne Arbalists, Demesne Crossbowmen, Imperial Arquebusiers, Ironcap Arquebusiers, Demesne Arquebusiers, Kriegsrat Fusiliers, Sea Stag Deathdealers

6)Optimzied the Block formation for the following crossbowmen units:
Demesne Arbalists, Demesne Crossbowmen

7)Optimized the shield formation of Imperial Javelineers

8)Optimized the hawk formation of Fire Lance Cavalry

9)Optimized the schiltron formation of Imperial Pike Guards


5.System Optimizations
1)Battlefield score optimizations
-Warlords will get certain contribution score when they interrupt enemies capturing the flag and supply points in field battles
-When one point under contest, Warlords inside the point trying to stop opponents capturing the flag will get certain contribution score.
2)Optimizations to Auxiliary units and Mercenary
Auxiliary units and Mercenary have been moved to [Unit] interface (previously [War Scholar] interface)
3)Supply point interact optimization
The interact process of supply point has been simplified, now units, weapons and mounts are displayed when Warlords pressing F to open the equipment interface.
4)Auxiliary units display logic optimization
Now expired Auxiliary units will have sealed mark and will be placed after all other units.
5)Optimized the logic when Warlords right clicking the Signacula to unlock sealed Auxiliary units. Now unlocking process interface will show up instead of unit leveling up interface.
6)Moved the Bodkin Arrows of Imperial Archer to unit skill area, the function of “5” has been changed to “select weapon”
7)Adjusted the unit price of Rattan Ranger’s Kit in Weapon Smuggler’s Shop to 4,200 silver coins.
8)Adjusted the Expedition OfficerⅠquest to earn 1 cakewalk badge in Expeditions
9)Optimized the 3D UI of Focused Fire for Arquebusier units
10)Replace the [professional Rivalry]of Prefecture Guards with [Unswerving](increase blunt defence by 6%)

6.Bug Fixes
-Fixed the bug that Auxiliary units would refresh after server maintenance
-Fixed the bug where Auxiliary unit couldn’t be deployed on the battlefield if the unit was sealed in Warlord’s unit tree.
-Fixed the bug where the block damage of shielded units did not count into the battlefield damage taken stats.
- Fixed the bug where cavalry units, equipped with Legendary Melee Cavalry Doctrine Ⅱ, may get blocked by enemies before causing some damages
-Fixed the bug where the trigger of “A Loyal Bannerman” did not work properly, gaining reputation didn’t count into progress
-Fixed the bug where the trigger of several seasonal week challenges and unit challenges did not work correctly in Deathmatches and training camp
-Fixed a bug where Warlords can complete some field and siege quests in training camp (AI) mode

7.Veterancy Point Description Optimizations
1) Battle Technique
Before: Higher chance of inflicting extra effects.
After: Higher chance of inflicting extra effects when arrows hit enemies. (Poison them)
2) To the Bone
Before: Each level any target poisoned has their attack reduced by 5%
After: Each level decrease damage ability of poisoned enemies by 5%.
3) Underhandedness
Before: Target may take sustained poison damage.
After: Increase poison damage.
4) Marvellous Medicine
Before: Target may be slowed by attacks from this unit.
After: Slow the move-speed of poisoned enemies.
5) Venomous Toxins of rattan vipers
Before: "Poison effects can stack up to 5 times, Changes unit appearance."
After: "Poison effects can stack up to 5 stacks. Changes unit appearance."
6) Venomous Toxins of rattan pikemen
Before: Poison effects can now stack up to 3 times. Changes unit appearance.
After: Poison effects can stack up to 3 stacks. Changes unit appearance.

Containment Initiative - CIDev
Tonight I'm releasing the 1.65 update for Containment Initiative. This update brings a new zombie type, structural multiplayer changes, and some quality of life features.

Features

Armored Zombie:

This zombie is a SWAT team member that got bitten and turned. His armor plating makes him a very tough target to take out. His body armor prevents you from knocking him back as well. In addition to the armor, some carry smoke grenades on their shoulders. If you accidentally hit the smoke grenade, it will set off and spray smoke everywhere(Which makes for a very stressful experience if you hear runners or mutants approaching!).



Online (VR/VR)Multiplayer Update:

I've thrown out the old multiplayer match structure in favor of a much more robust version. Before, you and a friend could hop into a map together and a round would last for 3 minutes. It was very short and not very challenging.

This new update lays the foundation that I'm going to expand upon in the future for online VR to VR multiplayer. It adds lots of challenge, leaderboards, and an extra map to play in.

Now you and a friend can hop into a map and try to last as long as you possibly can. There is a linear increase in challenge the longer you survive, and the new armored zombie adds significant challenge to the multiplayer. Leaderboards have also been added to all multiplayer maps, and the Tunnel map has been added to online multiplayer as well.

In testing, I'm seeing matches last around the 10 minute mark, which is about what I'm shooting for. The old iteration was much too short and without leaderboards, there really wasn't much of a reason to play.

This new structure for multiplayer is going to set the stage for bringing more maps(including the scavenge maps that I know everyone wants) and is going to allow me to introduce some online multiplayer only progression to the game in future updates.

Quality of Life Features:Audio settings have now been added to the game to allow for master audio adjustment.

All items have had their colliders extended to aid in picking them up without your controller needing to be perfectly connected with them.

Lots of network optimization to support longer matches without disconnects.

Questions? Come join the Discord: https://discord.gg/Q53hgJM
Night Call - Antipode51
We're excited to share that Night Call has been recognized with an Honorable Mention for Excellence in Narrative at the 2020 Independent Games Festival Awards! With so many great games coming out each year, it is an honor for which we are very grateful.

Best of luck to the award contenders - we can't wait to congratulate all of the upcoming winners!

https://igf.com/article/here-are-your-finalists-2020-independent-games-festival-awards

Jan 8, 2020
DeathMatch - Baser Software
With the new update, a new map is added to the game. However, it contains many infrastructure updates.

* Vendor Game Map
* Added Splash Screen.
* Updated to Visual Studio Code Editor v1.1.3.
* Updated to Post Processing v2.2.2.
* Analytics Library v3.3.4
Captain Bones : A Pirate's Journey - sayginkarahan


Hello everyone,

Here is the new vegetation system. Now, the game has a hybrid low poly graphic style. What do you think about the new look of the game? Beach and underwater screenshots will be shared soon.

Thank you.
Jan 8, 2020
Neon Aileron - SaturdayDevelopment
Playtesting uncovered some issues with 2 player mode that warranted a mid-week patch. This also provided the opportunity to include the fully mastered soundtrack in the game.


Version 1.2
  • Updated sound files to mastered soundtrack provided by Von Hertzog
  • Corrected several issues with 2 player mode that caused the second ship not to operate and recognize points properly.
GearStorm - Armored Survival - Green Dumpling
We hope you've had a wonderful 2020 so far! On our side we are always working hard to improve your gaming experience with us. Also, thank you all for the wonderful feedback and your clips on Twitch!

To get V1.595, make sure you update the game on STEAM! Let's dive right into the changes. Essentially the key changes are:

- We added the crouch/prone indicator
- Added "Use" indicator for consumable items so that you know that your health pack isn't something you should equip!

- Headlights for vehicles! Hopefully you get to see better in the dark!

- Adding Onscreen Key Info for BuildGun when equipped


- Escort quest now has a map marker! You don't have to worry about getting lost!
- Tons of improvements on the animation

These are not all, you can browse through the full list of fixes and improvements we have done here:
  • Moving LookUpKeyMap to XiGameInstance, Adding code for SpawnAnimations for some mobs
  • More keymapper bug fixes. refactoring HUD code to not look up keys every tick.
  • Game now Saves/Restores Vehicle Camo settings, Plants in Planter should now retain correct size after a reload
  • Implementing EMP Damage, (EMP Grenades), Added Headlights to Foosa, Liger and Civet, Added weapon Armor Pen and Shield Pen to stat info
  • NPCs now remove garbage items from their inventory before trading
  • Keymapper adding cancel button to conflict dialog, cancelling when you hit escape on keymap dialog, properly ordering things to have the first mapping be default.
  • Added Cell Highlight feature to Vehicle Lab, Planter and Trade Menus
  • Inventory and Gun Menu now highlight cells that items may be placed in
  • Added "Use" indicator for consumable items, Renamed SideArm slot to Melee, Increased stamina and decreased attack range of followers
  • Added Overweight Indicator on Hud, Fixed help text for Iron & Coal deposits on Training Mission
  • Improved Sorting by Item Level for Fabricator, Added more help info for Fabricator and Buildgun
  • Added Crouch/Prone Indicator, Trying to run while crouched/prone now calls UnCrouch instead of just aborting.
  • Improved Rifle Running and Aiming animations
  • Starting work on Player & NPC Hair
  • Improved Spawn code for Quest items to avoid floating or lost item chests
  • Fix to preserve Kill Tags when entering vehicles/Droppod
  • Added MapMarker for Quest Followers, Added Squad Map Waypoints, Fixed Saving of Squads
  • Fix CommandBlock asset, Moved BuildGun Chest to Wreckage Site
  • Fix for Destructible Mesh disappearing
  • Altering volume levels, fixing compile problem with command block, removing sort on keymapper.
  • Fixed Typo in last release
  • Added Assets on Vanguard that cannot be removed with Buildgun, Added Hints and more info to Emergency Quest, Prevented Spawn FX from spawning if game is less than 30 sec old
  • Added Buildgun task to Emergency Quest, Fixed Error Message when Grabbing an unknown block, Extended Duration of InfoMessage from Triggers
  • Added Cockpit to Liger and Medium Tank, Added Tooltip to Audio Settings with current volume, Removed Nav Blocker from vehicles for Performance reasons, Made Triceratops material 2-Sided for clipping
  • Adjusted some other quests on the Vanguard to match new beginning
  • Added Breakable door to Vanguard Emergency Mission
  • Simplified Collision on Vanguard Meshes for Performance, AI Tweak to prevent melee characters from getting stuck in Flank Loop, increased Ragdoll effect on Raptor and Added to Bandit
  • Added Ship Rotation to Vanguard during Emergency Quest
  • Added Vanguard Emergency Mission as initial Training Gauntlet.
  • Quest Fixes, shortened text in Training Mission, added reference to Sleeping at Night
  • Adding Onscreen Key Info for BuildGun when equipped
  • Fix for 3p bug in Close on Character Editor introduced recently
  • Attempted fix for Multiplayer Droppod, Balance for Level on some items, Fix for Pangolin Agro Attenuation
  • Player now gets default mission on Vanguard
  • Added Locked Door at beginning of Vanguard, Must talk to drone to exit, Fixed Crash when opening Gunmenu in Droppod, Some mobs now don't spawn till level 3
  • Improvements in Block Snapping Code, Added Character Spawn SFX, Attenuated Spawn sounds of Giant Characters
  • Support for Spawn Animations, Spawning Visual Effects for Player
  • Fix material for LOD on Snow Pine, Added Distance Fade to grass textures

We hope you enjoy the game and if you do, you can help us by spreading the words about our game on your social media platforms. GLHF! Please follow our Facebook @GearStorm and Twitter @GearStormGame and feel free to tag us if you have any cool screenshots you want to show us.
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