Magicians Legacy - Greenolor Studio
For centuries, the dwarves considered themselves as mountain lords. But Prince Korig in his journey to the East will have to face magical forces that are far more powerful and ancient than all the kingdoms of dwarves — the Spirits of the Earth and the Masters of the mountains. The Spirits of the Earth slow down the enemies, and Masters of the mountains attack the enemies with sharp spikes that rise from the ground.



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Koo & Yuu - BlueFront
Hello guys, today we are releasing a big update for Koo & Yuu.
The package contains:
+ New free DLC, released after completing all previous phases.
+ 3 new color backgrounds.
+ 3 new hidden achievements.
And bug fixes reported by the community.
Feb 24, 2020
Dunrog - onionmilk.org


Features:
  • Added artificial shadow under entities
  • Added support for Arabic
  • Better animations for monsters, less FPS consuming
  • Refactored hands/used weapons visibility to use Sobel effect
    1. Added black edges of colors
    2. Changed transparency
    3. Also it can be changed in General settings
  • Added feet visibility option in General settings
  • Added font for Name/HP bars of monsters
  • Added monster: Werewolf
  • Refactored Item Information Window
    1. Better comparasion system
    2. No more multiple windows
    3. Smooth animation
    4. Display using ALT key
  • Changed default settings in Settings
  • Added DualScreen feature that moves minimap and EQ Window to second screen
    1. TAB works as ESC while enabled
  • Corrected 21:9 4:3 screen ratio
  • Corrected Credits screen display
  • Changed durability icons for weapons/runes
  • Added colors for UI effect descriptions
  • Added wear suggestions for items in EQ Window
  • Updated Languages
  • Added Arabic Language :)
  • New idle animations for monsters
  • Added particles when picking something up into inventory or to throw
  • Added item shake when EQ is full
  • Updated some HUB spots to not let player stuck
  • Balance corrections, player got more HP
  • Armor/hair offsets and models correction
  • Removed balistics target while throwing (it was inprecise)
  • Added 2 new effects
    1. Root Protection
    2. Knockback Protection
  • Disabled chat in Single Player mode
  • Added small wobble effect to monsters animations
  • Flash damage indicator now derives color from damage type
  • Removed all functionality of gold and costs in the game (unused)
  • Better performance in menu scene
  • General game optimizations
  • Added new entries of translator in Credits :)
  • Added info about currently catched object by player on middle-lower part of screen
  • AI corrections and improvments
Fixed bugs:
  • Multiple rune/bow/crossbow usage when hold mousebutton
  • Weapons as body parts when killed monster which uses weapon
  • Chalice destroy problems with effects apply
  • Minimap legend positioning
  • Time played displayed on save slot
  • Selection of gender indicator in New Character menu
  • Statistics multiplication while player is affected by used rune effect
  • Runic texts in Loading Screen for other languages that English
  • Some models
  • Menu General settings text refreshing problem
  • Graphic settings, fullscreen and quality settings, not responding
  • Settings not saving
  • Some swords positioning in hand
Senshi Tank 2: Space Bots - ravenaboutgamesllc
March 13th will mark the date of RavenAboutGames' first ever game release. This early access release will be a well-rounded version of Senshi Tank 2 with the majority of development completed by this time. However, additional content is still in the works.
Field of Glory: Empires - SlithFox
The day has come.
Field of Glory: Empires has been updated to Version 1.1.0, bringing the newly enhanced Diplomacy system on the table. It is a massive update, improving and impacting many game mechanics and features so be sure to check out the full changelog below.

Thanks to all players who helped us fine tune the new diplomacy system through 3 Beta Patches. You have done great and we hope to see you apply to our new round of beta!

Version 1.1.0

Balance and tweak to diplomacy

• Declaring a client state does not prevent getting regions from them
• Allies loiter less in your home territory
• Can't get ships from the 'Give Special Units' diplomacy clause
• Validating a transaction returns you directly to the intro Diplomacy panel
• One-sided transactions will either increase (gift) or decrease (extortion) relationships
• AI will propose many less transactions
• AI Allies capturing a region formerly owned by another nation (legitimate owner in advanced diplomacy) will give it back immediately
• Can enter regions of a nation with whom you have a peace treaty (allows evacuating your army when stranded) – Human player only.
• If all your capitals are besieged (or lost), severe penalty during peace treaty
• You can now demand regions owned by the vassals of your enemy
• Having hold of an enemy region when making a peace deal makes the region cheaper
• AI Vassals don't give back regions to human overlord anymore
• AI more reluctant to be absorbed or client-state if the other nation is not bigger
• AI will value more money, metal or manpower if it lacks some, and value less if it has enough
• AI less interested in trading units if not enough money
• Small factions will be much less prone to send transactions (less spamming)
• Explicitly name winner and loser factions in clause tooltips
• Region Clause: Lowered significantly cost if at war
• Give Units Clause: Can only be done if neighbor (sea-neighbor ok)
• War control gives less penalty
• War exhaustion triggers more rapidly (emphasis on wanting to make peace faster)
• AI will want to make peace faster as War Exhaustion accrues
• AI will not propose a cooperation during a bargain if already allied
• AI will only demand or accept the Relinquish objective clause if neighbor
• Validating a transaction returns you directly to the intro Diplomacy panel
• Additional texts for Diplomacy (FRE SPA GER)

Other changes
• Added the Sacred Estate building, an improvement to the worship place with a special effect (GC310 has some in Egypt, Armenia, Media)
• Objectives show the turn they were given in nation panel
• Sinope harbor position nudged east
• Gaining a slave in battle might mean losing a population in the region
• Updated quotes and hints, courtesy of Neilbala the Brythonic King
• Fix to Armenia having too many levied units
• Dynamic objectives can be given according to more criteria
• Food stockpile never goes below zero
• Periplus not given if you own the region
• Too big World Factions groups lose 10% of their units per turn (depending of AI level)
• Fixed overcrowding tooltip which was erroneously mentioning region terrain and not city terrain.
• Rex Custodiae can now be built from a Palace building (if CL 3)
• Nomad herd don't have cattle as a bonus anymore
• Fix to a typo in Ptolemaic Egypt gameplay text
• Units: war elephants now provide 2 support values
• An old objective won't be phased out if you own a region adjacent to it
• Fix to Stoa bug
• Added translation for French, Spanish and German.
• Mercenary decision has a 500-money prerequisite
• Kolchis / Armenia missions fixed and tweaked
• Debts modifiers added after gain back factored in
• Updated Empires DB archive


Compatibility notes 1.06 to 1.1.0
100% compatible
Previous versions
It is advised to restart a game
Battlestar Galactica Deadlock - Alberto
I have attempted lawful warfare.
I have attempted genocide.
And for my failures, I watch God’s lands ravaged by fire, infestation, and nuclear storm.
I go where Atropos points. I slay whomever I find there. I am reduced to nothing more than a
scalpel.
Yet somehow, the flesh continues to resist…


Tomorrow we will be releasing the latest expansion for Battlestar Galactica Deadlock, which
includes the free Fleet Admiral Update, and the Ghost Fleet Offensive DLC. In this Dev
Diary, we will be looking into some of the new features and content in this expansion.

In the last Dev Diary, Colonial Day, we explored the new ships that the Colonials will have
access to. Of course, the Cylons are also getting new gear, in the form of a new ship, the
Medusa, and two new munitions.

The Medusa is a dedicated command ship with the ability to supercharge the systems on
nearby allies. Using a new Cylon technology called a Remote Transmission Processing
Augmentation Matrix (R-TPAM), the Medusa increases the processing power and overclock
caps on the targeted ships. Want to boost the Fire Control of a Cerestes so it can hold off
Vipers squadrons? Go for it! Want to boost your Phobos’ Tech Bay so it’s got a longer
tactical jump range? Done! The Medusa also has munition slots and a cluster of point
defence cannons, so it can defend itself when it needs to.

The Cylons also get a couple of new munition options: cluster nukes and virus mines.
Cluster nukes are, as the name suggests, a multi-warhead nuclear missile. They can target
from 1 to 6 ships when launched. Individually, each warhead is less powerful than the
regular single warhead nukes, but the ability to separate and target multiple ships will keep
Colonial anti-missile defenses on their toes.



Virus mines are an area control mechanism. Once deployed, these mines will attempt to
hack any Colonial vessels that get too close, causing subsystem damage that can disable
critical systems and leave your fleet vulnerable.

You’ll encounter these new Cylon terrors in the Ghost Fleet Offensive campaign. Set in the
10th year of the Cylon War, the Colonials have devised a plan to strike at the Cylon in their
own territory. If you’ve seen Battlestar Galactica: Blood & Chrome, you’ll be familiar with the
Ghost Fleet.

The Ghost Fleet Offensive campaign does not attempt to retell Adama and Coker’s story in
Blood & Chrome. Instead, you will be in command of the whole operation. You will decide
the composition of the Ghost Fleet. Your choices will determine whether the Ghost Fleet
Offensive is a success that strikes deep into Cylon territory, or a failure that sees the Twelve
Colonies fall. We want to hear how you will execute the most daring Colonial plan in this
desperate war.

As well as the Ghost Fleet Offensive DLC, the free Fleet Admiral Update will also available
from tomorrow.

The key feature of this update is the new Fleet Admiral difficulty setting. If you found the
regular Admiral difficulty wasn’t enough of a challenge, this new setting is for you.
Reinforcements, enemy ship quantities, resupply costs and more have been adjusted for this
mode to create the most challenging Battlestar Galactica Deadlock experience yet. All story
campaigns, including the base game and other expansions, can be played using the Fleet
Admiral settings.

Some of the other additions and changes in the update include new officer portraits, new loading screens, a new cinematic browser that lets you rewatch intro and endgame cinematics from any campaign you’ve unlocked, an update to the boarding mechanics to make them more fair and interesting, and a host of quality of life improvements to further improve the user interface.

The Fleet Admiral Update, and Ghost Fleet Offensive DLC, will be available tomorrow on PC. We’ll roll these out on Xbox One and PlayStation 4 as soon as possible.

https://store.steampowered.com/app/1143820/Battlestar_Galactica_Deadlock_Ghost_Fleet_Offensive/
Feb 24, 2020
Pixels can fight - drommerkode
Hi there. The game now has language support

-English
-Русский (Russian)
-Deutsch (German)
-Français (French)
-Español - España (Spanish - Spain)
-Italiano (Italian)
-Norsk (Norwegian)
-Polski (Polish)
-Português (Portuguese)
-日本語 (Japanese)
-한국어 (Korean)

As well as more convenient graphics settings.
Feb 24, 2020
Dunrog - onionmilk.org


Features:
  • New Character Creator
    1. Start button in character screen is now green (yea very important change x])
    2. Gender buttons changed from select field into 3 separated buttons
    3. Moved whole panel to center on X axis
  • Changed mass of some objects accroding to theirs size
  • New NAvigation system for AI
  • Created Souls emerging from dead monsters
  • Souls know unlock portal
  • HUB furnishing and decoration
  • Portal functionality change to "walh-through"
  • Languages update, new language: Turkish and Estonian
  • New jungle textures
  • Corrected shadow/normals calculation for some furiture models
  • Better feedback from fighting a monster, white texture flash and small camera shake
  • Body parts are now bit darker than "living ones"
  • Loading screen fade fix on End screen transition
  • Minimap disabled in HUB
  • Added some cheatcodes ( ͡° ͜ʖ ͡°)
  • Updated languages
Fixed bugs:
  • Fixed outlines on some furnitures
  • Fixed few mistakes in quest log
  • Fixed some cheatcodes ( ͡° ͜ʖ ͡°)
Stars End - Dev Konstantin
Hey Everyone,

After two weeks in beta, our biggest update so far is ready! Also now that with huge update is done, we are back to weekly update schedule.

So lets jump in it and talk about what`s new.

First of all, introducing an all new Clan system – renamed to Crews. Aside from fixing the bugs of the old system, this new system gives a lot more options - different rankings, kicking members, seeing online status and a lot more. More options to customize your Crew is coming soon.

The second major change is Degrading Claims and Base Raiding. All base components now show a health bar, and can be destroyed by any weapon. In addition all base components degrade over time and need to be repaired. Empty Makeshift Claims without a base will degrade in 1 week. All other base components degrade over a month, taking a little damage every 3 days. We will be balancing and improving both systems based on players feedback.

Last but not least the new water and swimming system is finally complete. With beautiful new lake and ocean water, and swimming both over and underwater. All the vehicles and horse is now amphibious as well. This finally opens way for us to start implementing water base construction, rafts, as well as under water exploration mining and gathering.

This update also fixes majority of really bad bugs that we had in the last build, that has really put a stop on many of you enjoying the game. Sorry it took us this long to release this update, but solution required rewriting a lot of outdated systems.

Important about Reclaim System
It`s time to clean up the game worlds from hundreds of abandoned claims and vehicles all over the system. To do this we set an March 10th deadline, two weeks from now - during which you will need to approach your claims and vehicle, and press F key when prompted. This is a one time process, and not something you`ll need to do in the future. The vehicle and claims that were not re-claimed during the two weeks will be removed (March 10th will be the day we clean the servers from un re-claimed vehicles and claims.

And so lets take a look at Update # 21:

Major Additions and Critical Fixes
  • RECLAIM SYSTEM - all existing vehicles and claims must be reclaimed during the next two weeks - approach and follow prompt to reclaim. Otherwise these claims and vehicles will be removed in two weeks.
  • New Clans system - named Crew, fixes all the bugs of the original system
  • Crews show all the members online status, including last login if offline
  • Added several ranks for the Crews - from Commander to Recruit
  • Anyone in the Crew can recruit new members
  • Ower and Commander in the Crew can promote or kick players
  • Add Social player list - can be clicked in the Chat
  • Added a way to incite players to Crews from the Social player list
  • Claims without any building components will decay in 7 days
  • All base components degrade over a month, taking a little damage every 3 days
  • All base components now display a health bar when standing close to them
  • All base components can now be destroyed by using any weapon
  • Added repair hammer to repair damaged or decaying base components
  • Completely reworked player interaction with objects or characters in TPS mode
  • Base item dupe exploit bug is fixed
  • Completely redesigned water with amazing visuals and effects, including waves
  • Added underwater corals, terrain and other props - not gatherable yet
  • Major improvements to swimming both by character and vehicles
  • Underwater exploration, mining and gathering is ready to be added to the game
  • Completely new character swimming animations
  • New Han-held Radar with new art, and new functionality - detects AI, players and outlaws

Fixes and Additions
  • Fixed all issues when interacting with dead creatures and not being able to select the body
  • Fixed falling through the planet when dismounting a horse
  • Fixed not being able to get back into vehicle of exiting on top of water
  • Fully redesigned Area 22 part of Clayton
  • Arrows now show impact and blood animation when hitting creatures
  • Fixed major issue with elevator pushing player out into space - it`s instant kill now
  • Added spacesuit vendors with space suit display props over entire star system
  • Added dedicated place items mode that fixes a number of issues when playing base components
  • System Map is now part of the main in-game menu
  • Fixed closing Clans window by using Tab key not working
  • Fixed issue opening options in the menu
  • Tab Menu header now sits above all windows
  • Fixed issue with moving in the System Map
  • Steam ID is now required for progressing past the game menu
  • Removed navpoint tooltips from Titan and moved it to later in Prologue
  • There will no longer be Bears or Trawlers near player spawn points
  • Fixed issue with interaction prompt appearing and then disappearing a second later
  • Added tooltip near Winter Quest in Prologue about spacesuits and jetpacks
  • Moved the 4th package of Winter quest nearer to the 1st one resolving number of issues
    Renamed JansonOrbitalMission to TigonOrbitalMission.
  • Improved NOVA mining laser beam art
  • Cancelling placing an item shouldn't open the Esc menu.
  • Improved the look of Water Walls with new designs
  • Reworked free Workshop from water walls and other locations
  • Fixed issue with wood shack window shutter not being able to place

Balancing Adjustments
  • Most AI creatures are now as aggressive now, get agroed in close proximity
  • Fuel Consumption of regular flight fuel for SpacesShips lowered by 30%
  • Change Iron refinery to produce2 iron ore for 1 iron and not 3 iron ore
  • Changed Concrete refinery to product 1 concrete for 4 rocks and not 5 rocks
  • Item Economy updated from changes to crafting components, repricing 80 items
  • CPUChip priced reduced from 552 to 373
  • ConcreteFence reduced from 344 to 238
  • ConcreteWall reduced from 321 to 228
  • ConcreteWatchtower reduceced from 841 to 640
  • Hedgehog reduced from 333 to 222
  • MetalDoor reduced from 423 to 363
  • MetalStairs reduced from 733 to 511
  • MetalCeiling increased from 265 to 429
  • MetalWall reduced from 455 to 296
  • ReinforcedShack reduced from 1418 to 1043
  • Distillery reduced from 1211 to 840
  • ElectronicsBench reduced from 1085 to 714
  • LandingPad reduced from 632 to 466
  • Frigate reduced from 8500 to 6490
  • SpinnerFrame reduced from 2605 to 2383
  • SpinnerHull reduced from 1983 1390
Project AETHER: First Contact - Kaz
We couldn't be more excited about the launch of Project AETHER! The game is now available for all to enjoy, so hone your piloting skills and take on the challenge!

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