Mar 9, 2020
NGU IDLE - 4G
Hi frens,

4G here again to poop out a lovely update for you, this time focus was put on extending the available adventure zones and a whopping 34 bosses of DEEP LORE.

Patch notes are as follows:

* (ENDGAME SPOILERS STILL IN EFFECT OF COURSE)
* Added Story for bosses 201=>224 - only unlocked in Sadistic mode! Spoooky.
* Added TITAN 11 to the game? What is it? It's... a thing!
* Added boss Portraits for the newly storied-up bosses and Titan! Thanks, Musluk!
* Removed a massive A/D nerf in sadistic to bend to game's balance to my will.
* Added 3 new Zones to the game! They appear after Titan 10 and continue the progression from there.
* Added 40ish new items to the game! They go along with the new zones, of course.
* Added about 14 new Wishes to the game - more card tiers woooo!!
* Also buffed a few things to a lesser extent - number and blood hacks, A/D cards, drop chance cards....
* There were bugs, they were crushed.
* Added more love <3
Mar 9, 2020
Timeless Paradox VR - John the amazing beast
Dear players.

I received a feedback reporting that player have a small chance of being hit away by dragon during jumping.
This issue is fixed in this update.
Many thanks for reporting this issue.
Best regards
John
Ironsight - emily_CM


Hi, this is Ironsight Ops team.
On March 10 2020, the Ironsight MA will be proceeded.

The access could be disconnected automatically after MA. So please make sure you log out before the MA. For details, please view down below :

Date : March 10, 2020
Time : 10:00AM ~ 12:00PM(GMT+9)
Descriptions :

1. Artium M4 is added on collection list.
Required items for Artium M4 is available to loot from Collection box.

2. Improvements

- You are not going to hop in the match which is almost over.
- In loadout, a button for melee weapon to join gun range is activated.

3. Bug fix

- A bug the main weapon's ammo reduces when you use metal reaper is fixed.
- A bug which the ammo refills fully when you pick shield following to another weapon after you use all the ammo for secondary weapon is fixed.
- A bug which the resource object is not displayed in Resource Takeover is fixed.
- The reload key input for EMP MSGL is not going to be available anymore in gun range.
Meeple Station - Stephen Lucerne
We know that we’ve been very hush-hush for a few months now, but it’s been for a good reason that we can now reveal to you all. Steve and Mike have been secreted away in their hidey-holes, furiously laboring away on the full campaign mode for Meeple Station!



That’s right! We’ve been sitting on this for quite some time now, but we’re jiggling with anticipation to finally be releasing our complete story mode for Meeple Station.



Along with the campaign, 1.0 will include loads of other fixes and features. We’ve revamped the combat and conflict in game, added a whole system for custom events, and more meaningful interactions with the surrounding star systems.

We don’t want to give too much away about the campaign, so we’re not going to be dropping any story spoilers in this announcement! ;P



So What's New?

New Tutorials! Believe it or not over the past two years we’ve had to re-make or completely revise the game’s tutorial at least a dozen times. However, now that we’re finally confident with the game’s major features we’ve wrapped up a long-requested comprehensive series of tutorials to guide new players through the game’s basics once and for all.



Mods have also finally gotten some long-needed TLC, now with backward compatibility for older mods and refreshed support for dealing with all of the new features and content.



Most importantly we have now introduced the Hyperdrive. Tired of your boring old home system in sandbox mode? Just up and leave, find a more interesting one! You can now build power hungry drives to move your station over to entirely new systems. We’ve been developing this behind the scenes since the Planets Update and are overjoyed to finally be able to open up the gates on this and make much more fully-realized use of the procedural star systems tech.



With Hyperdrives also comes a more interesting stellar landscape. You’ll notice a whole lot of new markers and effects around planetary bodies. Hazardous meteor storms and debris orbiting moons and planets. These help identify points of interest (and danger!) on the map. Scouts will also be able to explore wreckages to bring back new technologies or refined materials.



Speaking of destructive meteors- we’ve also changed how brutal bombers and meteors used to be. They no longer mercilessly obliterate large sections of your station in the traditional firey game-ending fashion and send your poor crew into an admittedly difficult-to-salvage and vicious death-spiral. Instead, they now destroy only the single tile they hit and instantly auto-create a repair job for your engineers to run to try to patch back up.



Speaking of running- the Meeple AI behaviors have had a lot of meaningful upgrades, such as finally having a basic sense of self-preservation, which they can now use in conjunction with the new running movement speed behavior in urgent situations, such as: suddenly being exposed to vacuum, or the bad intentions of pirates, or to avoid starving to death, or even just legging it to the bathroom for that incredibly urgent poo. The result being far higher crew survivability in general!

Next up we’ve introduced Pillboxes and rally points. This allows more meaningful and direct control of your combat units. Pillboxes act as a way to tactically place dedicated guard posts, while rally points evacuate non-combatants from a room and calls all of your available guards to rush in and secure the area.



Another interesting addition to combat is pirate invaders. We’ve worked a good bit on their AI to include morale and thievery as their main modus operandi. Once pirates board your station, they’ll look for your storage containers and grab as many resources as they can carry before legging it for the airlock. We’ve always been slightly irked that pirates in video games seem to always be there to fight to the death and that’s just not what pirates do! They’re there to rob and steal your goodies! They’re not in the business of getting slaughtered so if too many of their comrades are injured or vaporized, you may see the rest flee and return to their station, preserving their numbers to fight again another day. All in all, pirates behave much more interestingly now.



What? 1.0 Is Done?

This next patch will be our 1.0 release. We’ve had the groundwork for most of the major features and systems we’ve aimed to have in for 1.0 in your hands for long enough that we’ve been able to see all the lovely ways it can break and in what ways it can all be made better. Several months ago we decided to go quiet, just put our heads down, and dedicate a huge effort into smashing out a giant backlog of major and minor persistent bugs that have managed to darken our dev-days for all too long now- and implement new and partially-implemented features that have been on the backburner waiting for the parts they needed to be complete. All of the bug-fixing, optimization, and polishing we’ve accomplished go along-side with a crop of new features [like the events system] that were needed for the new Campaign Mode.

As far as projects go, Meeple Station has been an absolutely gigantic learning experience for me, [Stephen] both as a programmer and game developer, but also in learning to work in a team development environment when Mike came on-board mid-project around March of last year, bringing the development team to a grand total of two. There is a conception we’ve noticed amongst many of our fans and critics alike, that we’re a much larger studio than we actually are. That’s probably our fault for not addressing that sooner- but it’s just me and Mike on the development team, and Alex our producer and general industry guru- across three countries and time zones: Australia, the US, and Spain, respectively.

A lot has happened over the past two years, my family is two new children larger, three if you include Mike, (which I affectionately do) houses have been moved and stresses hath accumulated. When I first jumped into Meeple Station I had plenty of ideas and the grandest of ambitions. As time went on it became more evident that Meeple Station would either become an eternity project like our own personal favourite ‘Dwarf Fortress’ (God bless’ em), or it would need to have a foreseeable end point. So a year ago we roadmapped everything we wanted to reasonably have in for release, set to it, and still managed to take six months longer than we’d projected. Even though this development has been a really tough one that has strained at our purse-strings, we were determined to persevere through aggressive application of sweat equity to not to be one of those now-all-to-common EA projects that cuts and runs before it’s finished just because the going got tough. Having integrity is a big thing for us, even when it hurts- especially when it hurts.

This does not mean we’re going to stop giving love to our little Meepley game! We will still be maintaining the game and issuing bug fixes, will still be listening to our community, and will still be throwing in a few new things here and there as time goes on. But this -is- our final push toward getting Meeple Station in a fully finished and playable state for 1.0 release. We’ve worked our butts off for the past two years and put our blood, sweat, and tears into making a game that we hope with all our heart will bring you all some joy from start to finish.

All of that said, we’ll be taking these last few weeks to test the ever-loving heck out of it and make sure nothing untoward falls out. We’re aiming at March 30th for our Meeple Station 1.0 drop, so stay on the look out!
Mar 9, 2020
Shining Song Starnova: Idol Empire - Nemjen
- Fixes a freeze that occurs when recording over 144 songs.
- Fans will no longer pay to meet unhappy idols.
- The chance for the illness 'Depression' to trigger now scales based on how unhappy the idol is (MOOD).
The Hive - Mephasto


Hey all,

Another small update has been released, the main thing here was sorting out bugs when loading a saved game.

Full notes below:

1.203 - 2020-03-09

Bug fixes:
  • Fixed issue where GUI would get stuck if played had resource source selected when it runs out
  • Fixed issue where inventory icons would not show up after loading
  • Fixed issue where items would disappear when loading a save
  • Fixed issue where certain items could be duplicated after loading
  • Items are now returned to unit that had them after loading a save
  • Items equipped on workers are now returned to inventory after loading a save

Thank you again for reporting the bugs for us! (no pun intended)

Cheers,
Sauli, Akseli, Antonio, Jenni, Johanna & Jonna.
aka
Skydome Entertainment
Minoria - rdein
Hello everyone,

I've uploaded a minor patch to the game today to improve a few things. Here are the list of changes:

Version 1.08
- Parrying enemies is a bit faster now (freeze frame upon successful parry has been reduced by 10 frames).
- Improved the "!" bubble effect in the Library cutscene.
- A large room of the final area was divided into four rooms.
- Fixed a visual effect for when you defeat an enemy (little blue droplets that were barely visible before).

A reminder that for the update to be downloaded immediately you must restart your Steam client.

That's all for this update!

Cheers.
Peaceful Days - dsiver144
Today updates bring Japanese language support and some minor visual changes to the game.[/img
Future updates will bring more decorative stuff for your farm.


Hope you guys have an awesome day as usual! >w<
Mar 9, 2020
九州:商旅(Nine Provinces: Caravan) - xbgzs
添加了城郡建筑投资
  • 在官府中与官府吏员对话,选择资助发展(建筑)进行投资,投资后即会开始建造相应建筑
  • 不同建筑需要城郡规模达到一定后方可投资
  • 建筑会对城郡的人口提升速度有一定影响
  • 投资可提升城郡关系

添加了产业投资
  • 可在产业界面中投资相关产业
  • 投资产业需要满足相关条件,如产业用地类型、气候条件、前置产业、原料供应、资源(如金矿、宝石等,需要先进行勘探)
  • 二次加工产业需要拥有相关的工艺典籍(可在已拥有相关产业的城郡产业中选择相应产业,花费城郡关系与钱购买)
  • 产业的数量对人口提升速度有一定影响
  • 投资可提升城郡关系

添加了城郡治安度
  • 治安将影响在城郡范围内的遇敌频率
  • 在城郡范围内与贼匪战斗获胜都会提升城郡的治安
  • 治安会对城郡经济产生一定影响
  • 相关的城郡任务会在治安过低时出现,完成后也会提升城郡治安

其它更新
  • 添加快速存档(F5)与快速读档(F8)操作
  • 为相关文书(商会文书,经商文书,工艺典籍)在货物列表中添加显示
  • 添加了产业:装饰
  • 添加了人口增长影响显示,鼠标悬念城郡界面中的人口文本上即可看到
  • 添加了经济影响显示,鼠标悬念城郡界面中的经济文本上即可看到
  • 提升了遭遇战与路匪的获胜奖励
  • 提升了城郡中非自产商品的消耗速度(原先城中会堆积过多的贸易商品,可能影响游戏效率)
  • 提升了城郡需求商品的利润
  • 修正一个赶集结束后卡住的问题
Mar 9, 2020
Walking Simulator - pugscapedev
  • Falling trough the map will now teleport you back up
  • Gave the guy in the lab a book to read
  • You can now "kill" enemies
  • Inverted controls options now apply to vechicles
...