Thank you for your patience while we compiled all of the submissions from every participant! We were very impressed with how amazing some of the images were, and we hope that you all had fun with being creative about your submissions.
Without further ado, here are our winners/recipients: *Due to privacy concerns, only a portion of the identity is shown.
※ The account that will be contacting the recipients on Instagram is our official Astellia account (https://www.instagram.com/astellia_official). Recipients will be contacted by Tuesday, March 17th - please do not panic if you did not receive a message today! Thank you for your patience while we contact everyone. ※ If you are a Facebook winner, please directly message our Astellia Facebook Page (https://www.facebook.com/AstelliaOfficial/) so that we can provide more details.
If a recipient does not deliver the requested information to one of the aforementioned locations by Tuesday, March 24th, the prize will be forfeited.
Congratulations, everyone! Thank you for participating ~
Hello everyone! I haven't had as much time as I would have liked over last month to work on my game due to my daily job. However, I'm back to work on Coloniam this weekend to pick up where I left off in regards to Save Games and Trade Routes. I should have an update ready in the next week or two.
Planned in the next update: 1. Trade route update! Reworking the current menu and design of the current trade routes. It should be significantly easier to use. 2. Save games! This was a bit more complicated than I had originally thought but we should have a beta version of save games soon. 3. Island Discoveries! You will start on the main island and you will have to discover other islands via boat before you can see them. 4. Island Fertilities! This is the first step to solid gameplay. I will be making various resources from Tier 2 Population and higher be required to come from a different island in order to fully utilize the trade route system.
Ideas 1. I saw some people mention they would like moddable population needs/resources values so I'm tacking a look into this.
Welcome to the first balance update of Element TD 2! Due to the number of changes on a larger scale this build, the Leaderboards have been reset. For the future though, we'll be keeping these kinds of updates sparse, happening only once every month or so.
Features
You can now Click, Hold, & Drag Outwards to build a whole box of towers with a single click!
In other words, your index finger will no longer die after a single game or so of buy/sell abuse.
That dastardly Cross Region option has been nuked from the game!
Thanks to recent network improvements, we no longer need a Cross Region latency option to account for those with lesser internet speeds, which makes searching for games much easier for everyone.
Input lag and the number of server pauses should be reduced from before.
If you're still having problems, please let us know!
New Challenges Added!
3 new Forest Challenges and 3 new Lava Challenges await you in a test of your skills!
A number of previous Challenges were adjusted to make them easier and scale better.
Unfortunately, this did reset progress for most of the existing Challenges. We apologize about that, and we'll try to avoid this in the future.
Updated Forest visuals!
Since release, the Forest map's visuals have been a little too red and not foresty enough. It's now been updated to look much cleaner and easier on the eyes.
You can check out a comparison of the new version to the old version here.
Score System
Duration now accounts for the time between the first wave starting a Wave 55 finishing
There is now a Speed Multiplier applied to your Ronald Score, based on your performance up through Wave 55:
On a Full Length Game, you start with a multiplier of x3.5. Every minute, this decreases by 0.05: -- If you clear the game in 40 Minutes, you'll have a multiplier of x1.5 -- If you clear the game in 50 Minutes, you'll have a multiplier of x1 -- If you clear the game in 70 Minutes, you'll have a multiplier of x0
On Short & Extra Short Modes, these multipliers start lower: -- Short: Start with a multiplier of x3 -- Extra Short: Start with a multiplier of x2.25
Additionally, if you clear through Wave 55without losing any lives, you'll gain a Perfection Bonus, multiplying your score by x1.1 -- Note, if you lose lives but gain them back through Life Tower, this does not give you the Perfection Bonus
Improvements
Border Lock option added! -- If you're running a dual monitor setup, and you had issues with your mouse going off-screen and throwing you out of focus, you can turn Border Lock on to prevent this issue.
Brightness Slider added!
First-time players are forwarded to Challenges now.
Near targeting priority no longer focuses creeps down. -- However, Light, Atom, Arcane, & Flooding will now always focus creeps down, allowing you to change their targeting priority without breaking their effects.
Old targeting priority renamed to Front.
Added a Back targeting priority, which does the exact opposite of Front.
Decreased the size of stats pop-up boxes.
Damage number pop-up duration doubled.
Toned down the VFX on many of the projectiles.
Updated a number of tower tooltips to be generally clearer, including listing the damage formulas on Disease & Mushroom.
Fixes
Fixed Fire, Light, Nature, Atom, Ethereal, Golem, & Flooding Towers updating their buff numbers instead of their base numbers.
Fixed a bug where the Elements settings drop-down on Quick Play was offset by 1.
Fixed a bug where Blacksmith's Damage Buff was not buffing certain towers properly. This included: -- Earth's shockwave -- Solar's damage-over-time -- Quake's shockwave -- Nova's shockwave -- Flamethrower's napalm
Fixed a bug where certain towers with self-buffing effects were not gaining damage on any priority except Near. This included: -- Fire's damage-gain-over-time -- Atom's consecutive attacks
Element Prompt no longer shows up in God Mode.
Fixed a bug where the Interest Timer would unfreeze each time you cleared a wave of Ronalds.
Balance
All Build & Upgrade Times increased by 0.25 seconds
Ronald base HP reduced from 600,000 to 500,000 -- However, Ronald per-wave-scaling increased from x1.1 to x1.2
Shield creep's ability cooldown increased from 5 to 6 seconds
Timelapse creep's ability trigger threshold reduced from 33% to 25% -- Effectively, it's now an even harder counter to Single-Targets
Healing creep's ability AoE increased from 175 to 200
Light's consecutive damage bonus reduced from 10 / 60 / 360 / 3600 to 8 / 48 / 288 / 2880 -- Default priority changed from Near to Far
Darkness damage bonus on bounce reduced from 20% to 15%
Fire damage increased from 22 / 132 / 792 / 7920 to 24 / 144 / 864 / 8640
Earth's shockwave now deals damage in a Full/Half AoE instead of a Full AoE -- Shockwave damage increased from 30 / 180 / 1080 / 10800 to 40 / 240 / 1440 / 14400
Trickery now clones towers next to the cloned tower instead of Trickery -- Its behavior now matches all previous versions of the game
Atom default priority changed from Near to Back
Arcane damage reduced from 700 / 2800 / 11200 to 650 / 2600 / 10400
Vapor damage scaling per-creep-hit reduced from 15% to 14%
Solar updated: -- Damage & damage-per-second increased from 80 / 320 / 1280 to 100 / 400 / 1600 -- Attack Speed reduced from 1 to 0.66 -- AoE increased from 100 to 200 -- Ability AoE reduced from 300 to 200 -- Effectively, this should perform much more consistently early on, and still scale well into the endgame
Mushroom effect reworded to not be a confusing mess. -- Although its numbers have changed, its balance is identical to before
Howitzer effect reworded to deal bonus damage on close-up creeps, instead of half damage to far away creeps. -- Although its numbers have changed, its balance is identical to before
Geyser updated: -- AoE increased from 0 to 200 -- Attack Speed reduced from 1.5 to 1 -- Damage reduced from 360 / 1440 / 5760 to 300 / 1200 / 4800 -- Damage bonus per creep reduced from 360 / 1440 / 5760 to 150 / 600 / 2400
Nova damage increased from 500 / 2000 to 600 / 2400
Wisp updated: -- Damage increased from 450 / 1800 to 500 / 2000 -- AoE increased from 400 to 450 -- Damage gain per attack reduced from 50 / 200 to 20 / 80 -- AoE loss per attack reduced from 10 to 5 -- Damage & AoE now cap after 50 attacks, stopping at 1500 / 6000 damage and 200 AoE
Runic damage increased from 850 / 3400 to 900 / 3600
Polar default priority changed from Strong to Back
Flooding damage increased from 330 / 1320 to 350 / 1400 -- Default priority changed from Near to Back
Corrosion damage amp increased from 15% / 40% to 15% / 45%
Flamethrower Napalm AoE increased from 300 to 400
Impulse damage reduced from 3600 / 14400 to 3500 / 14000
Golem damage increased from 1300 / 5200 to 1400 / 5600
Quake Shockwave damage reduced from 4500 / 18000 to 3000 / 12000 -- Shockwave now deals full damage to nearby creeps, instead of pretty much half across the board -- Shockwave still deals half damage to creeps at the edge of its range
Money bounty bonus increased from 30% / 40% to 30% / 45%
Periodic damage increased from 26000 to 28000
To celebrate the new patch, we'll be hosting a Community Night on Saturday, March 13th. Join us for some games at 6pm GMT, and later at 10pm GMT!
Command & Conquer™ Remastered Collection - ea admin
Command & Conquer fans,
The Command & Conquer™ Remastered Collection will be launching worldwide on June 5, 2020!
The game will be launching on Steam with a native integration, meaning support for Achievements, Friends Lists, Trading Cards, and the Steam Workshop (With an included Map Editor). All the content we’ve described since the start of the project, including Tiberian Dawn, Red Alert, and their three expansions, will be available. Nothing priced behind DLC, and no microtransactions. Pre-purchases are now live on Steam.
Sakura Succubus, a new harem visual novel, will be coming out on Steam soon!
Sakura Succubus is about a young man called Hiroki who works as a photographer. One day, he's asked to take a few photos of Japan's most famous idol, Ikue Ayu, and everything spirals out of control.
Hiroki discovers that Ayu is actually a succubus - and she (along with many other women) is insatiably interested in him!
Watch as Hiroki tries to manage his rapidly-growing harem of succubi, all the while trying to keep his newfound relationships under wraps. Dating so many famous, successful women is no easy feat, but the benefits more than make up for it!
For this week's update, we have a bit of eye candy for the most part: we finished the monster customization menu and we're happy to showcase it in action! You can create some pretty crazy looking monsters with this!
For anyone paying attention, we ended up changing the design of it a little bit from the original sketch. You can now select up to 8 different monster variant visual effects (and 2 special added effects) and a custom portrait selected from any of the monster's portraits, the "unknown" portrait and player imported portraits.
Other than that, the Beastmaster class is almost completed. We're wrapping the last details today, and we'll focus on it in the next update. It's a MASSIVE class, with a total of 24 abilities in total (1 counter, 2 passives, 21 actives)! We'll have all the details on it next time.
Thanks again to everyone for the support, we appreciate it! :)
I Can't Believe It's Not Gambling 2(K) - MutantEntertainment
Hi All,
Here at Mutant HQ we like to make light of things from time to time (see the ICBING 1 Censored Update, or the ICBING 1 Epoch Exclusive Update, among others). With the WHO declaring a global pandemic due to the Covid-19 virus outbreak, we of course have a take. However since this is a rather serious subject rather than our usual satirical take we’ve eased off just a bit (tho’ of course there might be a bit of sarcasm that still bled through…)
Wash your hands Don’t touch your face Stop hoarding the damn toilet paper And take care out there,
It's been a long 23 months of development. I hope you all enjoy playing what I've created. However this is just the beginning, expect a content road-map in the near future; big plans!