May 23, 2020
9Dragons - 9Dragons
This Memorial Day, save 40% off selected Blue Dragon's Treasure Box. Be sure to grab them while you can! Read on for the full details of this special, limited-time sale.

Blue Dragon's Treasure Boxes - 40% Off
The Blue Dragon's Treasure Box is a random treasure box that contains one of the following items.
  • Ultimate Tablet
  • Beads of Golden Dragon
  • Rising Bead of Kylin
  • Five Dragon Banner Box
  • Role Change Pill
  • Jade Separator (Gold)
  • Dragon Scale(s)
  • Extreme Refinement Scroll +2
  • Extreme Refinement Scroll +1
  • Removing Extreme Refinement Scroll
  • Tender Stone (Large)
  • Exp bonus Card (Limited Edition)
  • 9Dragons Premium (1 Day)
  • Trigram Exchange Coupon (7 Days)
  • Lion's Roar (The Land)
  • Portable Cavity Press
  • Greater Spirit Siphon Panacea
  • Greater Blood Siphon Panacea
  • Jade Exchange Coupon (7 Days)
  • Exp bonus Card
  • Ethereal Mushroom's Stalk
  • Ginseng Root

Mileage Rewards
Receive one of the following rewards at 100% mileage.
  • Ultimate Tablet
  • Beads of Golden Dragon
  • Rising Bead of Kylin
  • Five Dragon Banner Box
  • Role Change Pill
  • Jade Separator (Gold)
  • Dragon Scale(s)
  • Extreme Refinement Scroll +2
  • Extreme Refinement Scroll +1
  • Removing Extreme Refinement Scroll
  • Tender Stone (Large)
  • Exp bonus Card (Limited Edition)
  • 9Dragons Premium (1 Day)
  • Trigram Exchange Coupon (7 Days)

Sale Items:
  • Blue Dragon's Treasure Box (30+9) 3600 RC
  • Blue Dragon's Treasure Box (15+4) 1800 RC
Look for these in the "Event/Sale" Section of the in-game RedFox Games Marketplace!

Sale Notice:
  • The sale begins on May 23, 2020, and ends on May 26, 2020, at 18:00 PDT.
  • Reward items are obtained at a fixed probability -- there is no guarantee that you will get them.
Ancient World War - LoveGame
Custom Create Rooms and Join Room features
Operation Deep Magic: Cryptanalysis - 1013133 Simulations
Update #0012.2 Released.

  • Linguist email exchanges added.
  • Data collection score count added.
May 23, 2020
Rocky Mayhem - SepSlither
Hey guys! So I've composed a brief and summarised road-map for what I want to add into the game at the end of each month in fortnightly updates before the end of Early Access. I hope this gives you guys an idea of what Rocky Mayhem will look like by the end of EA.

Once the next update releases, I'll create a more visually pleasing one but here's a summary of what I want to have in Rocky Mayhem by the end of every month.

May
As May is almost over, and I'm currently on a Birthday break, I haven't really been able to get anything major done since the release update. Therefore, there will be a balance update[/b] coming to the game tomorrow changing a lot of how the game works. Patch notes will come out when the update is live.

June
By the end of June, I want to focus on polishing the gameplay, making adjustments to different mechanics as well as adding new content. I've seen that some people have been able to complete the game in 5-10 minutes so I have a mission of adding; 10 new levels, 3 new asteroids, 2 new game modes (including 'Endless') and experimenting the possibility of having mass-scale maps to have a future 'Search and Destroy' mission type.

July
For the end of July, I want to have a foundation built for enemy AI ships as well as adding a bit more enjoyment to the game where possible. The objective for July will be to add time-limited powerups and to complete Chapter 2 with; 2 new asteroids, a new weapon type, 5 new levels, 1 new boss battle and a cutscene. The game will also receive animations and a graphic overhaul in the backgrounds, asteroids and more.

August
For the end of August, I want to bring what some of you have been waiting for... enemy ships! i want to bring it out in June/July but the thing is, to get the enemy ai perfected, I will need a lot of time to smooth it out. Anyways, august should be the final month of Early Access before they become monthly updates SO I want to add the upcoming expansion Rocky Mayhem: The Showdown. This will be the final major content for the game as I really want to move onto my next game. This update will include; 5 new levels, 1 final boss battle, 5 enemy factions and the Search and Destroy gamemode. In this expansion you can fight against the main villain who, instead of shooting bullets, shoots asteroids.

Future Plans
As of September, I'll be joining a game design course so I'll be focused on college projects as well as starting the development of my platformer game. The game will also be leaving early access as I start the course. This means, once a month there will be an update containing; bug patches, balances, 3 new levels and level redesigns. By level redesigns, I mean on a monthly basis, all levels will be changed slightly to add replayablity. Some months there will be a few more asteroids, a few less or a complete change of spawn.

Hope this covers everything,
See you in the next update :)

Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone :)

This is a very small update for PC only again.

We mistakenly turned off error logging when parsing mod files in the previous build. This update restores that so modders have better feedback on issues. Otherwise, the last update added a special debug flag to fix some data files not loading on what turns out is a Lithuanian language specific issue (the game isn't localized in that language, but users using a version of their system with that alphabet would run into the issue). That issue is now resolved automatically without any special flags.

We also fixed the issue with Doppelganger-copied Final Sting having the caster "escape" battle by becoming invisible.

Thanks!
May 23, 2020
Hex of Steel - valentin56610
- Added : Tetrarch, Cruiser Mk. VIII Challenger, Super Pershing, Sherman Jumbo, M16 AA, Panzer IV Ausf. J.
- Added : 3 new big maps : France 1940, Italy 1943, Germany 1945.
- Added : press CMD + S or CTRL + S to save your map quicker in the editor.
- Added : Belgium, Luxembourg, Finland, Sweden, the Netherlands.
- Added : Possibly to change not only the year, but the day and the month in the editor.
- Added : 3 new stats for the unit kills : Fighter kill, CAS kill and heavy bomber kill.
- Change : NEW UI !
- Change : new attack sounds for all infantry units.
- Change : Motorized / Mechanized units cant attack during their turn when they used all their MPs.
- Change : remade entirely the following scenarios -> Attack on Brest-Litovsk, battle of Kursk, Demyansk, Narva, Lake Balaton.
- Change : New bunker sprite.
- Change : The city names now scale with the camera size.
- Change : Textures remade for the Wurfrahmen 40, Messerschmitt BF-109.
- Change : All artillery/guns supposed to be towed now have a MP value of 1, requiring to motorize / mechanize them to actually efficiently move them, and for more realism.
- Change : Motorized units now get a +4 MP bonus and cost now 50 instead of 30. Mechanized cost 80 instead of 50 and give a bonus of +2 MP (1 more than before).
- Fix : Harbour not autoconnecting in map editor.
- Fix : Boats now work for the AI.
- Fix : Being able to mechanize / motorize the morser karl or the katyushas.
- Fix : the two units indicator moving with the even though it should be hidden before the unit move and not after.
- Fix : bug causing an impossibility to deploy any unit when going to another scenario.
- Fix : 2 british tank not working.
- Removed : american M2 halftrack unit. Forgot it. Rendered useless with the mechanize option.

I have been working non-stop the last 3/4 days to implement the new UI, I had to re code a lot of the existing code, and add more to it. We hope you will like this new UI as much as we do !
Next big update will be a revamp of all unit stats (using a base of 100, not of 10). This will allow for better stats for variants ! Don't know how much time it'll take me, and I also need a break after those 4 working days, exams coming up as well. Will be responsive to fixing bug, but new content will wait a few days now !

Enjoy
May 23, 2020
Rise of the Foederati - Genos Studios
Hello, we've been working to fix many problems with last update and other several things we added that didn't get properly fleshed out.

Several abilities had their effects added. You will see this many times throughout the updates, as we develop the groundwork for unit levelling.

* Rigorous Training: Strength - Added effects
* Minor Training: Strength - Added effects
* Minor Training: Perception - Added effects
* Rigorous Training: Perception - Added effects
* Intense Training: Perception - Added effects

* Changed: Several Frankish units were walking too fast. This has been fixed.
* Changed: UI buttons for unit commands are now tighter in spacing, making the UI a little less intrusive
* Fixed: Bow pull sounds should be more consistent.
* Fixed: Stunned effect should be situated better on each units' heads.
* Fixed: Frankish units Trustismanne and Heerbaan look less pixelated.
* Fixed: popup message text is a little brighter for better readability.
* Fixed: Horse sounds should be less loud when idle
* Fixed: Horse sounds should be a little less loud when a horseback unit is defeated
* Fixed: Melee axe users not playing chop animations when attacking.
* Fixed: sheath and draw sounds were playing at the same time.
* Added: a prompt for online users with outdated client to update client, so that all players have the same experience online and if critical updates are required to continue.
* Fixed: error thrown when viewing description of an unlocked ability.
* Fixed: chop was not tied to an animation for the Visigoth Axeman.

The new build should be available in a few hours.
Making History: The First World War - rmgiv

Mass Mobilization
We’ve just completed a new feature selected from our wish list of items we’ve wanted to add to Making History: The First World War. It involves the mobilization of national armies and the seemingly unstoppable momentum towards war. Since the mobilization decisions are so critical to the historical analysis of the conflict, we felt the gameplay should reflect that . With the mass mobilization order, a nation can quickly form a potentially large number of Infantry units in a fast as of 1 turn. This post will focus on how the system functions rather than the gameplay implications associated when using mobilization.

At the onset of WWI, almost all industrialized nations, even small ones, had compulsory military conscription laws. The United Kingdom and the United States were rare exceptions. Germany’s system was very advanced and infamously detailed. The mobilization feature is meant to simulate differences between a heavily militarized nation like Germany and nations unprepared for a national war effort like the United States was at that time. Both have massive potential but one can field troops fast due to policy decisions and infrastructure investments. Size matters, but in this case much less than structural quality.



Mobilization can speed up the positioning of unit groups along the front but the total process will take several turns to bring these new forces to full strength. Each unit will begin with reduced manpower and a lower strength value. This represents the condition of lightly trained recruits and the overall organizational challenge. These starter units will begin increasing in manpower and strength each successive turn using the reinforcement system.



There are 3 main inputs to determine the maximum number of units a nation can mass mobilize: available manpower, infrastructure and conscription policy. By multiplying these three properties, we calculate the amount of Trained Reserves. The UI provides a slider that allows players to adjust the mobilization level. A single Trained Reserve will form a separate unit group.

Each recruitment facility adds to a capacity factor and indicates the type of unit that it will produce. More Barracks mean more trained manpower. And cities containing infrastructure that only recruit Militia will produce Militia units. The unit level will always be at the highest quality available to the recruiting nation based on the recruitment building.

Another key modifier is transportation infrastructure. Historically, road and rail development contributed to the speed and efficiency of advanced mobilization systems. This factor is important to both mobilization and the pace at which Military Readiness increases - more on that below. Also since your mobilized units are formed at bases distributed nationwide, railways will be the fastest method to get these units to the front.

A nation like Russia in 1914 has a lot of rail but many regions - at least half lacking any transportation infrastructure. This lowers their infrastructure modifier and ultimately decreases the number of Trained Reserves. Russia and even the United States have greater manpower than Germany but the latter has invested in the infrastructure and policies that maximizes their mobilization potential.

It’s important to note that the mobilization feature does not inhibit or restrict the normal recruitment system. Penalties associated with mass mobilization are solely associated with the specific feature.

The last major factor is policy. At the moment, we have designed the national conscription policy to use the research system. Nations that have no policy will not be able to use the mobilization feature. This will likely be just a few small nations like Costa Rica. Even the lesser advanced nations should have the ability to raise militia forces. Mobilization is also not available to non-Independent nations although this feature could easily be extended to dependents. We will have to see what makes sense once more testing is done.

The mobilization system has a lot of underlying complexity and this places certain limits on flexibility. Specialty units like Engineers and Mountain Infantry, Armor and other hardware types will not be mobilized as part of this feature - just regular Infantry and Militia. Additionally, players will not have tactical choices as to where specific units are raised and from which regions the manpower is recruited from.



These are considered gameplay constraints. Units will only form in cities with recruitment centers and the manpower will be drawn randomly from all available regions based as best we can on nationality. Essentially, your mobilization results should reflect your existing infrastructure. If you build a recruitment facility in Hawaii, there is a chance to mobilize forces there however it is not a guarantee.

Military Readiness is a separate but essential aspect to both the mobilization system and to unit combat strength. In this case, a nation can only order a mass mobilization if they have set their national Military Readiness to General Mobilization. This action communicates to all nations to respond in kind if they feel threatened. A nation will not be able to hide a mass mobilization order.



Setting readiness to General Mobilization does not begin actual mobilization. This is a separate property representing the current investment in military readiness of your forces. If a nation has Low Readiness and then sets their readiness to General Mobilization - the highest level, the mobilization button will become active. Once the mobilization order has been given, the forces will deploy when Military Readiness has reached 100%.

After a nation has completed mobilization, then Demobilization is possible. Demobilization is a reverse process of the mobilization system. All units that require MPUs will have their manpower reduced to 1 and reinforcements turned off. At the Unit Group level, groups set to mobilize will receive reinforcements and demobilized groups will not. Demobilized manpower is distributed to regions using a similar method that mobilization employs.

The game will allow the player to mobilize or demobilize an army group individually as they see fit. There are currently limitations to when mass mobilizations can be ordered. At present, mass demobilization is not available if a nation is at war. Since the system is new, the game rules could still be adjusted and features extended.

While there is a significant amount to say about strategies and how the AI interprets mobilization, we will save this topic for a future post. One of our projects for this release will be to offer a decent manual to describe gameplay features to new and even existing players to the Making History games. I plan to create more posts and include content created for the manual.

On another front, a dedicated Making History community member has created a Discord server called the “Making History: Official Discord”. The goal is to have a location beyond Steam where fans of the gaming series can associate and organize MP games. It was just put up a few days ago and Factus Games plans to maintain a presence to help support and build the base. Please consider becoming a member. https://discord.gg/Aqw8nZt


May 23, 2020
War Thunder - TheShaolinMonk


The Su-7B was developed as a new type of ground support aircraft, a fighter-bomber. We introduce a new strike aircraft for the USSR, the first jet vehicle in the glorious Sukhoi attack aircraft family!

In our game, the Su-7B will appear in the next update of War Thunder: Starfighters at rank VI in the USSR combat aviation tech tree. With this model we begin the addition of the Sukhoi attack aircraft to the game, well-known combat machines that took part in a number of armed conflicts of modern times.

The Su-7B is a supersonic attack aircraft, capable to quite effectively support ground forces in mixed battles, destroy enemy helicopters, but devoid of air-to-air guided missiles to battle the fighter-interceptors. The Su-7B reaches a maximum speed of almost Mach 2 (more than 2150 km / h), but the Su-7B has obvious problems with maneuvering at high speeds. The offensive armament of the aircraft is a pair of 30mm NR-30 cannons with a stock of 80 shells per barrel. These are well suited for the destruction of helicopters or even light vehicles - SPAAGs, IFVs, or ATGM carriers.





In general, the Su-7B is a very good aircraft for combined battles or ground attack missions at the high ranks of aviation game modes. It is not perfect, but has its own useful and distinctive role in the game. The Su-7B will appear in our hangars with the release of the next update of War Thunder: Starfighters very soon. See you there!

Check out the full Dev Blog article here!
Shadowforge - Gibi
Toggling between Fast Brush and Slow Brush is done by pressing the "B" button and then pressing "B" button again to return to Fast Brush.
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