Oct 11, 2020
大千世界 - 地精骑士★★★
1.更改了畸变魔怪宝宝传送的坐标(还是邪恶之沼,坐标不同)
2.庄园雇佣的佣人现在可以解雇
3.修复了护甲片所加的魔防无效问题
4.修复部分描述问题
Neos VR - Frooxius
This week has concluded the judging of the Metaverse Maker Competition (MMC) entries and we finally have our winners! We went through all 81 submissions from about 201 participants. Determining the winners was no easy task, because of the overwhelming quality and creativity of all the entries!

Everyone should be proud of what you’ve accomplished, even if you haven’t placed, you have pushed the creative and technical bar of content in Neos miles ahead within last month and have given everyone tons to enjoy. Personally it took me almost 14 hours to go through every single submission for the first time and I enjoyed every second of it!

We have deliberated with the judges for over 9 hours to determine which entries to award, but even at the end of the process there are still many excellent entries that go unmentioned, simply because there's not enough places for them to fit.

I'll be publishing a video(s) of my own judging experience for every single entry to at least give everyone a small shout-out, you can see some of them for winners and honorary mentions below. But without further ado, here are the winners of MMC 2020!



MMC 2020 Ceremony stream
If you missed the awards ceremony livestream, you can watch the archival footage here. We present all sponsors of the event, who have contributed to the total prize pool and invite every winner to receive their award.

We also visit all the winning worlds and talk with the creators about their process. The footage for this is included in the video for each winning entry below, followed by my (Frooxius) first impressions from the judging process.



World
MMC Vibes Concept (1st place)
By Team VibeZ (ArcticGamez, Chii, Elektrospy, HeyItsNate, QueenHidi, TheIndoorAussie, Princess, Rukio, Zyzyl, Lazhannya, Alex_From_Alaska, Beaned, Elektrospy, Jeana, SmolCookie, Toxic_Cookie)
This beautiful hangout world has completely blown us away not only with its level of visual polish, but also level of interactivity. Not only it features day and night cycle, but many of the things are interactive. You can open the fridge, grab a soda (with dynamic liquid visual!), open it and drink it, you can grab meat and cook it, jump off the springboard into the river (with underwater effects and current that carries you away), sit on a swinging bench, cook s'mores and much more!

This world is definitely one to check out and explore, as all the little details make it feel more like a real place, rather than just a static map. We'd definitely love to see it developed further and optimized and inspire more interactive maps like this.



Freeze Tag (2nd place)
Beaned & Shorty0w0
This fully fledged freeze tag game is a great world to take your friends to and play. You're randomly assigned as either runner or freezer. The game features three different maps (with player voting before the round starts), configurable rules and a fully fledged lobby to hang out, which also has a spectator view for players who aren't currently in the game.

Having fully fledged games like this in Neos brings great content for people to come back to and enjoy with their friends or even strangers and this one was one of many that were submitted as part of this contest and hopefully with many more to come in the future.



Tobbs - The Tale of Two Worlds (3rd place)
By Jax, Zane, Earthmark and Cautious Imber
We believe this entry was among first of its kind in Neos as it is a full narrative experience, with voice acting and scripted story progression throughout. Not only that, but it was completely built from scratch for and within Neos, including all the models, textures, sounds and music.

Using Neos as a storytelling tool was one of the things we hoped to see and we hope that this entry is a spark of many more narrative experiences to come in the future.



Avatar
NeoRoid Creator (1st place)
By mohu_yan & orange
In the NCC competition last year we saw the first in-game avatar creator/customizer, that lets players create a specific style of avatar without leaving the game. The NeoRoid Creator brings that concept to a whole new level of quality and customizability.

It allows you to create a stylish "Mii-esque" avatar not only by customizing different types and colors of hair, hands, clothes, eyes, mouth and other parts, but also by drawing directly onto the avatar with a brush, to create your own patterns and details. Different parts of the avatar can be moved and customized as well.

After hitting "Create" the texture and models are baked, producing a very efficient, but still very good looking avatar that you can use anywhere in Neos. As a cherry on top it lets you share your avatar by uploading it to the world itself and making it available as part of browsable gallery.

We've already seen many users running around in their own version of this avatar and making it theirs, both using the provided customization options and additional customizations with in-game tools. Being able to create such avatar so easily without leaving Neos is a huge help to the community and growth of Neos!



MetaGoddess AV (2nd place)
By PurpleJuice
This mystical looking avatar was made completely from scratch for Neos by PurpleJuice, available to use and customize by any Neos user. It features a beautiful combination of sci-fi and mysterious design elements as well as great presentation world, that fits the rest of the style. It even has the Neos logo as part of its design. If you'd like to use this avatar, you can grab a copy directly in the world and customize it with the in-game building tools!



Dynamic Avatar Animator (3rd place)
By guheheP
If you ever wanted to see how your avatar moves from the third person or needed to make an NPC animation, this tool can help you! It is a very simple to use avatar animator, you simply place the avatar on the pedestal, hit record and perform movements.

After recording you can play back your movements on the copy of the avatar, scrub around the timeline or even reverse it. We believe tools like thisi can be very useful for other creators as well to quickly record MOCAP for their own experiences.



Other (Gadgets/Tools+)
Edge of Reality (1st place)
By Ryuvi & Engi
We have seen many different Multitools in Neos, but this one has completely blown us away with its level of polish and functionality. It combines both playful modes such as Bow, Sword and Pistol with a Multitool, each with its own subset of modes that can be easily switched between using its radial menu system.

The presentation of this multitool is also one of the most professional we have seen in Neos, with excellent audio-visual design both of the world and the tool itself. We definitely recommend checking it out if you haven't and we've already seen many users play with it in both public and private worlds, so it's been definitely popular with the community as well.



Mogu-pani (2nd place)
By GONT_3 & Komashiba
If you love arcade games this one will be your favorite. It is a Whack-A-Mole game created completely from scratch for the competition. It has highly polished visuals, audio design and addictive gameplay, with a boss fight and high score system. You can pick from two difficulties and three BGM's.

Definitely give this one a try as this is the most polished arcade game made in Neos so far and we hope it inspires people to make many more!



Lindermayer island (3rd place)
By guillefix & A Monsoon of Babies
We choose this entry because it shows more technical and geeky use of Neos, but in a form that's still approachable to regular users. It implements the L-systems inside of Neos, which allow simulating natural growth of patterns like plants or crystals and fractals.

Those are presented in form of seeds, which you can throw in the world and watch the plants or crystals grow right in front of you. While performance heavy during the growth phase, the finished plant is baked into a single mesh and can be efficiently used to decorate worlds.

The world also contains "Truth Mines", which contain explanations on how the system works as well as editable versions of the seeds, allowing anyone to experiment with the system and create their own patterns.



Honorable Mentions

Eco
By Anomalous, Dys & UltraYanto
A very unique entry which implements the most complex NPC system inside of Neos yet, with collision avoidance and state system. You can watch a realtime simulation of small critters, who mine minerals and chop trees, carrying them back to the village. They will also actively avoid most obstacles put in their path, including player hands.

The world features in depth explanations on how the system works as well, serving as a good learning resource. We'd love to see this entry turned into something bigger, like a strategy game or serve as inspiration for more complex NPC's inside of Neos.



Parkour Park Redux
By MattyK, MrDanver, Lorgenz, Ravid Didsdale, Endy, H3BO3, Kal, Nammi, 3x1t_5yl3, Napo, Kulza, May, Cyro, ukilop, Enverex and Zane
This massive map has several different parkour courses, which utilizes Neos' walking, jumping and climbing system in variety of creative ways. We were particularly blown away by the fact that the entire map was built with primitives inside of Neos by many different people from the community, utilizing Neos' collaborative nature. If you're into parkour and a good workout, this is definitely the place to visit!



Reflections (WIP)
By reddragon, jeff07734 and jaxonbat2821
Despite being unfinished, this was one of the most mind-blowing experiences of the whole MMC. It is essentially an escape room built around mirrors and reflections. Two groups of players have to cooperate to solve puzzles using mirrors and portals in variety of different ways, often times involving differences between the reflected versions or interacting with the other group through a mirror.

We'd love to see this experience finished and polished after MMC, as it was definitely a strong contender for one of the three places. Escape Rooms can be very engaging social experiences, so we were really excited to see a first of its kind in Neos.



常世 (tokoyo)
By GAWAWA, mohu_yan and Jphonix
This beautiful map works as a great calming hangout place, with a very cool presentation. We loved how the whole map first opens up with a beautiful animation and all the little details, like animated fountains or portals that allow crossing from one side to the other.



Brainfuck PC
By Psychopsyo and Goodvibes
Another highlight of the more geeky/technical entries is a fully functional Brainfuck interpreter made in Neos. Not only is the implementation of a language interpreter in Neos impressive on its own right, but the presentation of the world puts the icing on the cake.

The computer setup wobbles whenever moved, complementing the silliness of the language, but it also contains a set of cards, explaining the syntax of the programming language as well as containing many different examples.

The interpreter either lets you step through the program slowly, watching its execution in realtime or run it faster, producing output on on the screen. If you like programming and/or esoteric programming languages, this is definitely a world to try.



Gunnar0’s Throwing Knife
By Gunnar0
This world features a throwable knife with a cool particle effect, as well as bunch of accessories that you can place on your avatar, including a holster and a launching apparatus. The knife itself can be quite fun to play with, as hitting a person will launch them upwards upon explosion.



DiscordViewer
By Dante
Since the introduction of WebSockets into Neos we've seen variety of different tools and entries, both in MMC and outside. We choose to highlight this one in particular thanks to its usefulness to the community.

Our official Discord is important meeting place to the community outside of Neos itself and this tool lets you view all of the channels fully in-game. You can even place it onto your dash Home screen as a facet and it also contains instructions on how to set it up for your own Discord server.



Hot Potato
By mcham3 and GalexY
Made in only 24 hours this is a surprisingly polished and addictive game. You simply have to pass a glowing orb (representing the hot potato) to another player before time runs out. The last player with the hot potato will loose the game. This can be quite fun to play in bigger groups of people, so invite your friends!



Iron Scavengers
By Ukilop, Earthmark, Archonim, QueenHidi, Dawky and Ryuvi
This entry was one the technically most impressive games we've seen. It requires multiple players, as each user controls a different part of a mech, including steering, crafting, collecting materials from running belt and controlling the engine.

The game can become quite frantic, as the mech runs on the surface and picks up various materials, which can be used for fuel, crafting broken parts or sold. We'd love to see this more polished and expanded, as games that utilize multiple players to cooperate towards a common goal can be lots of fun for both existing and new players.



Blueberry Smoothie Club
By Enverex, Napo
This world is one of the most polished club worlds we've seen given its size. The whole map has an expansive feel to it, featuring a nice outer area, as well as multiple levels inside and a small secluded area on the roof. We loved many of the small details, such us subtle real-time reflections in the glass windows and various animated materials and effect.



Werewolf V0.2
By KierDran and Electronus97
While this is mainly a social game of intrigues and deception, trying to figure out who is a villager, werewolf, doctor and the seer, it is surprisingly technically impressive as well. The experience generates a card for each user by silently taking their picture when game starts and puts each player into a unique room based on their role each night.

During the day part, everyone is brought back together to deliberate on which user to hang as a potential werewolf. Once the user is eliminated, they become invisible to everyone else and can watch the rest of the game.

While most of the fun comes from the social interactions and trying to figure out who is who, the interactivity gives the whole experience a solid structure and makes it easy to follow the rules. We'd definitely recommend giving this one a try, you'll nee at least 7 players, but the more you get the more fun its gets!



What's next?
Neos' development has taken a bit of a backseat this week, as most of our energy and focus went into judging and deliberating and announcing the MMC entries (big thanks to Medra who has organized the whole competition and made sure it runs as smooth as possible!), but now with that (mostly) over, we're going to continue work on optimizations.

We'd like to give one last thanks to everyone who participated! The level of creativity, uniqueness and technical skill that everyone has shown has been absolutely incredible and has brought lots of new content for everyone to enjoy. The future of the metaverse and collaborative creativity is definitely bright thanks to you!

Oct 11, 2020
Arctico - Claudio Norori






-the player and his base will spawn in one of four initial locations when starting a new game
-New buildable grid system with auto snapping points
-new plant incubators design
-you can now upgrade your sled in the workshop
-Added fishing buoy finder to the sled
-improved fishing animations
-added 2 new decorative items
-lots of work on the maps locations and landmarks
-new texts to find
-you can now use your drill to extract seeds from some locations

Fixes
-Coop drilling synch
-Coop fishing synch
-Fixed dog sled slope bug when loading a game
Erannorth Reborn - Raven
Hi folks,

The new Anniversary build is live and you may update to it now. If you are using any mods that modify the Localization file, you may want first to temporarily deactivate them, till they are updated to this version. Nothing will break if you don't but some things might be off.



You can find the detailed release notes below. Let me know if you have any questions or have any issues. And if suddenly you feel nostalgia for the old card frames or portraits.

Don't worry! They are both already in the workshop!

Patch Notes - 1st Anniversary Update 1.075.1

Bugfixes
  • Improved Combat algorithm, added additional checks to prevent exceptions in weird/rare cases ie. Killing the same enemy 'twice' before the first first death could be processed could cause the Enemy remain 'Un-killable' in battlefield with negative HP. etc.
  • Fixed some minor issues with the Card Templating algorithm introduced in the previous patch
  • In some cases Revival & Ascension wasn't generating a new stage from scratch but instead was using the last saved stage, causing parts of completed events or 'Dungeon' areas to be expanded when they shouldn't.
  • In some cases after Ascension, the Player's stage indicator was 'outside' the DungeonEntry
  • Targeting the player with the 'Vulnerable' effect will now properly inflict 'Vulnerable' (Defend -)

Balance - Shields & Reinforcement Waves

While personally I believe that Shields are pretty easy to overcome once one gets a little familiar with how Enemies state-based AI works and the many ways they have to overcome them, they seem to buffle new players.

As such now the magnitude of Shield is fully customizable on a Game Mode basis, and additionally Enemies won't heavily rely on them any more. Enemies with the Shield tactic will now use it once per Encounter. In contrast Defensive Stance is now permanent once activates, and as such make sure to pack some non-Physical damage along.

Reinforcements in all modes now have a fixed amount of waves. After that new enemies will stop spawning. This is something you customize on a Game Mode basis so it won't apply on your own custom modes or vanilla modes you have modded. But it's pretty easy to set with ModifyGM or the in-game Editor.

In detail:

Balance adjustments in Enemy Shield/Level (EnemyShieldPerLevel) & Max Reinforcement Waves (MaxReinforcementWaves). These changes are on a Game Mode basis and will only apply if you haven't mod these games and use the vanilla files.

Base Modes
  • Casual: Enemy Shield/Level = 2, Max Reinforcement Waves = 2
  • Normal: Enemy Shield/Level = 3, Max Reinforcement Waves = 3
  • Ironman: Enemy Shield/Level = 5, Max Reinforcement Waves = 5
  • Mentalist: Enemy Shield/Level = 4, Max Reinforcement Waves = 4
  • Seer: Enemy Shield/Level = 5, Max Reinforcement Waves = 6
  • Demigod: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
  • Adventure: Enemy Shield/Level = 3, Max Reinforcement Waves = 3
  • Drifter: Enemy Shield/Level = 4, Max Reinforcement Waves = 4
  • Conquest: Enemy Shield/Level = 5, Max Reinforcement Waves = 6
  • Agent: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
  • Draft: Enemy Shield/Level = 4, Max Reinforcement Waves = 2
  • Expert: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
Plus Modes
  • Adventure+: Enemy Shield/Level = 5, Max Reinforcement Waves = 5
  • Ironman+: Enemy Shield/Level = 7, Max Reinforcement Waves = 7
  • Conquest+: Enemy Shield/Level = 7, Max Reinforcement Waves = 7
  • Demigod+: Enemy Shield/Level = 8, Max Reinforcement Waves = 10
  • Agent+: Enemy Shield/Level = 8, Max Reinforcement Waves = 10

Balance - Misc
  • Balance edits in various cards (way too many to list)
  • Tweaked the XP & Farthings curve. Experience and Farthings earned are now based on the Enemy's Level (rather than the Enemy's Tier) and are slightly more random.
  • Controlling an Enemy will properly give Experience
  • Shielded Enemies can't provide the Benefactor Shield benefit
  • Shield Rule addendum: "Once the Enemy's Shield collapses, they can't use the Shield Tactic for the remainder of the Encounter."
  • Once Enemies activate Defensive Stance they'll keep the Tactic active for the remainder of the Encounter. However they now only have a 50% chance to avoid retribution damage (instead of always avoid retribution damage)

Retirement Mechanic

Added a Retire button under the character's portrait. Clicking it will give you the choice to retire your character into the book of Heroes. Based on the areas you have already cleared this Action will cost you 100 Farthings x CS & 2 Rations. ie at Stage 5 you need to Pay 500 Farthings and 2 Rations etc.

Ascension Freedom

Improved the Ascension code to allow ascensions from any mode to any other mode. Aside from the 'quick' ascensions and revivals defined in the game mode and are suitable for you PC, you can instead manually ascend or revive in any mode you like using the new 'Choose any Mode' dropdown menu. Reviving in a custom Mode will still cost you tokens based on the PC level.

UI Changes
  • Misc UI Improvements & Improved visuals. Changed many textures, icons and the presentation of most elements.
  • Refined the area around the End of Turn button. The buttons for Shuffling & Viewing the remainder cards in Deck are in a more prominent spot.
  • Refined the Visual Puppeteer widget to fit the new design.
  • Replaced the black loading screen after logo intro with a Loading Screen.
  • Rations display is now Rations/Max Rations. (From Rations)
  • Summon Limit display is now Currently Summoned/Summon Slots (From Summon Slots)
  • Cards in Deck, Perk Points you can spend and Sheet Shortcuts are more prominent in the Character sheet.
  • New Portraits + Ragdoll versions. Using the ## GoFigure global in ModLoaderUser will switch to the Ragdoll portrait set.
  • Ragdoll portraits (transparent png) will no longer display as a card
  • New Card Frame (Light & Dark). You can find the old ones as a mod in Workshop.
  • Morale, Special & Demise are replaced with Icons in card rules. (Ally buttons for Attack & Special replaced with the same Icons for consistency.)
  • In the Buffs display, negative status like Bleeding, Feeblemind etc. will display first
  • Tweaked the Buffs display to fit longer buffs without line-wrapping
  • Redesigned the Event UI
  • Active Perks will now display in an one-column list
  • Perk requirements and cost will no longer display on already unlocked perks
  • In Character Sheet: You can now click anywhere on the player avatar to change their portrait mid-run.
  • F1 will now work as a toggle (will open Glossary if it's closed and close it if it's open)
  • Active effects will now display an icon next to each effect and with a hyperlink to the relevant glossary term.
  • Increased the size of Deck Manager // two columns of deck presets are shown at a time
  • Added a Button to display the Action Effect modifiers from perks. Any terms with matching entry in the log will appear as links leading to the Glossary.
  • Most active effects (Buffs) will now appear localized (this unfortunately doesn't include custom resources ie. Judgement)
  • When Looting Actions there are three buttons instead of one and you can choose between Deck, Stash or Draw. If you own max copies of an Action, you can only Draw (a temp copy).

Card Templating Improvements
  • Improved Line-breaks / fixed some wrapping issues.
  • Changes in the card Templating algorithm & card formatting to improve card readability.
  • Negative Defend will display as 'Gain Vulnerable x'.
  • Negative Status on PC will display as 'Gain [status] x' ie. Gain Bleeding 2
  • Added TargetTypeAlly:1 in some cards with UnsummonAlly:1 & ReactivateAlly:1 that was missing it and was relying only in Archetype for explicit targeting.
  • You can now override both the light & dark card templates (separately) in your mod using CardTemplateLight.png & CardTemplateDark.png, in this case the proper one will be displayed according the player's settings. Priority is: CardTemplate[Race/Class] => CardTemplate[Light/Dark] => CardTemplate
  • If modded versions of Light & Dark templates exist their example versions in Settings will now reflect that.

Misc Changes/Additions
  • In Game Editor: Added the option to create Draft but keep your perks in 'Gaunlet, Endless or Adventure' category. In Enemy Reinforcements you can now control the max Waves of reinforcement that can appear in a Node.
  • Detailed Game Mode rules will now display how much Reinforcement Waves can appear (The detailed rules appear if you look up the Mode in the Codex. Otherwise the short description is shown by default.)
  • When Reinforcements arrive a text notification appears along with a Wave indication. If MaxReinforcementWaves=0, then the text changes simply changes to 'Enemy Reinforcements"
  • Misc optimizations & under the hood improvements in the card search algorithm
  • Updated Steamworks net version to latest release.
  • Updated Unity Engine to the latest release.

Modding the World Map Graphics
  • You can now change the World Map, Location Pins & Player Token graphics
  • You can put a AltWorldMap.png (1920x1080) in CustomArtworks/Tales to set the World Map graphic to AltWorldMap.png
  • You can also have different maps based on the player's Class or Race using instead AltWorldMap[Archetype].png. Override Priority is: AltWorldMap[Class].png / AltWorldMap[Race].png / AltWorldMap.png
  • You can put a PlayerToken.png (in CustomArtworks/Tales to set the Player Token graphic to PlayerToken.png
  • You can also have different tokens based on the player's Class or Race using instead PlayerToken[Archetype].png. Override Priority is: PlayerToken[Class].png / PlayerToken[Race].png / PlayerToken.png
  • You can put a MapPin.png in CustomArtworks/Tales to set all Location pin graphics to MapPin.png
  • To set a different graphic / location: Add a MapPin[Location Name].png in CustomArtworks/Tales i.e MapPinLanmerih.png, MapPinRoverford Valley.png, and MapPin.png to customize all the remaining locations.

Modders can override manually the line-breaks
  • Individual Card Texts can be fine-tuned on a Card by Card basis using NNLB[match]:1, NNLA[match]:1 in card definition.
  • The first will add a Line break before [match], and the second after [match].
  • ie. NNLA. :1, after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. NNLBSyn:1, before every occurence of 'Syn', add a new line character. ie. to break down a synergy that wraps in the wrong way.
  • In a more massive scale (not really recommended), Card Text can be fine-tuned via the ModLoader ## NNLB[match] && ## NNLA[match] globals. The first will add a Line break before [match], and the second after [match].
  • ie. ## NNLA. , after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. ## NNLBTeam , before every occurence of 'Team', add a new line character. ie. to break down each Teamwork effect in a new line.
  • In all cases the [match] keyword shouldn't match exactly a keyword to avoid parsing it as an effect.
  • These replacements will happen on the final card text, so it can be already localized.

English.json

Aside from adding TooltipRetire, VictoryScreenRetire entries and adjusting Tooltip colors, all other formatting changes are optional and you don't have to add them in your customized English.json.

  • Added in English.json: TooltipRetire, VictoryScreenRetire
  • All CardRules: Several card rules got a <size =-2> font size, others wrapped with <nobr></nobr> to better control line-breaks
  • Added sprite tags in the Morale, Special & Demise related rules
  • TooltipStrength, TooltipAgility, TooltipResilience, TooltipIntellect, TooltipWillpower, TooltipCharisma (Tooltip is now light in color so you should adjust the tooltip colors for light background. New vanilla colors are: Major #360072, Minor #004985 & Sole #713600.)
  • StatusShield, StatusDefensiveStance - rule addendums
  • StatusImmobilized, StatusEntangled, StatusFrozen, StatusBleeding, StatusEnvenomed, StatusBurning, StatusBewitched, StatusWeaken, StatusVulnerable - Affected characters are now referred to as 'Characters' rather than 'Enemies'.
Gravity Ace - jotson
Well, folks, the time is almost upon us. Gravity Ace is finally in a state where I can release it into the wild. Gravity Ace will launch in Early Access October 22. What does that mean exactly?

The current game is fully playable with a 24 mission main campaign, fully integrated level editor, highly polished art and sound, and a great soundtrack. But it isn't done yet! I want Gravity Ace to be a satisfying and rewarding experience for new players and fans of the amazing classic arcade games it's based on. Community feedback has been vital during the development process. I'm looking forward to expanding the community through Early Access and using your feedback to shape and balance Gravity Ace so that it's as fun and polished as it can possibly be.

I have big plans for Early Access! I want to add new enemies, bosses, more levels and campaigns, fix bugs (of course), and add a local multiplayer mode for player-vs-player battles. A major component of Gravity Ace is the built-in level editor. The editor is very robust and allows anyone to make levels just like the ones included with the game. I plan to enhance that by allowing players to share levels and entire campaigns with one another through a central hub. The plan is that you'll be able to play other players' shared campaigns which will add a continuous stream of new content for you to enjoy.

It's going to take another 6-12 months to finish all of that work. I need your help! Please tell everyone you know about Gravity Ace! Help me spread the word and ask people to add it to their wishlist! The more of us there are, the better the game, and the more fun it'll be. It's been great fun so far and I'm looking forward to what's ahead.

From the bottom of my heart, thank you!
Nice Shot! The Gun Golfing Game - PolyGryph
Early this year, we announced that support for Nice Shot! was being put on hiatus. Due to a number of circumstances, we have had the time to bring Nice Shot! back up to par! This is excellent news for our players, since we will now be able to provide bug fixes and support. But it's also great news for us, since we now get to release that free content update we started on last year (which is also good news for our players)!

In addition, this will not just be a content update. There is a list of improvements, new features, and bug fixes riding along too! Look forward to the Nice Shot! The Gun Golfing Game update, scheduled for October 25th, 2020!
Shop Titans - Zesty Hamburger
The Tower of Titans has been spotted! Challenge the danger within and unlock new powers for your heroes!

A mysterious structure looms over the horizon’s edge… the Tower of Titans! This time-limited dungeon challenges your Heroes to scale its 30 floors featuring brand new strategies and mechanics.

Though each floor is tougher than the last, the many boss encounters will pit your party against monsters with random abilities. “Murder Princess” the heavily armored monster proved to be a cakewalk for your spellcaster squad? Meet “Extreme Overlord”, a magic-resistant monster that particularly enjoys attacking Spellcasters…

While climbing your way through the tower and claiming its many rewards, keep your eyes set on its peak. The tower’s Titan awaits your challenge!
Oct 11, 2020
眼中的世界 - Conviction - - chimaki
update:20201012

new version:access._06_06


Dear All

We fix some bug of path C :)


change log
- fix chapter 13C bug
- fix chapter 16C item bug
- fix some skill content


Cheer
Chimaki
Path of Exile - Natalia_GGG
Last week we talked about the changes to the Heist league we've been recently working on. The team is finishing preparations for the 3.12.4 update with the mentioned improvements, as well as other fixes. The patch will be deployed in the coming days, we're aiming to release it as soon as possible. In the meantime, check out a preview of its patch notes below.

The 3.12.4 patch on consoles will be released as early as possible after its deployment on PC.

Note that the patch notes below may be changed prior to release of the 3.12.4 update.

Heist Improvements
  • Enabled the questline that leads toward the Freidrich Tarollo, Slave Merchant boss encounter.
  • Increased the range that you can move away from your Rogue Allies before they are interrupted from a Job that they are performing.
  • Unique Contracts can now be placed in the Unique Collection Tab.
  • The Passive Tree window will now be in the same position when re-opened as when it was last closed. Exceptions to this rule include the first time being opened after logging in to a character, characters below level 8, or if you have any unspent Ascendancy passive points with the Ascendancy passive tree visible.
  • You can now delete characters that have Harvest Infrastructure in their inventories.
  • Fixed an issue where Heist members could sometimes ignore orders to perform Jobs if they were in another room or in combat.
  • Fixed a bug where Maltreatment Axe, Disapprobation Axe and Psychotic Axe were unable to drop.
  • Fixed a bug where Talismans dropped from some Heists Chests in level 68+ areas were not correctly Anointed.
  • Fixed a rare bug where a Curio Display in a Grand Heist could contain nothing.
  • Fixed a bug in Quest Contracts where the quest objective didn't drop for party members.
  • Fixed a bug where the "increased Rogue's Marker value of primary Heist Target" Heist Equipment modifier didn't work.
  • Fixed a bug where the "+X to Level of all Jobs" Heist Equipment modifier didn't work.
  • Fixed a bug which caused projectiles fired by a Shrapnel Ballista supported by Fork Support to hit a target more times than intended.
  • Fixed a bug which prevented the use of movement skills after using Shield Charge if it didn't actually move your character.
  • Fixed a bug which caused Zombies raised from a Phantasmal Raised Zombies skill gem to take Chaos Damage based on a Life total before some Life modifiers were applied, rather than their Life total after they were affected by all maximum Life modifiers.
  • Fixed a bug where Seismic Cry and Ancestral Cry's cooldowns were not correctly reduced to four seconds when using the unique claw Al Dhih.
  • Fixed a client crash.

Alternate Quality Gem Improvements
  • Alternate Quality Gems can now be supported by gems which match the bonuses granted by their Alternate Quality.
  • Divergent Heavy Strike (whose quality grants reduced Knockback Distance) can no longer cause enemies to be pulled towards you when the gem has greater than 20% quality. At 20% quality, the skill will not provide any Knockback effect.
  • Fixed a bug where Alternate Quality effects on the following gems didn't work as intended: Anomalous Slower Projectiles Support (Projectiles from Supported Skills deal increased Damage with Hits to nearby Enemies), Phantasmal Rallying Cry (Exerted Attacks deal increased Damage), Divergent Seismic Cry (Exerted Attacks have a chance to Knock Enemies Back on Hit), Phantasmal Raise Zombie (Minions gain a portion of Physical Damage as Extra Chaos Damage), Phantasmal Blade Vortex (increased Damage while you have 5 or fewer Blades).
  • Fixed a bug where Divergent Flameblast's Less Cast Speed effect was not displayed.
  • Fixed a bug where Divergent Sunder had the wrong quality effect. It now grants increased Physical Damage.
  • Fixed a bug where Divergent Fire Penetration, Anomalous Brutality Support and Anomalous Vicious Projectiles Support didn't display their quality effect range when at 0% quality.
  • Fixed a bug where Anomalous Barrage Support and Anomalous Pierce Support didn't display their quality effect range if the gem had 10 to 19% quality.
  • Fixed a bug where Divergent Arc's secondary chains dealt damage as if they had chained the maximum number of times.



Necrosis - blkzera
PATCH NOTES:

NEW RESOURCES

- New weapon: "R700" Sniper Rifle, unlockable on Rank 3!
- New Gamemode: "Pistols Only"
- New Quality of sounds on the game! Now with reverb zones on the map.
- New menu! Now lighter, more FPS!
- New Matchmaking System! Now with lobbys!
- New Sniper Gameplay! No more bullet drops, just one new aim-to-kill.

CHANGED RESOURCES

- Changed All the weapons aim FOVs (it was 75 and 90, now from 40-55)
- Removed The voices of the soldier "Mena" (The joke one lol).
- Changed the player voice system
- Changed the killcam, now in TPS!

BUG FIXES

- Fixed the "blank vision" on the map ascension II

PLAY NOW NECROSIS!

One sale is expected to be in october, 24.
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